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    Item List by DSimpson

    Version: 0.91 | Updated: 01/17/05 | Printable Version | Search This Guide

                              ___________________________
                              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                   Icewind Dale (PC)
                                     Items Listing
                              ___________________________
                              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
                                   January 17, 2005
                                     Version  0.91
    
                            Written by:  Dan Simpson
                                 Email:  dsimpson.faqs@gmail.com
    
      If emailing me, use this subject:  Icewind Dale Items v 0.91
    
      (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/
      http://www.gamewinners.com/
    
    This is just an Items listing for the game Icewind Dale.  I also have a
    complete FAQ/Walkthrough:
    
      http://www.gamefaqs.com/computer/doswin/game/25590.html
    
    -------------------------------------------------------------------------------
    
    ___________________
    What's New in 0.91:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
        Changed my email address and updated the format slightly.
    
      Estimated Completion Level:  95.1%
    
      A complete version history can be found in the Final Words... section at the
      end of the FAQ.
    
    
    -------------------------------------------------------------------------------
    Table of Contents:
    -------------------------------------------------------------------------------
    
      How to Create Items
    
      Items
    
        All the items are listed alphabetically based on their Item Code, the
        unique code that identified that item to the game.  For example, the code
        BELTSTR applies to the Girdle of Stromnos.  Once all the items are entered,
        then I will sort the items by type, placing similar items together, belts
        with belts daggers with daggers, etc.
    
      Final Words...
    
    
    -------------------------------------------------------------------------------
    How to Create Items
    -------------------------------------------------------------------------------
    
      The first step to getting these cheats to work, is to download the latest
      patch here:
    
        http://www.interplay.com/icewind/
    
      Use a text editor to edit the "icewind.ini" file in the game directory.  Add
      the line "Cheats=1" under the "[Game Options]" section.  Start the game and
      press [Ctrl] + [Tab] to display the console window.
    
      Then in the console that appears you can type in the following code, where
      the "xxxxxx" is replaced by the unique Item Code.
    
      CHEATERSDOPROSPER:CreateItem("xxxxxx")
      This creates any item that you know the Item Code for.  Every item from
      Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item
      Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in
      IWD)
    
      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)
    
    
    -------------------------------------------------------------------------------
    Items
    -------------------------------------------------------------------------------
    
    Sample Item ------------------------------------------------------------------
      |                                                                           |
      | 2HAXE  <---- this is the Item Code                                        |
      |                                                                           |
      |   Two Handed Axe  <---- this is the name of the Item in question          |
      |                                                                           |
      |   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.                                                                |
      |       ^                                                 ^                 |
      |       |________ The description of the Item ____________|                 |
      |                                                                           |
      |   STATISTICS:                                                             |
      |                                                                           |
      |   Damage:  1D10   <---- Damage as represented by Dice.  A 1D10 means that |
      |                         you would roll 1, 10 sided dice.  So the range of |
      |                         damage would be 1-10.  If it were a 2D4 the range |
      |                         would be 2-8 and so forth.                        |
      |   Damage type:  Slashing                                                  |
      |   Weight:  10                                                             |
      |   Speed Factor:  9    <----  How fast the weapon is used, the lower the   |
      |   Proficiency Type:  Axe                              number the faster   |
      |   Type:  2-handed                                                         |
      |   Not Usable By:                                                          |
      |    Druid                                                                  |
      |    Cleric                                                                 |
      |    Mage                                                                   |
      |    Thief                                                                  |
       ---------------------------------------------------------------------------
    
    ADISEASE
    
     Mummy's Tea
    
     Priests of Horus-Re in far off Mulhorand were the first to create this
     repellant but life-saving potion.  A foul smelling brew, it is made by
     boiling used mummy wrappings along with naturally desiccated animal remains.
     The resulting tea can then be consumed to neutralize the effects of disease.
    
     STATISTICS:
     Cure Disease
    
    
    ALDETH
    
     Ring of Free Action
    
     Free Action (Abjuration)
     Level: 4
     Sphere: Charm
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 7
     Area of Effect: 1 creature
     Saving Throw: None
     This spell gives the affected creature an immunity to magic that impedes 
     movement (such as Grease, Web or Slow spells) and negates the effects of 
     paralysis and hold spells.
    
    
    AMUL01
    
     Necklace of Missiles:  'The One Gift Lost'
    
     The naming of this necklace originates from its only owner, Ikaida Mourneve 
     who quested to regain his kidnapped daughter.  Not many would help the 
     determined father, but a kind and generous mage bestowed this item on him to 
     aid his cause.  Alas, the necklace was lost when Ikaida dropped it into the 
     Immerflow River while fending off bandits upon a suspension bridge.  
     Fortunately, it is rumored that the item was not needed to reunite the family 
     once again.
    
     STATISTICS:
    
     Range:  50 ft
     Area of effect:  30 ft radius
     Damage:  6D6 (save vs. spell for half)
    
    
    AMUL02
    
     Necklace
    
     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.
    
    
    AMUL04
    
     Studded Necklace with Zios Gems
    
     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.
    
    
    AMUL05
    
     Bluestone Necklace
    
     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.
    
    
    AMUL06
    
     Agni Mani Necklace
    
     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.
    
    
    AMUL07
    
     Rainbow Obsidian Necklace
    
     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.
    
    
    AMUL08
    
     Tiger Cowrie Shell Necklace
    
     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.
    
    
    AMUL09
    
     Silver Necklace
    
     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.
    
    
    AMUL10
    
     Gold Necklace
    
     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.
    
    
    AMUL11
    
     Pearl Necklace
    
     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.
    
    
    AMUL12
    
     Laeral's Tear Necklace
    
     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.
    
    
    AMUL13
    
     Bloodstone Amulet
    
     Amulets are usually magical devices that are commonly worn around the neck, 
     suspended from a chain.  The type of chain that comes with an amulet 
     generally increases the item's aesthetic value, not its magical properties.  
     Only one amulet can be dangled from the neck.
    
    
    AMUL14
    
     Amulet of Protection +1
    
     Amulets are one the most favored items to enchant by mages 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:
    
     Armor Class Bonus:  1
     Saving Throw Bonus:  1
    
    
    AMUL15
    
     Shield Amulet
    
     This Amulet can be activated by a simple command word and a touch with each 
     use acting as one charge.  The effect is a duplication of the 1st level 
     wizard spell 'Shield'.  For the duration of the spell, the wearer will have a 
     base Armor Class of 4.  This is cumulative with any modifiers due to shields 
     and magical devices.
    
     STATISTICS:
    
     Range:  0
     Area of effect:  Self
     Armor Class:  Base set to 4
     Special:  Bonus +2 AC vs. missle attacks
     Duration:  5 turns
    
    
    AMUL16
    
     Amulet of Metaspell Influence: 'The Amplifier'
    
     Known for its ability to enhance spellcasting, the Amulet of Metaspell 
     Influence is highly sought after by magic practitioners.  It was created by
     Elairdrin Mellwith who resided in the Star Mountains.  His reasons for 
     fabricating such an item stemmed from his womanizing habits, and to this 
     extent the Amplifier served his purpose well.  It was later taken from him by 
     a mage with a more destructive intent, but records detailing the change of 
     hands vary widely.
    
     STATISTICS:
    
     Special:  Memorize one extra second level spell
    
    
    AMULBAR
    
     Barrier Amulet
    
     This powerful amulet was crafted by the enchanter Celemon of Calimport in 
     727 DR.  He crafted ten such amulets on commission before jealous rivals 
     killed him and attempted to duplicate the procedure.  His colleagues were not 
     as talented as Celemon, and destroyed their laboratory and themselves when a 
     mishap occurred.  The formula was destroyed as well.  This particular amulet 
     was owned by the elven warrior-mage Pelan Rainwind.  It was lost when he was 
     killed by giants in the Spine of the World somewhere around 840 DR.
    
     STATISTICS:
    
     Simultaneously casts Stoneskin and Minor Globe of Invulnerability on the 
     user.
     Usable By:
       Mage (Single, Dual, and Multi)
    
    
    AMULBRA
    
     Badge of the Brave
    
     This simple steel amulet was consecrated by priests of Tempus for use by a 
     warrior named Teln Graham.  Teln was a powerful warrior, but he was easily 
     unnerved in large battles.  This badge, which he wore over his heart, allowed
     him to overcome his sudden panic attacks during important conflicts.  It left 
     Teln's possession when the Tempurans decided that he was an unredeemable 
     coward.  Teln is believed to have retired from adventuring to become a 
     farmer.
    
     STATISTICS:
    
     Allows user to cast Emotion Control: Courage once per day.
    
    
    AMULBRO
    
     Clasp of Bron's Cloak
    
     This small talisman was the clasp of a cloak owned by the notoriously tough 
     warrior known as Bron Balhon.  On at least ten different instances during 
     Bron's life, he was reported as dead after getting himself involved in some 
     horrible situation.  Some enemies shot him full of crossbow bolts and pushed 
     him into the ocean with lead weights only to be killed by him a month later 
     in a tavern four hundred miles away.  On another occasion, Bron's cowardly
     companions abandoned him when they were attacked by dire wolves in the 
     wilderness.  Two weeks later, Bron swaggered into their camp wearing
     wolfskins.  Whether all of the tales surrounding Bron are true or not, it is 
     known that Bron is believed to have met his end in the Spine of the World 
     mountains, fighting polar worms.
    
     STATISTICS:
    
     Gives the wearer 5% resistance to Piercing, Slashing, and Missile Attacks.
    
    
    AMULDEF
    
     Scarab of Defense
    
     This type of amulet takes the form of a sculpted beetle, and is typically 
     only found in areas around Mulhorand.  This particular scarab was crafted in 
     Thay by Gulvak Anrak, a powerful enchanter of magical protective devices.  
     Gulvak gave this scarab to an apprentice, Alik Banom, who was killed by 
     Cormyrean soldiers in 1021 DR.  According to sages, Alik started a fight with 
     a Cormyrean knight who insulted Thay and the Red Wizards as a whole.  Even
     though Alik was powerful, he was no match for the throng of Purple Dragons 
     that came to the knight's aid.
    
     STATISTICS:
    
     Gives +2 save vs. Petrification and Polymorph
    
    
    AMULFLE
    
     Amulet of Dark Flesh
    
     A horrible cursed item crafted by the Calishite necromancer Niri Eddin, the 
     Amulet of Dark Flesh is a token of disease and slow death.  Eddin gave the 
     item to his secret enemies as gifts and reclaimed it through his thief 
     servants when the sickness had run its course.  Niri is believed to still be 
     "alive" somewhere in the realms, despite the fact that he was a human born in 
     832 DR.
    
     STATISTICS:
    
     Upon donning this amulet, the wearer is paralyzed and diseased.
    
    
    APPLEBN
    
     Applebane
    
     A small steel dagger with a shadowtop handle, Applebane was once owned by the
     halfling thief Peliwen Redgrass.  Peliwen was a kind but morose individual 
     who spent most of his time sitting in a large rocking chair that he took with 
     him on adventures.  Before important adventures, he would just sit in his 
     rocking chair and eat apples with the aid of his dagger.  Peliwen's blade was 
     so rarely used for combat that his comrades starting calling it "Applebane".
    
     STATISTICS:
    
     Damage:  1D4 +1
     THAC0:  +1
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    ARGENT
    
     The Argent Shield
    
     This silver shield once resided in the Hand of the Seldarine, where it was
     used to protect its bearer from harmful magic and attacks.  Because of its 
     racial attunement, the marauding orcs and goblins left it in the tower.  
     Maiden Ilmadia grabbed it from the ruins.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Resistance Bonus: +25% Magic Resistance
     Weight: 5
     Only Usable By:
      Elves
      Half-Elves
     Not Usable By:
      Druid
      Thief
      Mage
      Bard
    
    
    ARHAND
    
     Arrows of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the
     dwarves of Dorn's Deep.  Any expert fletcher will find these to be some of
     the finest arrows ever made.  They are weighted and balanced perfectly and
     can pierce through the strongest armor
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2
     Damage Type:  Missile (Piercing)
     Weight:  0
     Launcher:  Bow
     Not Usable By:
       Cleric
       Mage
       Druid
    
    
    ARMPEN
    
     Studded Leather Armor
    
     This suit of heavy studded leather armor was a gift from Sister Calliana for 
     saving the soul of the Voice of Durdel Anatha.  It was originally worn by a 
     Tormish thief named Rendel to repent for his crimes.  The armor is made of 
     red leather and bronze studs.
    
     STATISTICS:
    
     Armor Class:  2
     Dexterity: -1
     Special:  -25% to all Thief skills
     Weight: 35
     Only Usable By:
      Thief (Single, Dual-, and Multi-Class)
    
    AROW01
    
     Arrows
    
     The flight arrow, as its name implies, is built for distance.  These are 
     lightweight arrows and are often used for hunting.  Most of these arrows are 
     made of ash or birch and are 30 to 40 inches long.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW02
    
     Arrows +1
    
     The flight arrow, as its name implies, is built for distance.  These are 
     lightweight arrows and are often used for hunting.  Most of these arrows are 
     made of ash or birch and are 30 to 40 inches long.
    
     STATISTICS:
    
     Damage:  1D6 + 1
     THAC0:  +1 bonus
     Damage Type:  Missile (piercing)
     Weight: 0
     Launcher:  Bow
     Not Usable By:
      Cleric
      Druid
      Mage
    
    
    AROW03
    
     Arrow of Slaying
    
     This arrow is twisted and black, almost radiating evil as if possessed by 
     something larger then itself.  It was made specifically to kill one type of 
     creature and one type only.  In this case the unlucky being is the Ogre Mage.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Missile (piercing)
     Special:  Slay Ogre Mage upon touch
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW04
    
     Acid Arrows
    
     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 + 1
     THAC0:  +1
     Damage type:  Missile (piercing)
     Special:  2D6 acid damage
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW05
    
     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)
     Poison:  30% of total maximum Hit Points within 20 seconds after contact 
              unless save vs. death made.
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW06
    
     Arrows of Detonation
    
     This arrow has a particularly debilitating effect on its victims as, upon 
     impact, it explodes into a huge ball of fire and shrapnel effecting all 
     within the area.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Missile (piercing)
     Special:  6D6 explosion upon impact (save vs. spell for half)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW07
    
     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
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW08
    
     Arrow of Fire
    
     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
     Damage type:  Missile (piercing)
     Special:  1D6 fire damage (save vs. spell for none)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW09
    
     Arrows of Ice
    
     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
     Damage type:  Missile (piercing)
     Special:  1D6 cold damage (no save)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW10
    
     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
     THAC0:  +4
     Damage type:  Missile (piercing)
     Special:  +6 physical (piercing) damage (save vs. death for none)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW11
    
     Arrow +2
    
     These arrows were enhanced through magical means when they were created.  
     They appear slightly straighter then the average arrow, almost alive as they
     effortlessly leave your bow and streak towards their target with deadly 
     accuracy.
    
     STATISTICS:
    
     Damage:  1D6 + 2
     THAC0:  +2
     Damage type:  Missile (piercing)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW12
    
     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)
     Poison:  30% of total maximum Hit Points within 20 seconds after contact 
              unless save vs. death made.
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW15
    
     Arrows of Ice
    
     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
     Damage type:  Missile (piercing)
     Special:  1D6 cold damage (no save)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW16
    
     Arrows of Ice
    
     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
     Damage type:  Missile (piercing)
     Special:  1D6 cold damage (no save)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROW1A
    
     Arrows +2
    
     These arrows were enhanced through magical means when they were created.  
     They appear slightly straighter then the average arrow, almost alive as they
     effortlessly leave your bow and streak towards their target with deadly 
     accuracy.
    
     STATISTICS:
    
     Damage:  1D6 + 2
     THAC0:  +2
     Damage type:  Missile (piercing)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROWKC
    
     Arrows of Fire
    
     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
     Damage type:  Missile (piercing)
     Special:  1D6 fire damage (save vs. spell for none)
     Weight: 0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    AROWTRN
    
     Translocation Arrows
    
     These potentially dangerous arrows are exceedingly rare, typically only 
     appearing as individual items.  As weapons, they are abysmally poor.  As 
     strategic tools, they are quite useful.  These arrows were frequently used by 
     melee fighters with competent bow skills.  Once they had fired off their 
     Translocation Arrow, they could enter melee and finish a protected target at 
     close range.
    
     STATISTICS:
    
     Damage:  1D3
     THAC0:  -3
     Damage type:  Missile (Piercing)
     Special:  On a successful hit, the user is transported next to the target.
     Weight:  0
     Launcher:  Bow
    
    
    AURIL
    
     Breath of Auril
    
     Kontik, servant of Auril, once wielded this blade. It has been enchanted with 
     several beneficial magics.
    
     STATISTICS:
    
     Damage:  1D4 +3
     THAC0: +3
     Intelligence: +1 bonus
     Charisma: -1 penalty
     Resistance: 100% Cold Resistance
     Resistance Penalty: -50% Fire Resistance
     Special:  2 charges of Cone of Cold per day
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    AX1H01
    
     Battle Axe
    
     The most common version of the battle axe is a stout pole about four feet in 
     length with a single-edged, trumpet-shaped blade mounted on one end.  Battle 
     axes are also called broad axes.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    AX1H02
    
     Battle Axe +1
    
     The most common version of the battle axe is a stout pole about four feet in 
     length with a single-edged, trumpet-shaped blade mounted on one end.  Battle 
     axes are also called broad axes.
    
     STATISTICS:
    
     Damage:  1D8 + 1
     Damage type:  Slashing
     Weight: 7
     Speed Factor: 6
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    AX1H03
    
     Battle Axe +2: 'Echoes of Dorn's Deep'
    
     Among the many weapons forged in the shadow of the Spine of World, several 
     bear the mark of dwarven smiths.  This magnificent battle axe is no 
     exception. Its steel and balance are testament to the work of a caring 
     weaponsmith, and the axe's edge is woven with enchantments that allow it to 
     wound even supernatural creatures. Like many weapons of dwarven manufacture, 
     the blade is light, allowing the user to swing the blade more quickly, and 
     the never-dulling edge ensures that the cut is always a clean one.  The 
     dwarven runes along the haft spell out the word "Dorn's," no doubt a smith's 
     mark indicating where the weapon was made.
    
     STATISTICS:
    
     Damage:  1D8 +2
     Damage type:  Slashing
     Weight: 5
     Speed Factor: 5
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    AX1H04
    
     Throwing Axe
    
     The hand axe 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 of the bottom and the head may have a spike on the top.
    
     STATISTICS:
    
     Damage:  1D6 +1
     Damage type:  Missle (piercing)
     Weight: 4
     Speed Factor: 4
     Proficiency Type:  Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    AX1H05
    
     Throwing Axe +2
    
     This throwing axe has not only been finely balanced for use as a missile
     weapon but has also been the subject of significant magical enhancement. As a
     result, it is both more damaging and more accurate than any non-magical 
     weapon of a similar style.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +2
     Damage type (melee):  Slashing
     Damage type (thrown):  Missile (piercing)
     Special:  Returns to user's hand once thrown
     Weight: 3
     Speed Factor: 2
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    AX1H06
    
     Throwing Axe +2
    
     This throwing axe has not only been finely balanced for use as a missile
     weapon but has also been the subject of significant magical enhancement. As a
     result, it is both more damaging and more accurate than any non-magical 
     weapon of a similar style.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +2
     Damage type (melee):  Slashing
     Damage type (thrown):  Missile (piercing)
     Special:  Returns to user's hand once thrown
     Weight: 3
     Speed Factor: 2
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BARDIC
    
     Bardic Horn of Valhalla
    
     This horn was created by the respected bard of a now-dead Reghed barbarian 
     tribe.  The bard was called Beogin, and his songs are sung by many of the 
     northern tribes.  He carried this horn with him when he observed many titanic 
     battles.  The chief of his tribe gave him the instrument with instructions to 
     blow it if he was ever in mortal danger.  Beogin, too proud to ever call on 
     his tribesmen for help, was killed in battle, the horn hidden under his 
     cloak.
    
     STATISTICS:
    
     Once a day, this horn will summon 2-4 berserkers who will attack the enemies 
     of the user.  It is only usable by bards.
    
    
    BEETSHLD
    
     Rhino Beetle Shield
    
     This shield was crafted from the tough exoskeleton of a giant rhinoceros 
     beetle.  Naturally tough, it has been cured and reinforced by skilled duergar 
     craftsmen.  It looks and functions like a tower shield crafted from wood and 
     metal, though it weighs much less.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special:  +1 vs. Missile Weapons
     Weight: 8
     Not Usable By:
      Bard
      Mage
      Thief
    
    
    BELT01
    
     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.
    
     STATISTICS:
    
     Weight:  2
     Not usable by:
    
    
    BELT02
    
     Golden Girdle:  'Golden girdle of Urnst'
    
     Created to protect a powerful wizard against malevolent warriors, this 
     magical garment is made of red silk strewn with golden flakes.  It is 
     enchanted to give limited protection against slashing weapons of any type.
    
     STATISTICS:
    
     Armor Class Bonus:  +3 vs. slashing weapons
     Weight:  2
     Not usable by:
    
    
    BELT03
    
     Girdle of Bluntness:  'Destroyer of the Hills'
    
     Having lost friends and loved ones to a series of raids by hill giants, 
     Garrar The Powerful made it his mission to cleanse his homeland of their 
     presence. It is not known where he acquired this item, but with it he single 
     handedly dispatched dozens of the creatures, all the while protected from the 
     blows of their clubs.  The remaining giants fled to neighboring lands; lands 
     that lacked a similar champion and did not fare as well.
    
     STATISTICS:
    
     Armor Class Bonus:  +4 vs. blunt weapons
     Weight:  2
     Not usable by:
    
    
    BELT04
    
     Girdle of Piercing:  'Elves' Bane'
    
     An infamous highwayman in his day, Pandar of Scardale made quite a name for 
     himself vexing the elves of Cormanthor forest.  To their annoyance he 
     continually used the wood to escape the law; and with the aid of this girdle, 
     the elves' arrows as well.  Unfortunately for Pandar, pit-traps and 
     starvation proved a slower, but effective, substitution.
    
     STATISTICS:
    
     Armor Class Bonus:  +3 vs. piercing weapons
     Weight:  2
     Not usable by:
    
    
    BELTBEA
    
     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
    
    
    BELTGON
    
     Girdle of Gond
    
     Gond, god of invention and artifice, is a deity rarely worshipped by 
     traditional adventurers.  Some thieves, however, revere Gond for his role in 
     the development of locks, traps, and other complex machines.  One such thief 
     was the burglar Jurmar the Calm, who began his career as a locksmith.  Known 
     for his cool demeanor and steady hand, Jurmar paid priests of Gond to fashion 
     this tool belt for him.  Whenever Jurmar was stuck in a situation where he 
     didn't have the right tool for a job, one of the small pouches on the belt 
     would supply him with what he needed.
    
     STATISTICS:
    
     Special:
       +10 Open Locks
       +5 to Find/Remove Traps
     Only Usable By:
       Thief (Single, Dual-, and Multi-Class)
    
    
    BELTSTO
    
     Belt of Stones
    
     This cursed item was created by the wicked sorcerer Valom of the Deep.  Valom 
     often hired lone mercenaries to collect magic item components for him.  When 
     the unlucky sellswords came on board Valom's floating laboratory, the Dim 
     Courser, Valom would give them the girdle as a reward for a job well done.  
     Once the victim would try on the girdle, Valom would kick them over the side 
     of the boat where they would quickly drown.  Valom's luck ran out when he 
     kicked Herred of Procampur into the Sea of Fallen Stars. Herred had a potion 
     of water breathing and a Helm of Underwater Action with him at the time.  
     When the huge, seaweed-covered form of Herred emerged near the docks where 
     Valom was resting, a local priest of Tyr immediately came to his aid.  Upon
     discovering what Valom had done, the priest of Tyr and three paladins 
     attempted to capture him.  Valom killed two of the paladins, but died in the 
     battle.  It is believed that the belt was later sold to a traveling collector 
     who specialized in cursed clothing.
    
     STATISTICS:
    
     Wearer's strength drops to 6 while equipped.
    
    
    BELTSTR
    
     Girdle of Stromnos
    
     The enchanter Presdon of the Vast created this girdle several hundred years 
     ago for his bodyguard, Dendes the Wry.  He named the broad belt after a hill 
     giant who had almost killed him when he was looking for spell components.  
     Dendes died defending Presdon from rival mages near Ordulin.
    
     STATISTICS:
    
     Raises the user's Strength to 19
     Only Usable By:
       Fighters (Single, Dual-, and Multi-Class)
       Rangers (Singe, Dual-, and Multi-Class)
       Paladins
    
    
    BERSERK
    
     Bone Marrow Belt
    
     This belt made of bone has an ugly color that is similar to what bone marrow 
     looks like.  The belt itself adjusts to fit around the wearer's waist and 
     imbues a magical sickly look on its user.  The magics in the belt protect its 
     wearer from slashing damage but make him a little more vulnerable to blunt 
     damage.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Charisma:  -2 Penalty
     Resistance Bonus: +50% Slashing Resistance
     Resistance Penalty: -15% Crushing Damage
     Weight: 2
     Not Usable by:
      Good Character
    
    
    BIRDS
    
     A Cage of Exotic Birds
    
     Inside this cage are several exotic birds that look like they could use a new 
     home.
    
    
    BISHOP
    
     White Bishop
    
     This chess piece is a white bishop, crafted from soapstone.  It is one of the 
     many lost pieces from the fabled Chess Sets of Niri Alud.  Niri Alud was a 
     conjurer from Tethyr who loved playing chess.  He frequently traveled with 
     chess sets on his numerous voyages.  He wanted the ability to summon allies 
     at a moment's notice without giving away his intention.  For that reason, he
     created a wide variety of chess sets of different colors that would summon 
     constructed, golem-like automatons to aid him in battle.  Almost all of Niri 
     Alud's chess sets were lost when he was attacked by desert raiders in 
     Calimshan.  The raiders, ignorant of the ways of magic, let most of the chess 
     sets sink into the desert sands.  The chess sets that were taken were soon 
     separated, pieces traveling through trade and theft over hundreds of miles.  
     Treasure hunters search for the pieces still.
    
     STATISTICS:
    
     Summons a priest-like ally to heal the party. Summoner has no control of the 
     Bishop. The Bishop will automatically heal injured party members until they 
     are at full health or when the Bishop no longer has any spells to cast.
    
    
    BITEME
    
     Spear of Kerish
    
     This spear is of unusual construction. The haft is crystal clear and is made 
     of some unknown material. The spearhead itself appears to be an ice cycle 
     surrounded by an aura of frost. A fine mist of ice crystals surrounds the 
     entire weapon.
    
     STATISTICS:
    
     Damage:  1D8 +3
     THAC0:  +3
     Damage type:  Piercing
     Resistance Bonus: +10% fire resistance
     Special:  5% chance +1D6 cold damage
     Weight:  2
     Speed Factor:  3
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    BKNIGHT
    
     Black Knight
    
     This chess piece is a black knight, crafted from ebony.  It is one of the 
     many lost pieces from the fabled Chess Sets of Niri Alud.  Niri Alud was a 
     conjurer from Tethyr who loved playing chess.  He frequently traveled with 
     chess sets on his numerous voyages.  He wanted the ability to summon allies 
     at a moment's notice without giving away his intention.  For that reason, he 
     created a wide variety of chess sets of different colors that would summon 
     constructed, golem-like automatons to aid him in battle.  Almost all of Niri 
     Alud's chess sets were lost when he was attacked by desert raiders in 
     Calimshan.  The raiders, ignorant of the ways of magic, let most of the chess 
     sets sink into the desert sands.  The chess sets that were taken were soon 
     separated, pieces traveling through trade and theft over hundreds of miles.  
     Treasure hunters search for the pieces still.
    
     STATISTICS:
    
     Summons a warrior-like ally to attack enemies. Summoner has no control over 
     the Black Knight. The Black Knight will automatically attack the nearest 
     enemy target.
    
    
    BLCKPLA
    
     Plate Mail Armor
    
     Plate mail is a combination of chain armor with metal plates covering the 
     vital areas such as the chest, abdomen and groin.  Similar in construction to 
     bronze plate mail, true plate mail comprises of chain and leather.
    
     STATISTICS:
    
     Armor Class: 3
     Weight: 50
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    BLCKSHD
    
     Large Shield +1
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip 
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  +1 vs. Missile Weapons
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    BLCKSWD
    
     Long Sword
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era. Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    BLOOD
    
     Bathed-In-Blood
    
     Kheros the Red wore this blood-red suit of plate mail through many of the 
     years that he fought for the church of Tempus.  He was born as the son of 
     humble farmers near Calaunt.  When he was a young man, he set off for the 
     city to hire himself out as a mercenary.  After a number of successful 
     endeavors, Kheros became a short-term member of many adventuring companies.  
     Along the way, despite his many victories, Kheros became disgusted and 
     terrified by the sight of blood.
    
     His fear eventually spiraled out of control, consuming him with madness.  
     Priests of Tempus found the huge warrior and took him into safe-keeping.  The 
     priests believed that they could cure Kheros of his fear.  Over several 
     years, Kheros learned the ways of the Tempuran religion, eventually becoming 
     a priest.  His final step in overcoming his fear was being submerged in a tub 
     of blood until he almost drowned.  All the time he was held down, he never
     struggled, flinched or tried to escape.  In his later years, he had a suit of 
     armor made to remind him of his past.
    
     STATISTICS:
    
     Armor Class: -1
     Weight: 55
     Not Usable By:
      Druid
      Mage
      Thief
      Bard
    
    
    BLRDECK
    
     Blur Deck
    
     The secret procedure for manufacturing these cards was only recently 
     recovered by the sorceress Haelia.  Blur Decks are thin ivory cards that are 
     typically kept in a strong metal case.  When the owner of the cards wishes to 
     use them, he or she simply needs to shuffle the cards and throw one up in the 
     air.  The value of the card (unknown to the user) determines the duration of 
     the effect. These cards used to be employed by the warrior minions of Porg 
     the Stout. Porg's reliance on the cards proved to be his downfall when a 
     group of adventurers, using his cards, killed him in his tower in 833 DR.
    
     STATISTICS:
    
     Blur effect on the user for 1-12 rounds.
    
    
    BLUN01
    
     Club
    
     Most clubs are stout, hardwood sticks, narrow at the grip and wider at the 
     end.  This simple weapon has been used since mankind first began using tools.  
     Anyone can find a good stout piece of wood and swing it; hence the club's 
     widespread use.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Crushing
     Weight: 3
     Speed Factor: 4
     Proficiency Type: Club
     Type:  1-handed
     Not Usable By:
      Mage
    
    
    BLUN02
    
     Flail
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain.
    
     STATISTICS:
    
     Damage:  1D6 +1
     Damage type:  Crushing
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flail
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN03
    
     Flail +1
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon has been enhanced magically, 
     effectively forming a bond between the weapon and its wielder.
    
     STATISTICS:
    
     Damage:  1D6 + 2
     THAC0:  +1
     Damage type:  Crushing
     Weight: 13
     Speed Factor: 6
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN04
    
     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:  1D6 + 1
     Damage type:  Crushing
     Weight: 8
     Speed Factor: 7
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN05
    
     Mace +1
    
     The mace is a direct descendant of the basic club, being nothing more than a 
     wooden shaft with an iron head mounted on the end.  In this case, the head is 
     pyrmidal and seems to glow with an inner blue light, as it sits atop a 
     polished oak shaft.
    
     STATISTICS:
    
     Damage:  1D6 + 2
     THAC0:  +1
     Damage type:  Crushing
     Weight: 8
     Speed Factor: 6
     Proficiency Type: Maces
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN06
    
     Morning Star
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars 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 morning star heads, regardless of design, is a 
     long point for thrusting.
    
     STATISTICS:
    
     Damage:  2D4
     Damage type:  Crushing
     Weight: 12
     Speed Factor: 7
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN07
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +1
     THAC0:  +1
     Damage type:  Crushing
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BLUN08
    
     Flail
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain.
    
     STATISTICS:
    
     Damage:  1D6 +1
     Damage type:  Crushing
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flail
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    BOLT01
    
     Bolt
    
     Quarrels or bolts are the ammunition fired by crossbows regardless of the 
     weapon's size.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Crossbow
    
    
    BOLT02
    
     Bolt +1
    
     Quarrels or bolts are the ammunition fired by crossbows regardless of the 
     weapon's size.  However this bolt has been imbued with a small amount of 
     magical properties which enhances performance in flight, almost as if the 
     bolt was guided towards its target.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +1
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Crossbow
    
    
    BOLT03
    
     Bolt of Lightning
    
     This bolt seems to crackle with energy as it is held in the hand.  When shot 
     from the crossbow, it seems to leap towards its target leaving behind an 
     electical sulfuric smell.  As it hits there is a crackle as the energy stored 
     is released into the targets wound.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Missile (piercing)
     Special:  4D4 electical damage (save vs. breath for half)
     Weight:  0
     Launcher:  Crossbow
    
    
    BOLT04
    
     Bolt of Biting
    
     The bolt of biting was designed as a deadly compliment to the crossbow.  With 
     the barbed tip coated in a nasty poison that will infiltrate the bloodstream 
     of its victims causing agony and often times, death.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Missile (piercing)
     Poison:  30 damage in 15 seconds (save vs. death for none)
     Weight:  0
     Launcher:  Crossbow
    
    
    BOLT05
    
     Bolt of Polymorphing
    
     This bolt has been enchanted with powerful magic, glowing slightly with 
     almost a green inner light.  If the bolt finds its target once it is fired, 
     the target must make a save vs. poly or be transformed into a squirrel.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Missile (piercing)
     Special:  save vs. petr/poly or turn into squirrel
     Duration:  permanent
     Weight:  0
     Launcher:  Crossbow
    
    
    BOLT06
    
     Bolt +2
    
     Quarrels or bolts are the ammunition fired by crossbows regardless of the 
     weapon's size.  However this bolt has been imbued with magical properties 
     which enhances performance in flight, almost as if the bolt was guided 
     towards its target.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Crossbow
    
    
    BONEAM
    
     Bone Talisman
    
     Bone talismans are highly coveted among practitioners of necromancy.  The 
     charm is created from a piece of bone taken from the remains of a slain 
     vampire.  Usually fashioned into a necklace or ring, the fey magic contained 
     within the talisman enables the wearer to drain the life force from any 
     living creature he or she touches.
    
     STATISTICS:
     Casts the mage spell, Vampiric Touch (5 charges)
     Weight: 3
     Not Usable by:
      Good Characters
    
    
    BOOK03
    
     Manual of Bodily Health
    
     A typical manual of bodily health provides the reader with valuable 
     information regarding preventative medicine, basic first aid, and proper 
     muscle toning. As if this isn't enough, the manual is also magically 
     enhanced, thereby allowing an individual to raise his or her Constitution by 
     a single point. Unfortunately, the manual will disappear after a single use.
    
     STATISTICS:
    
     Consitution:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot
    
    
    BOOK04
    
     Manual of Gainful Excercise
    
     A typical manual of gainful exercise provides the reader with a strictly 
     regimented routine of daily stretches and tests designed to increase muscle 
     bulk. As if this isn't enough, the manual is also magically enhanced, thereby 
     allowing an individual to raise his or her Strength by a single point. 
     Unfortunately, the manual will disappear after a single use
    
     STATISTICS:
    
     Strength:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot.
    
    
    BOOK05
    
     Manual of Quickness of Action
    
     A typical manual of quickness of action provides the reader with a wide 
     variety of tips and pointers regarding the motion and coordination of one's 
     hands and feet. This small tome is much in demand by people from many walks 
     of life, including rogues wishing to improve their slight-of-hand and 
     paladins wanting to perfect their thrust and parry. The secret of such a 
     manual lies in its magical nature, as it permits an individual to raise his 
     or her Dexterity by a single point. Unfortunately, the manual will disappear 
     after a single use.
    
     STATISTICS:
    
     Dexterity:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot
    
    
    BOOK06
    
     Tome of Clear Thought
    
     A typical tome of clear thought contains a collection of esoteric and 
     scholarly literature, often involving obscure mathematical or algebraic 
     formulae or the occasional reference to inter-planar biology. Such tomes are 
     usually magically enhanced, thereby allowing an individual to raise his or 
     her Intelligence by a single point. Unfortunately, the manual will disappear 
     after a single use.
    
     STATISTICS:
    
     Intelligence:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot
    
    
    BOOK07
    
     Tome of Leadership and Influence
    
     One of the most popular recent tomes of leadership and influence is the 
     cynically entitled book "How to Win Friends and Influence People." Like 
     others of its ilk, it peddles a philosophy of personal ascendancy and 
     manipulation by charisma alone. The authors and advocates of such tomes claim 
     that, by drawing on the most recent theories in sociology and interpersonal 
     psychology, it is possible to raise an individual's charisma by a single 
     point. In truth, such increases in personal charisma are the product of 
     magical spells placed on the text as it is in the writing process. These same 
     spells also cause the tome to disappear after their first use. An excellent 
     marketing strategy, you must concede...
    
     STATISTICS:
    
     Charisma:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot
    
    
    BOOK08
    
     Tome of Understanding
    
     A typical tome of understanding contains a sober, if dry analysis of legal 
     battles, historic events, government policies, philosophical treatises, and 
     theories of magic and metaphysics. While rarely interesting to anyone outside
     of their already well-educated niche market, it is said that some such tomes 
     have even added a single point to the Wisdom of certain half-ogres. Such 
     marvels, however, are the product of a potent magic placed upon the tome as 
     it is being written. Unfortunately, this same magic causes the tome to 
     disappear after a single use.
    
     STATISTICS:
    
     Wisdom:  Raised by 1 point permanently
     Special:  The book is consumed upon use
     Usage:  Place into quick item slot
    
    
    BOOK10
    
     History of Calimshan:
    
     Calimshan is older than either of the other Empires of the Sands, first 
     settled over 7,000 years ago by the Djen, a humanoid race from the Elemental 
     Plane of Air. These Djen were known to be very magical, and during the course 
     of their rule they developed many new spells previously not available in the 
     Plane of Air.
    
     The Djen prospered for over 1,000 years in Calimshan, but their reign was 
     ended by an invasion of creatures and minions from the Plane of Fire.  Some 
     say this is where the bitter hatred between djinni and efreeti started, 
     though others contend this was just a result of a hatred that was already 
     there. Whatever the cause, the battle was long and bloody, and took over 100 
     years to complete. The Djen finally routed the attackers, but were greatly 
     weakened in the attempt. They slowly declined, and the last mention of the 
     Djen is just under 6,000 years old.
    
     For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. 
     Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, 
     even Amn and Cormyr - took turns dominating, only to be conquered by the 
     next, nearly identical tribe.
    
     Slowly, the nomadic nature of Calimshan began to change.  As explorers and 
     traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, 
     some tribes began to settle down and develop new means of support, like 
     fishing, farming, or trading. These communities began to band together for 
     mutual protection, and soon a civilization was born.  It was only 1,300 years 
     ago that the Shoon Empire (now called Iltkazar) came into being.
    
     The Shoons were a grand and glorious empire, and their excesses were the 
     foundation of Calishite snobbery today. They grew wise and powerful in the 
     ways of magic, and ships and caravans bearing the Shoon flag traveled across 
     the Forgotten Realms.  Shoon himself, a particularly powerful mage, created a 
     book of great power during this time called the Tome of the Unicorn.  The 
     exact location of the Tome has been lost in time, but since the book is 2' by 
     3' and made of pure metal, it is likely to still be around... somewhere.
    
     900 years ago the Shoon empire abruptly vanished. A great magical upheaval 
     was suspected at first, but learned mages of other lands dispute the claim.   
     A force that great, they say, would have disturbed magical powers and beings
     throughout the Realms, and that didn't happen.  Sages who have studied the 
     Shoon at great length have reached no definite conclusions, but the most 
     popular theories today center around a plague or disease that decimated the
     population.
    
     Today, the Shoon impact on Calimshan is still great. The grandeur of that 
     empire is responsible, more than anything else, for the strong national 
     character of Calimshan today. The ruins of the Shoon's greatest city, 
     Monrativi Teshy Mir, can still be found in the wilderness to the west of the 
     edge of the Forest of Mir (see below for more on Monrativi Teshy Mir).
    
     Since the fall of Shoon, no force or people has risen to soley dominate the 
     land.  There are a half dozen or so major cities, each of which exerts its 
     power over its own area.  About 170 years ago, a man in Calimport amassed a 
     large army and declared himself "Pasha" over the land.  Before that army 
     could march, however, the representatives of each major city met and agreed 
     to recognize the Pasha's authority in limited areas, and to pay a small 
     tribute to him; enough to pay for the works the Pasha was expected to do.  
     The oldest son of each Pasha inherits the title; if there is no son, the 
     mayors of each large city select a new one.  The current Pasha, Rashid 
     Djenispool, has ruled for over 18 years, and is the grandson of a pasha 
     elected by the mayors of Calimshan 44 years ago.
    
    
    BOOK11
    
     History of Cormyr:
    
     Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, 
     the first of the noble houses and the line of its kings.  For the bulk of 
     this time, Cormyr was little more than a single city (Suzail) and a few 
     fortified outposts.  At times the monarch was forced by rebellion and 
     intrigue to rule from those outposts instead of from the throne.  King Azoun 
     is the fourth of his name and the 71st of his line.
    
     The land has been officially at peace for many years - since Rhigaerd 
     overthrew the last of the border raiders.  However, Cormyrean armies have 
     taken part in many actions in nearby regions, recently mustering its forces 
     to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of 
     the Dalelands; and to lead a crusade against the great Tuigan horde invading 
     from the east.  One wit has noted that "Yes, the land is at peace, but the 
     army has to keep busy."  In addition to pursuing major actions, Cormyrean 
     patrols often skirmish with bandits on the roads in the north and west, and 
     are at present battling orcs and other creatures north and east of Cormyr in 
     Tilver's Gap and Shadow Gap.  Both of these areas are threatened by raiders 
     who will menace Cormyr itself if they ever overrun Tilverton.  Cormyr has 
     built a fortress, Castle Crag, to defend the kingdom from attacks from that 
     quarter, and maintains the High Horn to protect against attacks from the 
     West.
    
    
    BOOK12
    
     History of Dambrath:
    
     The nation of Dambrath was formed out of a barbarian kingdom almost a 
     half-millennium ago by a powerful alliance of priestesses of Loviatar and the 
     drow from the city of T'lindhet.
    
     In 211 DR, fleeing from the destruction of the homeland by the then-great 
     kingdoms of Unther and Muhlorand, four tribes of barbarians entered Dambrath.  
     They found a coast where the dolphins danced and plains where the grass was
     long.  They roamed from the borders of the Walls of Halruaa as far east as 
     the current borders of Estagund.  They soon became known as the Arkaiun, or 
     people of the wind.
    
     In 545 DR a great warchief, Reinhar, arose to lead the tribes.  The halflings 
     of Luiren were quickly enslaved, and several of the coastal cities of Durpar 
     were captured or razed.  Estagund fell to his rule, and  eventually Reinhar 
     turned his attention to Halruaa.
    
     An army of 40,000 horsemen and a fleet of 50 ships mounted a coordinated 
     attack, and even though Reinhar was able to get beyond the Walls of Halruaa 
     and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to 
     be more than a match for the invaders.  Reinhar was finally defeated in a 
     great battle at Sulaziir by the archmage Mycontil and his troop of wizards.
    
     Reinhar's son, Reinhar II, took command of the army and set out on a two 
     month overland retreat.  He arrived home with a thousand surviving fighting 
     men and no shaman.  Reinhar II proved to be as good a ruler in defeat as his 
     father was in war.  He consolidated his forces and pulled home almost all of 
     his troops, as he knew that the defeat made them tempting prey for raiders 
     and encroaching monsters.  This action allowed for the safe developement of 
     his peoples.
    
     By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and 
     lazy.  Reinhar IX, or Reinhar the Foolish as he is more commonly known, 
     insisted on expanding his nation to gain more gold to finance his military 
     campaigns.  He ordered the mining of many rich lodes of silver and electrum 
     in the Gnollwatch mountains, but before his plans of expansion could begin, 
     the miners encountered the drow of T'lindher.  The drow were outraged and 
     began a steady series of raids and attacks on the Arkaiun strongholds.  Whole 
     villages were destroyed overnight, and no trace of the invaders could be 
     found.
    
     Reinhar IX committed the foolhardy action of attacking the drow in 
     retaliation.  While the Arkaiuns managed to get a force into the drow city, 
     this action only succeeded in uniting the normally chaotic drow.  For once, 
     the full power of a drow city was turned against an enemy.
    
     The battle quickly moved back to the surface.  Reinhar's raiders were wiped 
     out, leaving Reinhar with only a small portion of his original military.  
     This was not enough for the drow, who demanded total enslavement of the 
     entire surface nation.  The Arkaiuns resisted valiantly, and the war went on 
     for three decades at tremendous cost in life to both sides.
    
     Finally, the drow had the Arkaiun forces cornered at Malduir.  Almost without 
     hope, the defenders were overjoyed when a group of half-elven pilgrims 
     appeared on the scene.  The high priestess, Cathtyr Shintar, offered the aid 
     of her clerics to help defend the city, and Reinhar took this to be an omen 
     from the gods.  A priestess was placed with almost every company.
    
     Within a tenday the drow struck.  The priestesses did indeed prove to be of 
     great aid, but to the drow.  Every priestess turned on the Arkaiuns, and 
     Cathtyr herself slew Reinhar.  The drow were still weakened by the battle, 
     and only the presence of the priestesses enabled them to win.  Cathtyr, 
     realizing the unique advantage she possessed, made a deal that even the 
     suspicious drow embraced.  Her priestesses would rule the land, and in 
     exchange they would provide access to the surface for the drow, trading
     weapons, slaves, and supplies.
    
     The drow were delighted with this brazen offer from a surface dweller.   
     Reinhar had been slain and the insult avenged, and after 30 years of war the 
     drow were not particularly interested in Dambrath.  They did insist, however, 
     on taking the best captured males as slaves.  Cathtyr quickly agreed to this, 
     seeing the males as an obstacle to her own power.
    
     Cathtyr ruled for 205 years.  She fulfilled her promise to make Dambrath, or 
     "The Nation of Pain," a bastion of evil in the Realms.  In her time, Cathtyr 
     saw the priesthood of Loviatar expand to thousands, and faith in the 
     Beastlords previously worshiped by the Arkaiuns was nearly eradicated.  Many 
     of the Arkaiuns were able to escape their new mistresses and flee to the 
     Swagdar.  There they resumed their almost forgotten nomadic life.
    
     The priestesses of Loviatar continued to enjoy good relations with the drow, 
     and some even took mates, creating a race of drow half-elves.  These dark 
     half-elves became known as the Crintri, or "noble ones."  Most are pristesses 
     of Loviatar, though many are mages as well.  They consolidated their power, 
     learning much of the area from the Shebali, or "lower ones," as the Arkaiuns 
     are now called.  The capital of Dambrath was established at Cathtyr, built 
     after Cathtyr's passing and named in her honor.  Her death came at the hands 
     of her daughter, Filina, who had grown tired of waiting for her mother to 
     die. Filina ruled for only five years, however, before her own daughter, 
     Cathakay, assumed the throne in the same fashion.  Cathakay ruled for 54 
     years, eventually falling in battle against a gold dragon.  She died 
     childless, and her niece Melanith assumed the throne.
    
     Melanith faced an increasing population, and unrest among males who longed 
     for a return to their prestige of old.  Melanith did not return their 
     previous status, but she did make use of them.  Fearing that the great 
     nations of Mulhorand and Unther might rise again, she decided that mundane 
     tasks, such as the defense of the kingdom, would be handled by men.  She was 
     the first to name a male to the post of warchief.  Sadalar, a Crintri, became 
     the queen's consort.  His term as warchief was characterized by widespread 
     bribery and corruption.  He was, however, responsible for getting many 
     privileges returned to the Arkaiuns.  After Melanith's rule,  the Shebali 
     were considered second class citizens, rather than slaves.
    
     Though males were granted more power during her rule, Melanith also 
     solidified the split beween the sexes.  While the rulers of Dambarth had been 
     females for over two centuries, it was more because of competence than 
     gender.  Melanith, however, decreed that men could have no authority except 
     over other men.  The female-led hierarchy of Loviatar was quick to back this 
     move.
    
     Many of the bravest and best men of the kingdom perished in raids on 
     Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that 
     had returned to the Gnollwarch mountains.  Some even fought at the side of 
     the drow in their battle with the svirfneblin city of Aventine.  The deep 
     gnomes were destroyed, but so were the Shebali.  The drow and the Crintri 
     were largely unharmed, and for their aid, the Crintri were rewarded with a 
     number of drow males to breed in to their race.  Melanith took a drow male as 
     her consort to replace Sadalar, who had perished in the conflict.  The drow, 
     Nym Inthigg, fathered three daughters and a son.  It was at this time that 
     Melantih began the isolationist policy that Dambrath still follows today.
    
     Melanith ruled for 156 years; her daughter Ausitil for 125.  The current 
     queen of Dambrath is Yenandra; she is known there as the "Pirate Queen," for 
     she has sailed as far south as Zakhara on pillaging raids.  Yenandra has been 
     ruling for 71 years, and is beginning to show signs of age.  She has three 
     daughters as well, named Luatharyn, Meltruil, and Hasafir.  While she does 
     remain extremely popular, especially to the Crintri, the children of leaders 
     in this land are not known to patiently wait their turn.
    
    
    BOOK13
    
     History of Durpar and Var the Golden:
    
     Durpar and Var the Golden share a common history.  Over three-thousand years 
     ago, these countries were both subject to the great kingdom of Raurin.  When 
     Raurin fell in 2488DR, the countries of Durpar and Var barely survived the 
     destruction.
    
     Rioting, mass destruction, and hatred of nobility were rampant, and the two 
     countries descended into barbarism for over two millennia.  Finally, after 
     most of the barbarian tribes were wiped out by the great empire of Mulhorand, 
     a leader emerged.  Satama, a mere trader, experienced a divine revelation and 
     formulated a new philosophy  All things in the world were connected, were 
     part of a single creation spirit, and all of the gods of the Realms were 
     merely parts of the same entity.  Soon all the Shining Lands embraced the 
     teachings of Satama, and the seeds of civilization were laid in what came to 
     be known as the Lands of the One.
    
     Since the Lands of the One had many natural resources, trade with Mulhorand 
     and Luiren became a way of life.  Merchants were honored above all.  In time, 
     the Maharajah of Durpar and the Rajah of Var were replaced with a Council of 
     Merchants.  During this time the land suffered occasional raiding attacks 
     from the horsewomen of Dambrath, and had many skirmishes with the neighboring
     countries of Estagund and Ulgarth.
    
     In 1023 DR, after an armed peace had been worked out with Ulgarth, the 
     Council of Merchants decided that something needed to done about the raiders 
     from Estagund who were hurting trade with other countries.  War was an
     inconvenience, but interrupting trade was life-threatening.
    
     Jeradeem, the richest merchant in the lands, was given power to negotiate a 
     settlement.  During these negotiations he proved, at least in the eyes of the 
     Durparians, that he was indeed the master trader he seemed.  Estagund had 
     just tried a foolish invasion of Dambrath.  The vengeful female leaders of 
     that land wiped out nearly every ablebodied fighting man they sent.  The 
     monsters of Veldorn were causing problems, and Estagund was going through a 
     famine.
    
     It was here that Jeradeem showed his fine merchant's instincts.  He could not 
     pass up such an advantage, and began bargaining the most outrageous trade of 
     all time.  He met with the leaders of Estagund, a fearful king and his 
     nobles, and explained the advantages of Durparian life and the philosophy of 
     the Adama, the oneness of all things.  He bargained for days until finally 
     the king made the trade.  He purchased the whole of Estagund for the 
     countries of Durpar and Var at the price of 24 gems.  He also promised 
     protection, and help for their integration into the Durparian way of life.  
     Thus were formed the Shining Lands.
    
     Within a hundred years, the three countries shared a common way of life, and 
     with the added strength and resources of Estagund, Durparian merchants 
     increased their trading range.  They roamed as far east as Kara Tur, as far 
     north as the Sea of Fallen Stars, and west to Dambrath and Halruaa.  At the 
     present time, with the newly discovered lands of Maztica and Zaakhara
     beckoning, the future looks bright.
    
    
    BOOK14
    
     History of Estagund:
    
     Estagund history follows a different path than those of Durpar and Var.  The 
     Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of 
     Dambrath.  Estagund regained its independence when Reinhar was slain by the 
     Halruan archmage Mycontil, though the country soon degenerated into a group 
     of small independent city states.
    
     Skirmishes with Var, and between the city-states, continued for several 
     centuries until a king once again united the country.  King Bornial was a 
     skilled ruler, and under him Estagund began to prosper.  His descendants did 
     not share his wisdom, and in 1053 DR, King Selkarin more than illustrated 
     this.  He had failed to conquer Durpar, and Veldorn resisted his challenges.  
     An avowed mysogynist, Selkarin turned his attentions to the matriarchy of 
     Dambrath.  He led a large fleet to attack Dambrath, taking extreme losses, 
     including his own life.  Selkarin died childless, so his brother Seltarir was 
     crowned King.  The new ruler faced a country with most of its fighting men 
     gone, and an unforseen problem: famine.  The famine was caused by a blight 
     that wiped out nearly all the year's crops in Estagund.  This made him eager 
     for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade 
     the entire country of Estagund was sold.  Contrary to popular rumor, Seltarir 
     did not trade away the country for 24 pearls.  In actuality he received
     diamonds worth almost a million gold pieces.  The sudden wealth gave him an 
     instant seat on the Council of Merchants, so he retained a measure of rule in
     addition to his fortune.  Chaka Seltarir is still the richest chaka in
     Estagund to this day.  In the years that followed, the Gunders began 
     rebuilding their lives under their new circumstance, and now they compete on 
     equal footing with the merchants of Durpar and Var.
    
    
    BOOK15
    
     History of Gondegal the Lost King:
    
     Arabel, long under the dominion of Cormyr, for a time became the center of a 
     swordsman's empire.  This swordsman was Gondegal, the Lost King, who in the 
     Year of the Dragon (1352 DR) attempted to carve a kingdom for himself 
     centered on Arabel.  It was to extend north to the Desertsmouth Mountains; 
     south and west of Wyvernwater and the farms outlying from Eveningstar; and 
     east to Tilver's Gap and the mountain passes.
    
     In the years following, people would say that Gondegal's reach was no longer 
     than his blade.  He could not hold any of the territory against the might of 
     Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of 
     whom he drew the blood and ire of in the making of his throne.
    
     Gondegal ruled for less than a season, though he reigned officially for 
     scarcely eight days.  The remainder of his rule was spent fighting here and 
     there against one foe or another in the lands he claimed.  His troops were 
     largely mercenary, and his treasury of seized goods was small and soon gone.  
     One night Gondegal's force simply melted away before the advancing troops of 
     Cormyr, and was gone.  King Azoun IV retook Arabel on that morn without 
     wetting a blade.
    
     No one has ever found the body of Gondegal; he is known to have fled north 
     and then east via Teshwave, but then his fate becomes a matter of conflicting
     rumor and legend.  Some believe he still lives with a score or more of loyal 
     followers, keeping court in the wilds somewhere, a careful and ruthless 
     bandit who takes care that none survive his attacks to carry tales anywhere.  
     When entire caravans vanish at times anywhere between the High Dale and 
     far-off Impiltur, he is blamed by talk in the taverns.
    
     Gondegal was said to be a tall, gray-haired warrior of considerable personal 
     skill and intelligence.  His badge was a gray wolf's head, face on, with red 
     eyes.  Caravan guards often warn merchants to beef up the escort on a 
     particular caravan, "else thy gold'll soon be gilding Gondegal's throne."  
     Gondegal was an impeccable swordsman and somewhat chaotic in his self 
     professed neutral alignment.  If he does indeed yet live, the magic or 
     treasure he carries, and who his allies might be, are all unknown.
    
     Gondegal's reign had a great influence on the King of Cormyr, at that time in 
     his second decade of rule.  Not only was Azoun forced to put down an 
     effective rebellion in his own country, he was forced to pay more attention 
     to matters outside Suzail, to become the ruler of a nation as opposed to a 
     city-state. Further, the bloodless assault on Arabel was Azoun's first true 
     experience at the head of his army, and the joy of "freeing" the people of 
     Arabel is one that remains with him.
    
    
    BOOK16
    
     History of Halruaa:
    
     Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was 
     to become the Anauroch desert.  The first wizards came in unique flying ships 
     invented by the Netheril, and found a beautiful and rich country settled only 
     by shepherds and large herds of aurochs and wild rothe.  It was here that the 
     wizards decided to make a stand, should the Phaerimm follow.  The Phaerimm 
     never did, but Halruaa has had to defend itself from attacks by all of its 
     neighbors since then.
    
     Over the centuries Dambrath has attacked and raided Halruaa's ports and 
     borders multiple times.  Once, led by a magic resistant barbarian, the 
     Dambraii occupied all of the country south of Lake Halruaa.  They were 
     defeated in battle by the great archmage Mycontil, who slew their barbarian 
     leader.  Forty-thousand Dambraii attacked, and were stopped by 500 Halruans.  
     More than 200 Halruan wizards, including Mycontil, died in the battle.
    
     The last attack upon Halruaa was less than 100 years ago, through the Telath 
     Pass by the power hungry king of Lapaliiya.  He had allied with bandits from 
     the wastes, though this time the Halruans were able to field a larger force, 
     including fighting men as well as wizards in their skyships.  The attackers 
     were easily routed.
    
     Halruaa also suffered through a civil war about five centuries ago, when a 
     number of mages advocated beginning new experiments in magic, ones which even 
     the Netheril didn't approve of.  The renegades were driven from the region, 
     but went on to found the land of Thay, or so it is said in Halruaa.
    
     Since then, Halruaa has been at peace (they have had no declared wars), 
     though it still suffers raids from Dambraii pirates, bandits of the wastes, 
     savages from the Mhair Jungles, and any other pirate, raider, or hungry 
     wizard who thinks that magic and wealth grow on trees in Halruaa.
    
     This constant raiding has made the Halruans very defensive, warlike and 
     traditional.  The people say that since wizards have always led them, wizards 
     always will.
    
    
    BOOK17
    
     History of Luiren, Land of the Halflings:
    
     The halflings of Luiren claim that it is the original homeland of halflings 
     in the Realms.  Although other halflings may disagree with this, it is true 
     that Luiren was settled hundreds, perhaps thousands, of years ago.
    
     Luiren's history is one of conquerors and subjugation.  Throughout the 
     centuries the halflings have been conquered by the barbarians who used to 
     inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters 
     of Beldorn.  In every case, the invaders were eventually defeated because 
     they made the mistake of underestimating the halflings due to their small 
     stature. A good bit of mischief, mayhem, and general trouble-making by the 
     halflings also helped end the occupations.
    
     Currently, Luiren is enjoying unprecedented prosperity.  The halflings are 
     currently taking advantage of their relationship with the nation of Durpar; 
     their biggest customer and greatest competitor.  Also, through these close 
     ties with Durpar, Luiren has protected itself against another Dambraii 
     invasion.  The rulers of Dambrath must know that if they begin to expand to
     the east, they will arouse the ire of Durpar, as well as Var and Esagund.  
     The threat of a trade embargo and/or military consequences have kept this
     aggressive nation away from the Luireners.
    
    
    BOOK18
    
     History of Sembia:
    
     The land of Sembia was settled by humans coming to the Sea of Fallen Stars 
     from the south, and was originally chosen for its stands of huge, 
     high-quality iliyr-wood timber so prized in shipbuilding.  However, as the 
     forests were cleared over the years, the treecutters came into increasing 
     conflict with elves who feared the loss of their entire wood.  This would 
     undoubtedly have occurred, had not the hastily gathered mercenary troops of 
     the fledgling land been defeated by the elves at Singing Arrows (884 DR).  
     This battle convinced distant Chondath to abandon its holdings in the region 
     and allow the immigrant Sembians to establish their independence (though as 
     little more than a collection of rival city-states, much like the Moonsea or 
     Vast of today).  It also set the stage for the appearance of the Raven.
    
     The young country grew strong as farms prospered in the newly cleared lands.  
     Craftsmen arrived from the south to take advantage of this chance to acquire 
     land and wealth, bringing their trades with them.  Rauthauvyr the Raven 
     unified the city-states and towns in the face of the continuing "elven 
     menace," and insisted on maintaining a standing army, which he kept in 
     practice by policing Sembia's borders and improving its roads.  At this time 
     (913 DR), Sembia became as a true nation.
    
     The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at
     about this time, and pressure began to grow for a trade road through the 
     elven woods to make Sembia the world's gateway to all these riches.  The 
     Raven went alone as an envoy to the Elven Court.  There, he asked the elders 
     of their Council to approve a road, open to humans, linking Sembia to the 
     shores of the Dragon Sea (an earlier road had been destroyed during the 
     conflict and was now overgrown).  Raven proposed that the elves choose the 
     route and retain control of it and the woods around it, so that no 
     woodcutting or human settlement would occur.  The elves had earlier made 
     similar arrangements with the Dalesmen and had no difficulty with the concept 
     of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) 
     refused the proposal, not wanting or needing such a road at that time 
     (curious, since later a ruler of Harrowdale commissioned the disastrous 
     Halfaxe Trail). The elves, not wishing to offend long-time allies, refused 
     Raven's request.
    
     Rebuffed, the Raven then threatened to exterminate the isolated elves in
     Amothoi, the last embattled remnant of the elves in Sembia, if the Elven 
     Court did not cooperate.  If the road was built, however, they would be free 
     to trade, or not trade, as they wished.  The elves agreed under this 
     pressure, and Sembia's financial future was secured. Hillsfar, on the shores 
     of the Dragon Sea, became a commercial meeting ground between humankind and 
     elves, as did Elventree.  The route the elves chose ran past the base of the 
     Standing Stone as a reminder of earlier, less-hostile dealings between humans 
     and elves.  Over the years the elves of Amothoi came north to join their 
     brethren or slipped away to seek Evermeet, leaving their wood to gradually 
     disappear.
    
     Sembia grew rich under merchant leaders of increasing wisdom, such as Saer
     (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as
     Selgaunt).  Before his death, Rauthauvyr the Raven saw that these merchants
     had a strong standing council of merchant elders to advise them and to ensure
     that no ruler could hold onto power by force of arms.  Then this farsighted
     man, creator of a nation, now halfblind and infirm from old war wounds, rode
     north into the elven woods and disappeared.  None know what happened to him
     or where his bones lie, save perhaps some few elder elves.
    
    
    BOOK19
    
     History of Shadowdale - The Fall of Azmaer, Last Drow Marshall of the Twisted 
     Tower:
    
     The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when 
     the increased human population in the area brought the dark elves into 
     conflict with their now more numerous neighbors.  The humans were the 
     Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace 
     with the elves of Myth Drannor, settling at the borders of the great woods 
     that was the elven home.  The drow soon found themselves under continual 
     attack, and most of those who held overground settlements retreated back 
     below.  The last powerful drow leader was Azmaer, the marshall of the Twisted 
     Tower in its last drow-held days.  Azmaer oversaw the last retreat of the 
     drow holdings in the face of a human uprising, and held the citadel against a 
     year-long siege. With supplies and slaves brought up from the Underdark 
     directly into the tower, the drow could have conceivably held out forever; 
     however, a human slave (family histories in the Dales indicate a number of 
     possible individuals) poisoned the well in the Tower and the citadel was 
     easily overrun.  Azmaer's body was not found among the dead, leading some to 
     believe that he escaped back into the depths to rejoin his people.  Noting 
     the fact that he would have had to explain to his matriarch how he lost 
     Shadowdale, it is much more likely that, should Azmaer have survived, he went 
     into voluntary exile, hiding from both human and drow.  Given that this 
     occurred only 400 years ago, it is certainly possible that Azmaer still 
     lives.
    
    
    BOOK20
    
     History of Shadowdale - Ashaba Becomes First Lord of Shadowdale:
    
     Upon taking the Twisted Tower and removing the drowish yoke from the people, 
     the Dalesmen had fully established the Dale of Shadowdale, with its seat of 
     power in the tower itself.  Its first lord was a water wizard who had aided 
     in the final attack;  Ashaba, who was great in age when he ascended, and 
     ruled peacefully for 40 years thereafter.  It is said that Ashaba realized he 
     was dying and turned himself to water, merging with the river.  Since that 
     time, the river, the ford, and the Twisted Tower all bear his name.  Before 
     passing on, Ashaba chose one of his trusted lieutenants as the new lord of 
     Shadowdale. Presented to the people of the Dale, he was made the new lord by 
     acclamation. In an additional honor, the pendant worn by Ashaba was 
     thereafter recognized as a symbol of the lordship in the Dalelands, and was 
     possessed by each of the successive lords following.
    
    
    BOOK21
    
     History of Shadowdale -  Joadath and the Tyrist Massacre:
    
     The past hundred years have been an example of the best and worst of the 
     lords of Shadowdale.  All have been nonnative to the Dalelands, though all 
     made the land their home.  A century ago the lord of the Dales was one 
     Joadath, a stiff-necked agnostic who denied the power of any god, good or 
     evil, and used force to back up his beliefs.  During this time there was a 
     great deal of religious persecution, including a massacre of Tyrists on 
     Watcher's Knoll. Joadath was eventually killed by a beast of the nether 
     planes summoned by parties unknown, which then proceeded to rampage through 
     the Dale.  The beast was killed and Shadowdale rescued by the spellcasters 
     Aumry and Sylune.  Aumry was proclaimed lord by acclamation.
    
    
    BOOK22
    
     History of Shadowdale -  Aumry Rules in Peace:
    
     The longest period of peaceful rule was by Lord Aumry and his wife Sylune 
     (better known as the Witch of Shadowdale).  They ruled over the community for 
     forty years, a period of extended peace with their neighboring dales, 
     nations, and the elven peoples.  It was this very peace and power which made 
     the Dale the target for attacks and sabotage by the Black Network 
     (Zhentarim).  They sought (and still seek) to control the trade from the 
     Moonsea to the Sword coast, and desired to make Shadowdale a vassal state of 
     Zhentil Keep.  Lord Aumry's rule ended tragically when he was assassinated by 
     Zhentish agents.
    
    
    BOOK23
    
     History of Shadowdale -  Jyordhan the False Lord:
    
     Lord Aumry was assassinated by Zhentarim agents, who in turn were captured 
     and killed by the warrior Jyordhan.  Jyordhan, with the Pendant of Ashaba in 
     hand (the symbol of the lordship in the Dales), proceeded to present himself 
     as the new lord, and was so acclaimed by the people.  It was unknown to the 
     people that Jyordhan was also an agent of the Zhentarim, and that the entire
     proceeding had actually been a ruse.
    
     Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle 
     Krag east of Shadowdale.  His court was soon overrun with agents of the Black 
     Network.  When the people eventually revolted, Zhentil Keep sent 
     peace-keeping forces to maintain Jyordhan's rule.  Sylune, Lord Aumry's 
     widow, now aware of the deception but a firm pacifist, did her best to keep 
     the Dale healthy and intact during Jyordhan's evil rule.
    
    
    BOOK24
    
     History of Shadowdale -  Khelben Kills Jyordhan:
    
     Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, 
     also called the Blackstaff.  The story at the time was that Jyordhan accepted 
     an invitation from Khelben to visit Waterdeep, and there he took ill and 
     died. In reality, Jyordhan ambushed Khelben as the mage was leaving 
     Shadowdale, and the Blackstaff killed him.  In either case, Khelben took hold 
     of the Pendant of Ashaba (the symbol of the lordship in the Dales) and 
     returned to Waterdeep with it, promising to send a suitable candidate for 
     lordship to the Dales. Jyordhan had ruled for five years, and without his 
     advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed.  
     Jyordhan's previously chosen successor was a Melvauntan named Lyran, but 
     without the Pendant this individual was considered a pretender to the throne.
    
    
    BOOK25
    
     History of Shadowdale - Lords Accepted by Acclamation:
    
     This acclamation of the people has formed the basis for choosing the lord of 
     Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff.  
     Usually a predecessor will step down as opposed to dying in office, and his 
     chosen successor will be approved by the populace at large.  This system has 
     had its drawbacks, as will be shown below, but in general, it has served the 
     independent, self-willed people of the Dale very well.  They have avoided the 
     "genetic lottery of which good bureaucracies and bad kingships are made" (a 
     quote from the venerable Elminster).  The symbol of the lordship is the 
     Pendant of Ashaba, a device owned by the original wizard, and used to 
     determine the rightful lord of the Dale.
    
    
    BOOK26
    
     History of Shadowdale - The Time of No Lords:
    
     During the period when Khelben Blackstaff held the Pendant of Ashaba (the 
     symbol of the lordship in the Dales), Sylune (widow of the murdered Lord 
     Aumry) was the de facto ruler of Shadowdale, though these years were known as 
     the Time of No Lords.  Sylune and an adventuring company known as Mane's Band 
     were responsible for driving out the Zhentil Keep forces and keeping at bay 
     the monsters in the area.  The Twisted Tower, the traditional seat of 
     leadership, remained uninhabited following its abandonment by the evil Lord
     Jyordhan, and neither Sylune nor the companions of Mane's Band wished to 
     assume the mantle of leader.  With time, Mane's Band passed on to other lands 
     and adventures.
    
    
    BOOK27
    
     History of Shadowdale - Doust Sulwood Becomes Lord of Shadowdale:
    
     Three winters following his defeat of the evil Lord Jyordhan, Khelben  
     Blackstaff found a suitable candidate to assume leadership of the Dales, or 
     rather a group of candidates.  They were the Knights of Myth Drannor, so 
     named to show their interest in the elven territories and their connection 
     with the elven peoples, and Khelben gave them the Pendant of Ashaba (the 
     symbol of the Lordship) in return for services rendered to himself and to 
     Shadowdale.  Their leader, the ranger Florin Falconhand, refused the honor of 
     the lordship.  It was therefore passed to Doust Sulwood, who was made the new 
     lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), 
     and apparently also the secret support of Khelben as well.
    
     Doust reoccupied the Twisted Tower, driving out the last agents of the Black 
     Network.  He also reinstituted many of Ashaba's democratic ideals, including 
     the Lord's Court where all citizens may speak freely and air their grievances 
     without threat of reprisal.  Doust ruled for five years and proved to be a 
     capable ruler, beloved by the people.  The regular presence of the Knights of 
     Myth Drannor did much to ensure the protection of the area, particularly 
     against incursions by Lyran Nanther the Pretender.  Lyran was to have been 
     Jyordhan's named replacement, but with the Zhentarim routed there was little 
     validity to the claim.
    
    
    BOOK28
    
     History of Shadowdale - Elminster Moves to Shadowdale:
    
     It is of note that during the time that Doust Sulwood of the Knights of Myth 
     Drannor assumed the role of Lord of Shadowdale, Elminster took up residence 
     in the area.  A semi-regular visitor up to that time, he took possession of a
     low, abandoned tower at the foot of the Old Skull, and declared himself to be 
     officially in retirement.  The nature of that retirement varies from active 
     involvement in local affairs to long-term vacations on other planes.  The 
     natives of the Dale have come to the understanding that they cannot always 
     count on the powerful mage being in residence in times of need or danger, but 
     when he is present in these circumstances his aid is usually given.
    
    
    BOOK29
    
     History of Shadowdale - Doust Chooses Mourngrym Amcathra to Succeed Him:
    
     Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled 
     Shadowdale as lord for five years.  "Seems like a millennium," he was oft 
     known to have reported, and the tedium of court life and the lure of 
     adventure eventually caused him to retire his position and rejoin the Knights 
     of Myth Drannor in regular adventuring.  He handed the Pendant of Ashaba 
     (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian 
     noble named Mourngrym Amcathra.  Mourngrym had been dispatched by Khelben 
     from Waterdeep for other purposes, but Doust liked both the young man's 
     straightforward honesty and his willingness to shoulder the burden of 
     protecting the small community from myriad dangers.  Time has proven this 
     choice a wise one.
    
    
    BOOK30
    
     History of Shadowdale - Shaerl and Mourngrym Meet and Marry:
    
     The implications of Khelben "Blackstaff" Arunsun "choosing" the last two 
     lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on 
     the Dale's powerful neighbor to the south, Cormyr. An agent was sent 
     northward to divine Mourngrym's true intentions and to guarantee the Dale's 
     continued good relationship with the throne of the Purple Dragon.  The agent 
     was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all 
     paperwork on this matter has been curiously incinerated in Suzail, so all is 
     hearsay and tale). Shaerl discovered more than she intended and fell in love 
     with young Mourngrym.  The two married and became the lord and lady of 
     Shadowdale. Shaerl's loyalty is now to her husband and to the land they 
     co-rule.  This was probably not the intention of the Cormyreans.
    
    
    BOOK31
    
     History of Shadowdale -  Mourngrym's Rule:
    
     Since being recommended to the position by outgoing Lord Doust Sulwood, Lord 
     Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had 
     hoped.  The First Battle of Shadowdale occurred in the Year of the Prince 
     (1357 DR), and involved Daleland forces routing those of Lyran the Pretender.
     Lyran has made repeated attempts to gain the Lordship, as was intended by the 
     former Zhentish puppet, Lord Jyordhan.  While significant, this battle pales 
     when compared to the larger battle fought on the same site between Bane-led 
     Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR).  
     When the Battle of Shadowdale is referred to (without a number), it usually 
     means this second battle.  In addition, Mourngrym has had to deal with a 
     large number of skirmishes, incursions, a possible invasion from below, 
     explosions, and other sundry disasters.
    
     Mourngrym and Shaerl have one child, Scotti, who is now nine winters old.  By 
     the customs of the area, he is not considered the heir apparent, and another 
     suitable warrior or mage may take the reins of power of the small community.  
     Most feel that Mourngrym will hold the Pendant until his son has reached his 
     maturity, then abdicate in young Scotti's favor once he takes his grown name.  
     If this happens, it will be the first occasion of the lordship of Shadowdale 
     passing down through a family.
    
    
    BOOK32
    
     History of Tethyr:
    
     For the past 1500 years, Tethyr has had a single, strong royal family ruling 
     with absolute power.  When a king died or became incapacitated, his oldest 
     son took the throne.  As the family trees of those close to power became more
     intertwined and complicated, there were the inevitable wars of succession and 
     bickering over which second cousin was the "true" heir to the throne.  Civil 
     wars were brief, however, and once the fighting was over the system returned 
     to normal (until the next major dispute in a few hundred years or so).
    
     The established re-occuring cycle was broken 10 years ago.  The current 
     ruling family had been in power for over 350 years, so long that they had 
     dropped their own family name centuries ago (no one even remembers it now) 
     and simply called themselves Tethyr.  King Alemander IV was comfortably 
     ruling from Castle Tethyr, and the country seemed happy enough, but there was 
     a broad current of dissatisfaction among the people of Tethyr.  Non-humans 
     were forbidden by law to own land, and since most rights and privileges 
     accorded citizens were based on land ownership, they became second-class 
     citizens as well. Things were especially bad for elves, who were driven deep
     into the Forest of Tethir by royal armies.  Alemander IV took land away from 
     rightful owners and gave it to nobles who promised larger contributions to 
     the royal treasury.  These social and economic inequities, coupled with 
     several harsh winters and bad harvests in a row, made the time ripe for a 
     change.
    
     It takes more than just a couple of lousy winters to depose a king however, 
     it takes treachery as well.  In the case of the fall of House Tethyr it took 
     an ambitious general and an impatient royal heir.  Prince Alemander grew 
     tired of waiting for the robust Alemander IV to make room for him, so he 
     struck a deal with General Nashram Sharboneth, commander of the king's 
     largest army.  While Sharboneth marched his army toward Tethyr, bringing 
     along a sizable group of angry peasants recruited with the promise of land 
     reform, the would-be Alemander V downplayed alarming reports from the king's 
     spies and advisors, silencing the most persistent permanently through murder 
     or exile.  By the time Sharboneth's army arrived and laid seige to Castle 
     Tethyr, it was too late for loyalists to help.
    
     As Sharboneth launched a direct assault on the castle (using the expendable 
     peasants as shock troops), a handful of elite soldiers let in a secret
     entrance by the prince would eliminate key guards and open the gates.  At the
     same time, the prince (one of the few people allowed to see the king 
     directly) would murder his father.  A fire set by the elite troops would 
     destroy evidence of treachery; the general and the prince would emerge from 
     the conflagration and announce a new, joint government.
    
     The plan was executed perfectly, but only up to a point.  Sharboneth 
     double-crossed the prince; his men were much too efficient in setting the 
     castle ablaze, and Prince Alemander (along with most of his fellow 
     conspirators) died horribly in the fire.  At about the same time, a spy 
     planted on the general's inner staff by the equally duplicitous Alemander 
     murdered the general and dissolved his body with a powerful acid before 
     anyone could come to his aid.
    
     To make matters worse, everyone had underestimated the resentment the people 
     felt for the royal family.  Once Castle Tethyr began to fall, there was no 
     holding back the mob.  In one night, the proudest, strongest castle in all 
     the country was reduced to a smoking ruin.  Everything of value - fine 
     tapestries, plates and silverware, furniture, jewelry, weapons, clothes, 
     armor, paintings, statues, etc.- was either stolen, burned, or just ripped
     apart and stomped into the dust.
    
     As news of the fall of the royal family spread, so did the chaos.  In what is 
     now known as the "Ten Black Days of Eleint," anyone known (or even suspected) 
     of blood connection to the royal family was put to the sword.  This led to 
     some darkly humorous moments, as social climbers who had bragged just a week 
     before of being a sixth cousin twice removed of a royal aunt tried in vain to 
     convince an angry mob that they were "only kidding."
    
     The nobles who were the biggest supporters of the royal family also came 
     under attack, and some baronial keeps fell.  Local leaders who had adequately
     distanced themselves from the Tethyr family, or were popular enough (or 
     feared/strong enough), survived.  These surviving nobles became the initial 
     players in the fight to decide the fate of Tethyr.
    
     One thing was certain; any leader or type of government that too closely 
     resembled rule under the Tethyrs would not be accepted.  "Royalist" became a 
     dirty word in Tethyr society.  The power struggle continues to this day, and 
     there is no sign of it ending anytime soon.
    
    
    BOOK33
    
     History of the Bell in the Depths:
    
     One of the great and mysterious sites in the Moonsea area, the Bell in the 
     Depths, is connected with legendary Northkeep, an island kingdom that was the 
     first great citadel of humankind in these cold lands.  Northkeep was a great 
     and magical city, and it was under the protection of these magics that 
     humanity first began to press back the orc hordes and take command of the 
     sea.
    
     The power of Northkeep made it an obvious target for orcs, giants, and other 
     evil races.  However, these creatures were not inclined towards sea actions, 
     and Northkeep seemed safe until the day when (according to legend) 40,000 
     inhuman mages, shamans, witch doctors, and priests of all foul races gathered 
     on the northern shore of the Moonsea and began to chant, bringing the 
     vengeance of their gods down upon the human interlopers.  The gods (at least 
     some of them) came and destroyed their priests for disturbing them, but also
     sank Northkeep beneath the waves.
    
     The upper reaches of Northkeep - its slender, now-broken spires - can be seen 
     beneath the water by boats that sail nearby.  This is not attempted often, 
     however, as the region is said to be haunted by the original defenders of 
     Northkeep, seeking company in their watch over the Cold Lands.  On fog-ridden 
     nights the bells of the tallest towers, despite being submerged, can be heard 
     as far away as Hillsfar.
    
    
    BOOK34
    
     History of the Chosen of Mystra:
    
     The reason why Mystra, the Goddess of Magic, invested a portion of her divine 
     might in mortals is not known.  One of the more popular theories, and one 
     that is gaining more support in light of the goddess' other actions during 
     that period, is that Mystra foresaw the Time of Troubles (and her own passing 
     at the hands of Helm) and chose to give some of her power to mortals in order 
     to ensure that her successor (the female mage Midnight, as it turned out) 
     would have a number of nearly immortal allies in the struggle against the 
     schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated 
     the Time of Troubles by stealing the Tablets of Fate.  The theory goes on to 
     suggest that Mystra informed Azuth at approximately the Year of the Rising 
     Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of 
     her power must be put into the hands of mortals who would then become known 
     as Mystra's Chosen.  This power would sleep within the bodies of those 
     mortals, allowing Mystra to call on it only with their permission.  It would 
     give the Chosen the innate ability to heal quickly, and would give them life 
     spans far greater than those of ordinary mortals.  Mystra speculated that 
     these mortals might be able to call on her power and thereby gain some 
     special abilities, but that these powers would not rival those of a deity. 
     (See "Powers" below.)
    
     The Goddess of All Magic then began to select mortals she thought to be 
     suitable.  One of the first was the young mage Elminster, and she also 
     singled out a promising wizard named Khelben Arunsun.  Both have proved to be 
     worthy and capable receptacles of her power, but Mystra's other early 
     attempts to invest her power in living humans were unsuccessful, and she came 
     to realize that only very few mortals were of stern enough substance to 
     contain such power within themselves without being destroyed or corrupted.  
     Even though some people aside from Elminster and Khelben may have possessed 
     the requisite strength, it is possible that having lived for years prior to 
     being visited by Mystra had set them on a path from which they were not able 
     to deviate. Whatever the reason, the problem needed to be solved.  To get 
     around the difficulty, Mystra devised a plan to use herself as a vessel to 
     breed individuals who could be nurtured and acclimated to her power from the 
     very beginnings of their lives.
    
     For the father of these individuals, she picked the best example of human 
     stock she could find: Dornal Silverhand, a nobleman and a former Harper who 
     lived near Neverwinter.  Mystra then possessed the body of Elue Shundar, a 
     half-elven sorceress whom Dornal was already attracted to.  Mystra revealed 
     her presence and her plan to Elue, who happily and eagerly agreed to have the 
     goddess share her body.  Elue had been reluctant, but under the influence of 
     Mystra the woman became a seductress, and Dornal found his advances being 
     suddenly returned with great fervor.
    
     Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR).  The
     first of seven daughters, Anastra Sylune, was born the following winter.  
     Sylune's six sisters emerged at one-year intervals thereafter: Endue 
     Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" 
     these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), 
     and Er'sseae Qilue.  These siblings have become known in Realmsian lore as 
     the Seven Sisters.
    
     Dornal, who had been kept in the dark about his wife's true nature through 
     the years (presumably because Mystra didn't want to risk losing his 
     services), was disappointed and nearly distraught by the time his sixth child 
     was born; he had always wanted sons as well as daughters.  More importantly, 
     he was seeing his wife deteriorate right before his eyes. The strain of 
     coexisting with the goddess all these years had turned Elue into a withered 
     shell - in essence a lich, clinging to life only because Mystra's power was 
     within her.
    
     When Elue was carrying the seventh child, Dornal consulted a priest who told 
     him his wife had been possessed by an entity of great magical power.  To 
     spare both of them any further agony, he attempted to slay his wife's 
     physical form by severing her head from her body.
    
     As soon as he had done this, Mystra was forced to reveal herself to him, and 
     she went on to explain her scheme.  Just as she had worried would happen, 
     Dornal was aghast at how he and his wife had been used by the goddess.  He 
     turned his back on the corpse of his wife, abandoned his lands and his 
     children, and vanished into the North.  Mystra bore him no ill will, and in 
     fact protected him for the final 30 years of his life.  When Dornal finally 
     did meet his end he called out to Mystra, and the goddess granted him 
     continued existence as her servant.  Now known as the Watcher, Dornal 
     Silverhand travels the world unseen by mortals on a continuing mission to
     locate candidates to swell the ranks of the Chosen and to identify possible 
     threats to Mystra and her minions.
    
    
    BOOK35
    
     History of the Dales and the Elven Court:
    
     The founding of the Dalelands long preceded the creation of any of the 
     existing Dales by hundreds of years, and the year numbering system known as 
     Dalereckoning is actually a commemoration of humankind being given permission 
     to settle in the lands north and west of the Inner Sea.  Most of the current 
     Dales are relative newcomers, the older having been abandoned, destroyed, or 
     overrun long ago.  In those ancient days, when Suzail and Chondathan (now 
     called Saerloon) were mere coastal trading posts, the elves who ruled this 
     forest entertained a request from settlers from the East; refugees and 
     farmers from far-off Impiltur and Damara.  This request was to farm and 
     settle the borders of the great forest Cormanthor, in particular the rich 
     delves and dales along the rivers Arkhen and Ashaba.  These newcomers did not 
     wish to lumber or clear the inhabited forest, but only to settle on the rich
     territories on its edges, and unlike some other settlers (early Sembia comes 
     to mind) were willing to ask permission.
    
     The lords of the Elven Court granted that request in retum for aid from these 
     new Dalelanders against outside aggression, both monstrous (orcs and goblins 
     from the lands of Thar) and human (the rising powers in Cormyr and Sembia).  
     In commemoration of this pact, humans and elves raised the Standing Stone 
     that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road 
     from Essembra to Hillsfar.  It is from the date of the raising of this stone 
     that Dalereckoning is counted.  According to the pact made, the Dalesmen 
     would only settle those regions that were unforested or unclaimed by the 
     elves.  As the elven woods receded under the axes of further invaders and 
     settlers, old Dales perished and new ones came into being along the borders 
     of the woods.  People, both good and bad, have raised petty nations in the 
     Dalelands since, though any one Dale that turned against the pact would have 
     to deal with the others. Each of the Dales is a large swath of farms and 
     fields, with a few scattered settlements and usually one central marketplace, 
     capital, or Dale center. These centers are often, but not always, named after 
     the Dales they are in, adding to the confusion as to what is a Daleland's 
     territory.
    
     The Dales are not city-states, for their largest groupings of population rate 
     as towns at best, and they lack the defensive walls common throughout the 
     Heartlands.  They are neither true nations in the fashion of Cormyr or
     Sembia, and occupy a gray middle ground wherein they are nothing more, or 
     less, than Dales.
    
     Each Dale has slightly different laws, customs, and military organizations.  
     Many rely on the work of charismatic heroes and adventuring companies for aid 
     in times of trouble, and a large number of these individuals use the region 
     as a base.  This attraction for adventurers is further increased by the large
     number of elven and pre-elven ruins in the area and the departure of the 
     Elven Court for Evermeet, leaving the woods open for exploration and 
     exploitation.
    
     The history of the Dales is filled with battles and attacks on its various 
     members.  In the Year of the Worm (1356 DR), Scardale, under the command of
     Lashan Aumersair, launched a number of swift attacks, conquering a number of
     the surrounding Dales.  A coalition of forces from the others, as well as
     Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale.
     During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by 
     Zhentil Keep.  More recently, the Dalelands have committed forces to a 
     unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion 
     (1360 DR).
    
    
    BOOK36
    
     History of the Dead Three: 'KNUCKLEBONES, SKULL BOWLING, & THE EMPTY THRONE'
    
     In ages past there was but one god of strife, death, and the dead, and he was 
     known as Jergal, Lord of the End of Everything.  Jergal fomented and fed on 
     the discord among mortals and powers alike.  When beings slew each other in 
     their quest for power or in their hatred, he welcomed them into his shadowy 
     kingdom of eternal gloom.  As all things died, everything came to him 
     eventually, and over time he built his power into a kingdom unchallenged by 
     any other god.  Eventually, however, he grew tired of his duties for he knew 
     them too well.  Without challenge there is nothing, and in nothingness there 
     is only gloom.  In such a state, the difference between absolute power and 
     absolute powerlessness is undetectable.
    
     During this dark era, there arose three powerful mortals - Bane, Bhaal, and 
     Myrkul - who lusted after the power Jergal wielded.  The trio forged an 
     unholy pact, agreeing that they would dare to seek such ultimate power or die 
     in the attempt.  Over the length and breadth of the Realms they strode, 
     seeking powerful magic and spells and defying death at every turn.  No matter 
     what monster they confronted or what spells they braved, the three mortals 
     emerged unscathed at every turn.  Eventually the trio destroyed one of the
     Seven Lost Gods, and they each seized a portion of his divine essence for 
     themselves.
    
     The trio then journeyed into the Gray Waste and sought out the Castle of 
     Bone. Through armies of skeletons, legions of zombies, hordes of noncorporeal
     undead, and a gauntlet of liches they battled.  Eventually they reached the 
     object of their lifelong quest - the Bone Throne.
    
     "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you
     before you can raise a finger," threatened Bhaal the assassin. "And I shall
     imprison your essence for eternity," promised Myrkul the necromancer.
    
     Jergal arose from his throne with a weary expression and said, "The Throne is
     yours. I have grown weary of this empty power. Take it if you wish - I
     promise to serve and guide you as your seneschal until you grow comfortable 
     with the position." Before the stunned trio could react, the Lord of the Dead
     continued: "Who among you shall rule?"
    
     The trio immediately fell to fighting amongst themselves while Jergal looked 
     on with indifference. When eventually it appeared that either they would all
     die of exhaustion or battle on for an eternity, the Lord of the End of 
     Everything intervened. "After all you have sacrificed, would you come away
     with nothing? Why don't you divide the portfolios of the office and engage in
     a game of skill for them?" asked Jergal.
    
     Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took
     the heads of his three most powerful liches and gave them to the trio that 
     they would compete by bowling the skulls. Each mortal rolled a skull across
     the Gray Waste, having agreed that the winner would be he who bowled the 
     farthest.
    
     Malar the Beastlord arrived to visit Jergal at this moment. After quickly
     ascertaining that the winner of the contest would get all of Jergal's power, 
     he chased off after the three skulls to make sure that the contest would be 
     halted until he had a chance to participate for part of the prize.  Bane, 
     Bhaal, and Myrkul again fell to fighting as it was obvious their sport was 
     ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide
     so you don't have to share with the Beast?"
    
     The trio agreed, and Jergal broke off his skeletal finger bones and gave them 
     to the players. When Malar returned from chasing the skulls, he found that
     the trio had just finished a game of knucklebones.
    
     Bane cried out triumphantly, "As winner, I choose to rule for all eternity as 
     the ultimate tyrant.  I can induce hatred and strife at my whim, and all will 
     bow down before me while in my kingdom."
    
     Myrkul, who had won second place, declared, "But I choose the dead, and by 
     doing so I truly win, because all you are lord over, Bane, will eventually be 
     mine. All things must die - even gods."
    
     Bhaal, who finished third, demurred, "I choose death, and it is by my hand 
     that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of
     you must pay honor to me and obey my wishes, since I can destroy your kingdom, 
     Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by 
     staying my hand."
    
     Malar growled in frustration, but could do nothing, and yet again only the 
     beasts were left for him.
    
     And Jergal merely smiled, for he had been delivered.
    
    
    BOOK37
    
     History of the Dragon Coast:
    
     The history of the Dragon Coast is the history of money, particularly the 
     darker side of the coin. Situated on the main trade routes between the Inner
     Sea and the Sword Coast, these lands never coalesced into a solid, coherent 
     nation, like Cormyr or Sembia. Instead small petty city-states have risen and 
     fallen, powered by greed and the most powerful merchant or pirate faction of 
     the day.
    
     As a result, the Dragon Coast has always been the home of the smuggler, the 
     pirate, the rogue, and the hired killer. It has been the place where those 
     seeking to skirt the laws of more civilized nations to the north make 
     landfall.  It is here that the Red Wizards gain their access to the Western 
     Heartlands, and where the Cult of the Dragon launches its plots to the south.
     And it is here that independent secret societies and assassin guilds have 
     their greatest power.
    
     The last semblance of organized resistance to this trend was the reign of 
     Verovan, last of the kings of Westgate. The monarchy of Westgate had long
     worked closely with the various mercantile and pirate factions, but Verovan 
     attempted to stem the growing power of the merchant houses and petty lords.  
     His sudden and mysterious death without acceptable heirs in 1248 DR opened 
     the door for much of what now is commonplace in the Dragon Coast - corruption 
     and treachery.
    
     It should be noted that while Verovan's name is still venerated in these 
     lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash 
     and flamboyant rogue who united a pirate fleet beneath him and ruled from 
     1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good
     people are venerated, but the power of darker rogues is imitated.
    
    
    BOOK38
    
     History of the Drow, The Descent:
    
     We know very little of the Ilythiiri, or "Elves of the South," before this 
     crucial event.  Even then they were known as "Dark Elves," for the hue of 
     their skins.  They dwelt in the jungles and hot forests of the South.  A 
     proud, warlike, culturally advanced (some sages of other elven peoples say 
     "decadent") folk, the Ilythiiri attacked all neighbors, including other elven 
     tribes.  Their cruel raids and depredations, ordered by warlike nobility and 
     the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, 
     humans, dwarves, and others to ally against them.
    
     Defeated in a series of titanic magical battles, the dark elves fled into 
     underground warrens they had earlier discovered.  This event, known as "the 
     Descent," marked the end of the drow as a surface-dwelling race.
    
    
    BOOK39
    
     History of the Drow, The Dark Wars:
    
     The warlike drow nature did not change when they escaped their surface foes 
     during The Descent.  In fact, they immediately launched a series of wars to 
     establish territories in the Underdark. They began by stealing and seizing
     dwarven magical items, and using them against the dwarves - establishing an 
     enmity that is still strong today.
    
     The drow then fought among themselves, noble against noble, priest against 
     priestess, for rule of their new realm.  This all-out war ended amid great 
     magical explosions that brought down the roof of the largest dwarven cavern 
     they had seized, great Bhaerynden.  The ceiling collapsed entirely, burying 
     many drow and the shattered dwarven cities.  The cavern, now open to the sky, 
     became known as The Great Rift.  The surviving drow nobles gathered what 
     people, slaves, and equipment they could seize, and fled into the Underdark 
     in search of places to dwell. "The Scattering" brought about the many rival,
     self-interested cities where most drow live today.
    
    
    BOOK40
    
     History of the Fateful Coin:
    
     Old tales tell that luck plays a crucial role in each person's life. When
     each new-born baby enters into the Realms, Tymora flips a coin formed from 
     the remnants of the original goddess of luck, Tyche.  Beshaba calls it in the
     air - the moon (heads) or the cloak (tails). If Beshaba is right, that person
     is cursed with misfortune for the rest of his or her days.  If she's wrong, 
     Lady Luck smiles on that child for the rest of his or her life. For some rare
     beings, the coin lands edge on - and these luckless few can forge their own 
     fates, for they have more freedom over their destinies than the powers
     themselves.
    
    
    BOOK41
    
     History of the Last March of the Giants:
    
     East of the Great Rift in the Eastern Shaar once stood a land of the titans.  
     This empire rose at the dawn of time in Faerun, and its lords thought to 
     challenge the gods in their arrogance.  In punishment, the powers cursed the 
     reigning monarch of the land with fascination and his brethren with devotion.  
     The powers then dropped a star onto the land. The impact of the fallen star
     created a huge valley later known as the Sea of Fallen Stars. Slowly picking
     up speed, the ball rolled through the titan nation and onward to the south.
    
     Unable to contain his curiosity, the titan king ran off after the bouncing 
     sphere and his devoted followers dutifully followed his tracks. The meteorite
     rolled on and on until it reached the Great Sea and vanished into the depths.  
     The monarch dove into the sea, and, lemminglike, the entire titan race dove 
     in after him, never to be seen again.
    
     Ashamed at the destruction they had wrought, the powers vowed to keep both 
     curiosity and loyalty firmly in check to avoid such disasters in the future.  
     They have done so to this day, preventing both new ideas from being pursued 
     with any speed and the intelligent races of Toril from ever fully 
     cooperating.
    
    
    BOOK42
    
     History of the Moonsea:
    
     The Moonsea has a long history as the border between the elven lands to the 
     south and the darker, more sinister lands of the Ride and Thar, home of 
     dragons and giant and ogre tribes in great multitudes.  The deep sea was an 
     excellent barrier to the raiders, as those tribes who sought invasion had to 
     detour around and through the lands that would eventually hold Yulash, 
     Zhentil Keep, and Hillsfar.
    
     The first true settlement in Moonsea was Northkeep, a shining citadel 
     established as a beacon of civilization and a jumping-off point for merchants 
     seeking trade with the dwarves of the North - including not only Tethyamar, 
     but the clans of the Cold Lands - who traded their metalwork and craft for 
     much-needed magic. In the end, Northkeep was sunk beneath the icy waters of
     the Moonsea by the inhuman forces, and humankind suffered one of many 
     setbacks in the region.
    
     So has been the nature of human habitation of this region since the 
     beginning. Human settlements thrive for a few years, usually through sheer 
     willpower and on the strength of a sharp sword, and then are overrun by 
     goblins, orcs, dragons, beholders, or giants.  Phlan has fallen and risen 
     again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg 
     and Sulasspryn are empty hulks.  Each of the cities of the Moonsea seems 
     threatened with extinction in its turn, then is rebuilt.
    
     This cycle may be the reason that only the strongest and the most savage 
     survive, even prosper, in the lands of the Moonsea. The greatest cities -
     Hillsfar, Mulmaster, and the impenetrable Zhentil Keep - are all ruled by 
     evil people who control their lands with iron grips.  The lesser cities, 
     Elventree, Phlan, and Thentia, may be less evil, but have a strong, 
     independent, almost chaotic nature. In many ways the Moonsea is a frontier, 
     with a frontier mentality.
    
    
    BOOK43
    
     History of the North - The First Flowering:
    
     For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and 
     Eaerlann (along the River Shining). From their ornate forest cities they
     traded with emerging human nations like Netheril and Illusk and repulsed the 
     attacks of the goblin races. Meanwhile, dwarven clans united as the nation of
     Delzoun, named for the dwarf who forged the union. The nation, existing
     primarily underground, extended from the Ice Mountains to the Nether 
     Mountains.  Silver Moon Pass was its western border and the Narrow Sea its 
     eastern shore. Orcs came from north of the Spine of the World but were turned
     back in great slaughter by the elves.  To this day, this is the homeland and 
     stronghold for orcs and similar races.
    
    
    BOOK44
    
     History of the North - The Crown Wars:
    
     Humans immigrated in bands from the Shining Sea and up to the Sword Coast.  
     They became seafarers, striking out across the waves to the Moonshaes, 
     Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing
     war against each other with the humans and orcs taking over the resulting
     ruins.  Perhaps the greatest calamity to befall the Fair Folk was the Dark 
     Disaster, a killing magic that took the form of a dark, burning cloud.  It 
     enshrouded the kingdom of Mieyritar, and when it faded away some months 
     later, not an elf lived - nor were trees left; only an open, blasted moor: 
     the High Moor.
    
     All was not dark for the elves. Although in retreat, as barbarian humans and 
     orc hordes grew in strength, their power rose in the Elven Court and Evereska 
     (remaining a stronghold to this day).  They conceived of cooperation between 
     dwarves, kindly humans, and other elves for mutual survival against orcs, 
     marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, 
     gnolls, and other nonhuman creatures) led by the rising power of giants.  
     Astonishingly, in at least three places - the Fallen Kingdoms and the cities 
     of Silverymoon and Myth Drannor - they succeeded with shining grace.
    
     To the east, on the sandy shores of the calm and shining Narrow Sea, human 
     fishing villages grew into small towns and then joined together as the nation 
     of Netheril. Sages believe the fishing towns were unified by a powerful human
     wizard who had discovered a book of great magic power that had survived from 
     the Days of Thunder - a book that legend calls the Nether Scrolls. Under this
     nameless wizard and those who followed, Netheril rose in power and glory, 
     becoming both the first human land in the North and the most powerful.  Some 
     say this discovery marked the birth of human wizardry, since before then, 
     mankind had only shamans and witch doctors.  For over 3,000 years Netheril 
     dominated the North, but even its legendary wizards were unable to stop their 
     final doom.
    
    
    BOOK45
    
     History of the North - Recent History of the North:
    
     In the waning summer months of 1367, an immense orc horde descended from the 
     Spine of the World, intent on winding its way south into the trade lands of 
     the North. This force of orcs, led by King Greneire, surged its way south 
     between the Moonwood and the Cold Wood, stopping just outside the Citadel of 
     Many Arrows.
    
     King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the 
     prospect of another orc horde, despite the fact that he knew they should be 
     working together against the humans of the North and the spawn of Hellgate 
     Keep. His tribal shamans, however, had been predicting a treacherous fall of 
     the citadel - and they'd told the king that he'd be deposed by other orcs.
    
     Thus, it was a dark day when King Greneire and his horde of 150,000 orcs 
     appeared on the plains outside the Citadel of Many Arrows. King Obould 
     announced to his followers that this horde had been sent to dislodge them 
     from their home and send them out to be scavengers among the plains. He vowed 
     that, with Gruumsh as his witness, the Citadel of Many Arrows would slaughter 
     these treacherous orcs "like elves during a festival."
    
     For four months, the 40,000 orcs within the citadel held their ground. 
     Assault after assault was mounted against the high walls of the garrison, but 
     the attacking orcs were losing far more than the defenders. Still, the living
     conditions within the walls - never too good to begin with - created losses 
     of their own.
    
     The battle for the Citadel of Many Arrows culminated during the first week of
     Uktar. As another light blanket of snow sought to bury the gathered orcs, 
     King Greneire threw his entire remaining army at the citadel, bursting its 
     gates and pitting orc against orc in a flurry of swords. As the two orc kings 
     sought one another out along the ramparts, the citadel began to burn.
    
     The orcs that survive the battle still speak of the superhuman prowess of the 
     two kings as they battled one another before their troops. Finally, however, 
     King Obould ran Greneire through with his long sword, but Obould was severely 
     wounded by the time Greneire had breathed his last breath. The orcs erupted 
     into battle once again, and no one is quite certain what became of King 
     Obould.
    
     It was through the smoke and snow that the victors of the conflict emerged: 
     the dwarves of Clan Warcrown along with a contingent of troops from 
     Silverymoon. Charging in through the shattered gates, these new attackers 
     quickly routed the exhausted orcs of the citadel, sending them scurrying off 
     into the wilderness.
    
     King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves 
     now call the city by its old name of Felbarr. Most in the North still tend to 
     refer to the city as the Citadel, however, waiting to see if it can withstand 
     the next orc horde. King Warcrown has put out a call for all dwarves to help 
     defend the citadel, and news of a new vein of gold and silver is spreading 
     rapidly through dwarven communities.
    
    
    BOOK46
    
     History of the North -  The Elven Exodus:
    
     This era left behind elven strongholds ripe for pillaging by humans and orcs. 
     When elves chose to leave the North and travel to Evermeet, their works 
     quickly disappeared, leaving only places like the Old Road and a ruined port 
     in the High Forest to mark Eaerlann's passing. And yet it was not only the 
     elves who would disappear from their long-held homes; the human nation of 
     Netheril also stood on the brink of history.
    
     Doom for Netheril came in the form of a desert, devouring the Narrow Sea and 
     spreading to fill its banks with dry dust and blowing sand. Legend states 
     when the great wizards of Netheril realized their land was lost, they 
     abandoned it and their countrymen, fleeing to all corners of the world and 
     taking the secrets of wizardry with them. More likely, this was a slow 
     migration that began 3,000 years ago and reached its conclusion 1,500 years 
     later.
    
     Whatever the truth, wizards no longer dwelled in Netheril. To the north, the 
     once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the 
     orcs struck. Orcs have always been foes in the North, surging out of their 
     holes every few tens of generations when their normal haunts can no longer 
     support their burgeoning numbers. This time they charged out of their caverns 
     in the Spine of the World, poured out of abandoned mines in the Graypeaks, 
     screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt 
     complexes in the Nether Mountains, and stormed upward from the bowels of the 
     High Moon Mountains. Never before or since has there been such an outpouring 
     of orcs. Delzoun crumbled before this onslaught and was driven in on itself. 
     Netheril, without its wizards, was wiped from the face of history. The 
     Eaerlann elves alone withstood the onslaught, and with the aid of the treants 
     of Turlang and other unnamed allies, were able to stave off the final days of 
     their land for yet a few centuries more.
    
     In the east, Eaerlann built the fortress of Ascalhorn and turned it over to 
     refugees from Netheril as Netherese followers built the town of Karse in the 
     High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others 
     wandered the mountains, hills, and moors north and west of the High Forest, 
     becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and 
     Sundabar.
    
    
    BOOK47
    
     History of the North - The Spread of Humankind:
    
     The adaptable humans made use of magic they could seize or learn from the 
     Proud Peoples to defeat all enemies, breaking (for a time) the power of 
     giants and orcs. Waterdeep was founded. The last of the pure blood elves died 
     out, a result of continued marriages with humans.
    
     In the far west, men also dwelled - wise, clever primitives called the Ice 
     Hunters. They lived simple lives on the coast since time beyond reckoning, 
     countless generations before Netheril's first founders set foot on the Narrow 
     Sea's western shore. Yet this peaceful folk fell prey to another invasion 
     from the south: crude longships that carried a tall, fair-haired, warlike 
     race who displaced the Ice Hunters from their ancestral lands.
    
     This race, known as the Northmen, spread farms and villages along the coast 
     from the banks of the Winding Water to the gorges of the Mirar. Northmen 
     warriors drove the simple Ice Hunters farther and farther north, forced the 
     goblinkin back into their mountain haunts, and instigated the last Council of
     Illefarn. Within 500 years of the Northmen's arrival, Illefarn was no more - 
     its residents had migrated to Evermeet.
    
     From the Coast, Northmen sailed westward, claiming and establishing colonies 
     on the major western islands of Ruathym and Gundarlun, eventually spreading 
     to all the islands in the northern sea. Others migrated northward, past the 
     Spine of the World, and became the truly savage barbarians of Icewind Dale.
    
     In the centuries that followed, Ascalhom became Hellgate Keep when it fell 
     into the hands of fiends, and Eaerlann collapsed under the attack of a new 
     orc horde. The elves fled southeast, joining with Northmen, Netherese 
     descendants, and dwarves to form what would later be known as the Fallen 
     Kingdom. This realm was short-lived and collapsed under the next orcish 
     invasion - though in dying, it dealt the goblin races a blow from which they 
     have yet to recover.
    
    
    BOOK48
    
     History of the North - The Might of Men:
    
     Along the coast, in what was once the elven community of Illefarn, humanity 
     was once again rising in power. Merchants from the south, tribesmen from the 
     North, and seafarers from western islands had created a village around a 
     trading post on a deep-water harbor, first known as Nimoar's Hold after the 
     Uthgardt chieftain whose tribe seized and fortified the ramshackle village. 
     Nimoar and his successors, known as War Lords, led the men of Waterdeep (as 
     it had become known to ship captains) in a slowly losing battle against the
     trolls. In a final, climactic battle, the trolls breached the aging palisade 
     and all seemed lost - until the magic of Ahghairon of Silverymoon turned luck
     against the trolls, destroying and scattering them.
    
     Ahghairon, heir to the heritage and learning of Netheril, stayed in 
     Waterdeep, and in his 112th year he again saved the city - this time from 
     itself. In so doing, he created the Lords of Waterdeep. The city grew into 
     the greatest in the North, possibly in all Faerun.  With Waterdeep as a firm 
     anchor, civilization forged cautiously into the wilderness. Illuskan (now 
     Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, 
     Secomber, and other towns were settled by pioneers from Waterdeep, sponsored 
     by Waterdhavian merchant families.
    
     Though it's been centuries since the last orc invasion, there's still 
     constant strife. Barbarians harass merchants, travelers, and towns, the seas 
     swim with Northmen pirates, and wars have marred the land in recent years. 
     Luskan, now a fierce merchant city known to harbor - and support - pirates, 
     waged a war with the island realm of Ruathym over an act of piracy against 
     one of the few legitimate Luskan merchant ships. The war raged for nearly a 
     year, with Ruathym slowly losing ground. When it appeared Luskan would 
     finally win the naval war and land on the island itself, the Lords' Alliance 
     entered the fray. They threatened war against Luskan if the skirmishes didn't 
     stop immediately. Unable to fight a two-front war efficiently, Luskan 
     canceled its invasion plans.
    
     Tensions between Luskan and Ruathym are still high, and their ships are often 
     seen taking potshots at each other as they pass, often just a wave or two 
     away from each other. The government of Ruathym has recently been sending
     adventurers into the hills of its island realm, looking for mercenaries who 
     are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still 
     has a presence on the island, trying to win through subversion and terrorism
     what it could not accomplish through war.
    
     To the far north, the Ten Towns have finished rebuilding after being nearly 
     destroyed by the monstrous forces of Akar Kessel. With help from the tundra 
     barbarians living nearby, they've built and repaired their cities, replanted 
     the sparse foliage, and - most importantly - replenished the morale of their 
     citizens. A recent trader who passed through the area carrying 17 wagons of 
     rare oak lumber said that it was nearly impossible to determine who's a 
     barbarian and who isn't. "They're living together!" he reported in amazement.
    
    
    BOOK49
    
     History of the North - 1368, Year of the Banner:
    
     As the dwarves settled in for the winter in their reclaimed city of Felbarr, 
     a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, 
     slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's
     warriors descended into the ranks of the evil adventurers, teleportation 
     magic spirited at least three of those responsible - as well as a vast amount 
     of treasure stolen from Elrem - to safety.
    
     According to Themrin, the tribe's present shaman, Elrem promised to "watch 
     over the tribe in spirit now that my mortal form is destroyed." Despite the 
     reassuring words of Elrem, the tribe suffered through an oppressive winter 
     that included both heavy snow, scarce game, and low morale.
    
     Trusted visitors to the barbarian encampment report that Themrin and Gweshen 
     "Ironhand" Talistars are wearing some form of armor made from the scales of
     Elrem. This use of their former shaman's body as "protection" was supposedly 
     ordained through a dream vision. The armor appears as little more than a 
     supple leather armor, but seems to deflect blows and protect as well as full 
     plate mail.
    
     Nesme reported a drastic rise in the number of troll attacks in the 
     Evermoors, and various sources confirm that something is driving the trolls 
     out of the moors. Whatever is behind the trolls' exodus is destined to remain 
     a mystery for the remainder of the year, as adventuring parties expend 
     themselves against the never-ending supply of trolls that are fleeing the 
     bog.
    
     In the most surprising move of the year, the Blue Bear Tribe, led by the 
     shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of 
     Hellgate Keep. While a brief struggle for political control of the city was 
     reported by various sources, Tanta Hagara emerged as the new ruler of the 
     city.
    
    
    BOOK50
    
     History of the North - 1369, Year of the Gauntlet:
    
     The tumultuous climate of Hellgate Keep continued to provide adventuring 
     activity. A group of Harpers infiltrated the city using cloaking magic and 
     revealed that Tanta Hagara was actually an annis. This revelation did nothing 
     to hamper the Blue Bear's respect for their powerful chieftain however, and 
     the city responded to the unmasking by attacking caravans en route to 
     Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to 
     harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara
     informed her "loyal troops" that gates existed in these cities that could 
     allow other tanar'ri to "join us in the glorious battles to come as we take 
     control of all of the North!"
    
     Alustriel cast powerful magical spells in the defense of Silverymoon against 
     the raiding tanar'ri, and the city itself suffered no damage from their 
     attack. The Mistmaster of the Citadel of the Mists likewise aided in the 
     defense of his citadel, though reports still rage about the assistance of the 
     treants of the High Forest.
    
     Sundabar suffered from Hellgate Keep's attack, as the fiends broke through 
     the walls and raised havoc along the city streets. While adventurers battled 
     the fiends, Helm Dwarfriend led a large contingent of the city guard to drive 
     the remainder from Sundabar. Still, the fiends from Hellgate Keep left the 
     city with the satisfaction of knowing that it was burning in their wake. 
     Within two days, however, the fires were extinguished, and Sundabar has since 
     rebuilt from the attack.
    
     By mid Eleasias, rumors that Turlang, the powerful treant who resides in the 
     northern High Forest, was actively defending the woodlands near the Citadel 
     of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate 
     Keep. News that Turlang was aiding the Mistmaster did not escape her notice, 
     and the belief that the Citadel of the Mists was holding an extra-planar 
     artifact only added to the hag's interest.
    
     Tanta assembled a large force consisting of more than 100 tanar'ri and other 
     fiends as well as 500 members of the Blue Bear tribe to raze the Citadel of 
     the Mists. But as the evil forces marched their way into the High Forest, the 
     Mistmaster put his own plan into motion. Two Harper agents, a bard named
     Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated 
     Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with 
     them part of an extra-planar artifact called the Gatekeeper's Crystal.
    
     The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that 
     is made of onyx and an unknown metal that entwines itself through the gem. 
     Each point of the star is a separate piece that can be combined together to 
     create the artifact or separated to form three powerful magical items. While 
     the crystal can be used in different manners, it was primarily created to 
     bring down wards, including mythals and other powerful protections. According 
     to legend, it was created by a powerful lich who used it to render clerics 
     powerless, stripping them of their ability to turn undead and nullifying 
     necromantic magic within a 50-mile radius.
    
     The Mistmaster had a different use for the Gatekeeper's Crystal, but he 
     needed volunteers to aid him in placing two shards of the crystal at precise
     locations within the warded city of Hellgate Keep. In particular, he needed 
     two people who would be willing to trade their lives to exterminate the 
     fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the 
     suicide mission.  Holding the pieces of the crystal, the two Harpers waited 
     for the Mistmaster to activate the magic with his third piece, initiating the 
     magic that would tear Hellgate Keep asunder. When a blazing beam of purple 
     energy illuminated the skies over the keep, no one within the fiend's 
     stronghold had time to wonder what was happening.
    
     The power of the Gatekeeper's Crystal forced the wards to cascade upon the 
     city, causing an implosion that shook the ground for more than 100 miles. As 
     quickly as the wards surrounding Hellgate Keep collapsed, the crystal 
     released the magical energy in an explosion that leveled every building in 
     the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep 
     once stood. Not a living creature stirred in the remains; all was silent and 
     lifeless.
    
     The force of tanar'ri from Hellgate Keep was unsure what had happened but had 
     felt the tremor when the Gatekeeper's Crystal had been activated. They were 
     fighting for their own lives, however, as the treants, korred, centaurs, 
     satyrs, dryads, and other creatures of the High Forest - including defenders 
     of the Citadel of the Mists - battered them into the moist earth. One of the 
     North's most notable rulers fell in the battle, however, but he took at least 
     six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector 
     of Triboar, fell alongside his troops near the conclusion of the conflict.
    
     Within weeks after the final battle with Hellgate Keep, treants blocked 
     passage farther north at the joining of the Heart-blood and Delimbiyr rivers.
     While the treants care little for hunters and adventurers passing through the 
     area, all caravans seeking passage north to Sundabar have been repulsed - and 
     this is not a matter that the treants wish to negotiate.
    
     In another mishap blamed on Turlang, Tumstone Pass was blocked by a 
     tremendous avalanche. This final calamity sealed the Upvale from any major 
     force of men. Travel into the area formerly occupied by Hellgate Keep is now 
     limited to adventurers and other brave travelers.
    
     The Mistmaster has been questioned repeatedly by some of the most powerful 
     wizards in the Realms, including Elminster of Shadowdale and Khelben Arunsun, 
     about the current location of the Gatekeeper's Crystal. Most sources claim 
     that the pieces of the crystal have been scattered amongst the planes again, 
     but no one is certain.
    
     Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud 
     giants have taken up residence in the moor, driving the trolls from the 
     giants' new "homeland."  While it's unknown how many giants have taken up 
     residence in the High Moor, estimates range up to several hundred. A thick 
     mist continually hangs in the air of the Evermoors now, even more persistent 
     and thick than the mist before the giants' arrival. Many believe that these 
     new mists are the work of the cloud giants, but none can be certain.
    
     Alustriel of Silverymoon sent a detachment of guards to investigate the 
     eastern borders of the moor, and the guards returned with news that a 
     gathering of around 20 fog giants who were "of good nature and quite 
     friendly" had taken up residence in a formerly troll-infested area.
    
     Guards from neighboring Nesme were not so fortunate, however, running into a 
     clan of violent, boulder-hurling fog and cloud giants who nearly decimated 
     their unit. In addition, a group of adventurers crawled into Nesme with 
     terrible burns, reporting that they had run into a black dragon at a fog 
     giant encampment. Overall, it appears that both good and evil giants now call 
     the moor their home.
    
    
    BOOK51
    
     History of the North - Return of the Beast (1367 - ?):
    
     Sages, philosophers, historians, and priests alike feel an ill-boding in the 
     chill air. They predict a slow change over the next decade, but within the 
     lifetime of men born on the first day of this age. They believe that the 
     beasts that once ruled the land plan to return to claim what's rightfully
     theirs, imprisoning and enslaving the crowns. Where elves once reigned, men 
     now rule, but their hold - as true for all civilizations before - is tenuous 
     at best.
    
    
    BOOK52
    
     History of the North - 137O, Year of the Tankard:
    
     Even before spring has graced the Savage North, reports of treants massing in 
     the High Forest have reached all of the northern cities. It seems that all of 
     the creatures of the forest have mobilized to restore the High Forest after 
     the fall of Hellgate Keep. Something must still reside below the ruins of 
     Hellgate Keep, however, for the Company of the Jaded Heart never emerged from
     the depths below the city. The treants have since blocked entrance into the 
     ruins, sealing whatever evil still lurks within far below the sight of man.
    
     But there is other activity in the North as well. Luskan still flirts with 
     war, tempting neighboring cities and yet staying just below the wrath of 
     Waterdeep. The barbarians still brew in the north, quick to take offense at 
     innocent incursions into their sacred holdings. Rumors of Zhentarim agents 
     scouring the Fallen Lands for powerful magic from long-lost Netheril continue 
     to circulate. And adventurers still abound in the Savage Frontier.
    
    
    BOOK53
    
     History of the Red Ravens:
    
     One of the few long-standing mercenary companies that operate in Cormyr, the 
     Red Ravens have a strength on paper of 110 swords, but can easily triple that 
     number with new hires if they get a sufficiently large contract.  They have 
     been kept on retainer by the government of Cormyr with the stated purpose of 
     cleaning out the Stonelands to the north.  They have been moderately 
     successful in this goal, but the Stonelands are still far from being a safe 
     territory.
    
     The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde 
     crusade. They are noted for their honesty and trustworthiness, as they do not
     wish to jeopardize their royal charter. Most of their troops are armed with
     studded leather and carry long swords. They charge 200 gold pieces per week
     for the services of their 110-being unit. Their symbol is a red raven amulet.
    
    
    BOOK54
    
     History of the Sisters of Light and Darkness:
    
     This was the birth of the world and the heavens.  After Lord Ao created 
     Realmspace, there was a period of timeless nothingness, a misty realm of 
     shadows before light and dark were separate entities.  Within this dim chaos 
     stalked 13 lords of shadow, the Shadevari - whether they came form elsewhere 
     or are children of the shadow itself, none can say.
    
     Eventually this primordial essence coalesced into twin beautiful goddesses 
     who were yin and yang to each other; they were so close they thought of 
     themselves as one being. The Two-Faced Goddess created the heavenly bodies of 
     the crystal sphere and together infused them with life to form the 
     Earthmother, Chauntea. (Although Chauntea has since contracted her essence to 
     encompass only Abeir-Toril, in the beginning she embodied all matter in 
     Realmspace.) This new universe was lit by the face of the silver-haired 
     goddess, who called herself Selune, and darkened by the welcoming tresses of 
     the raven-haired goddess, Shar, but no heat or fire existed within it.
    
     Chauntea begged for warmth so that she could nurture life and living 
     creatures upon the planets that were her body and limbs, and the two
     sisters-Who-Were-One become divided, as for the first time they were of two 
     minds. Silvery Selune contested with her dark sister over wheter or not to
     bring further life to the worlds.  During this great conflagration, the gods 
     of war, disease, murder, and death, among others, were created from residues 
     of the deific battle. At one point during the battle, Selune seized the
     advantage and reached across time and space to a land of eternal fire.  
     Fighting the pain of the blaze, which burned her sorely, she broke off a 
     fragment of that ever-living flame and ignited one of the heavenly bodies so 
     that it burned in the sky and warmed Chauntea.
    
     Incensed, Shar redoubled her attack on her injured twin and began to snuff 
     out all light and heat throughout the crystal sphere. Again Selune gave of
     herself and tore the divine essence of magic from her body, flinging it 
     desperately at her sister in defense of life in the sphere. This essence
     entered Shar, ripped an equal portion of energy from her, and reformed behind 
     her as the goddess of magic, known now as Mystra, but then as Mystryl. Though
     Mystryl was composed of both light and dark magic, she favored her first 
     mother Selune initially, allowing the silver goddess to win an uneasy truce 
     with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar
     vowed eternal revenge.
    
     The twin goddesses contested for eons as life struggled into existence on 
     Toril and the other planets under Chauntea's watchful gaze. Shar remained
     powerful, but bitterly alone, while Selune waxed and waned i power, often
     drawing strength from her allied Daughters and sons and like-minded immigrant 
     deities. Over time, Shar grew strong again, aided by the shadevari who
     preferred night to blinding light and who stalked the Realms seeking to meld 
     light and dark into shadowy chaos once again. Shar's plot to reform the world
     after her own desires was undone when Azuth, the High One, formerly the 
     greatest of all mortal spellcasters and now consort to Mystra (incarnate 
     successor to Mystryl), found a way to imprison the shadevari in a 
     pocket-sized crystal sphere located beyond the edges of the world by creating 
     the illusion of a realm of shadows. The Lords of Shadow were drawn to 
     investigate, and before they discovered the trick, Azuth imprisoned the 
     shadevari with the Shadowstar, a key of shadows forged by Gond. The High
     Lord then hurled the key into the endless reaches of the cosmos allowing life
     to flourish on in Chauntea's loving hands.
    
    
    BOOK55
    
     History of the Unicorn Run:
    
     Bards and sages pass down the tale that the headwaters of the Unicorn Run 
     are, in truth, the Font of Life, and a cradle of fecundity. Each natural race 
     is said to have emerged from the womb of Chauntea onto Toril at the river's
     source, and then traveled down the Unicorn Run to the outside world. Some say
     that a daughter of Chauntea resides at the river's source to usher the 
     newborns into the world, while others claim that Shialla midwifes the 
     process.
    
     Regardless of the truth, the elves, korreds, and halflings all agree that the 
     Unicorn Run is sacred to life and a site of incredible purity. As a result,
     all three races have strong taboos about extended trips up the run, for if 
     the river is ever fouled, then no new races will ever be born on Toril again.
    
    
    BOOK56
    
     History of the Valley of the Gods:
    
     It is said that even the powers must cavort and amuse themselves once in a 
     great while. Far to the north of the Spine of the World is the Valley of the
     Gods. A paradise unequaled on this world or in the planes, this playground of
     the gods is not meant for mortals. Any mortal who reaches the Valley becomes
     a deity, for only deities may exist in the Valley. Far too many mortals with
     delusions of grandeur have thrown away the pleasures of this side of the 
     Spine and their kingdoms in this world, only to break their backs searching 
     for the legendary Valley of the Gods.
    
    
    BOOK57
    
     History of the Vast:
    
     Two millennia ago the Vast was Vastar, the orcish lands. These were the 
     breeding grounds of the goblin hordes that would spill eastward and cross the 
     Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown 
     by invading dwarves, who established the Realm of the Glimmering Swords. It 
     was during this time that the first humans came to the Vast, including the
     mage Maskyr.
    
     The rule of the dwarves occurred against a backdrop of constant war with the 
     orcs, such that there were perhaps only 40 years of true peace for the Realm 
     of the Glimmering Swords. The dwarves were overrun by the orcs, and they 
     escaped extinction only through the aid of human and elven allies. The 
     remaining dwarves left the region to the newly arriving humans and retreated 
     to the east, to the south, and to isolated and hidden communities within the 
     Vast.
    
     The most successful of the humans were the adventurers whose hunger was sated 
     by gold and whose thirst was slaked by great deeds. This was the Time of the 
     Glorious Fools, and there are those who will argue that it is still that age, 
     as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs 
     today are contained, if not conquered, and trade has grown up in the lands of 
     the Vast. However, for many individuals with adventuring blood, it is still a 
     wilderness in which one may prove one's worth.
    
    
    BOOK58
    
     History of the Western Heartlands:
    
     The history of the Western Heartlands is a history of endless battles and
     destroyed empires. In ancient times these were the lands of the Fallen 
     Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more 
     recent history, the land has been fertilized with blood and bone as forces 
     from the Empires of the Sands surged northward, the evil peoples within 
     Dragonspear and the Goblin Marches spilled forth, and mercenary companies 
     moved to and fro in the service of one petty warlord after another. Recent 
     battles leveled the Way Inn and threatened Daggerford. Even the Time of 
     Troubles did not leave this desolate land unmarked - Bhaal himself perished 
     at Boareskyr Bridge, and the waters it passes over have remained poisoned to 
     this day.
    
     The cities of the Western Heartlands are strong, independent, and varied.
     They are also strongly motivated by trade, and listen harder to the ringing 
     of gold than the call of battle. But something else prospers in the open 
     land - freedom and opportunity. No nation lays claim on the Westem Heartlands
     to land beyond that which their armies can control, and no warlord can make 
     demands beyond the swing of his axe. Small holds and castles regularly spring 
     up, only to be knocked down by invading forces, or abandoned after a 
     generation or two. Lost dungeons and secret citadels lie scattered throughout 
     the land, and this rugged frontier presents more than enough opportunities 
     for adventurers.
    
    
    BOOK59
    
     History of the Zhentarim, Two Zhents' Worth:
    
     Much confusion exists in the Realms regarding Zhentil Keep and the (not-so) 
     secret society known as the Black Network or Zhentarim.  The two are closely
     tied, such that a speaker may refer to one when meaning the other and still 
     be clearly understood.  In general, both mean trouble.
    
     Zhentil Keep is a walled, independent city on the western shores of the 
     Moonsea.  It is one of the most evil cities in the Realms, a blight on the 
     North, and a haven for Evil groups, plotting manipulators, dark religions, 
     and foul practices.  Its rulers seek to dominate the lands around it, 
     including the Dragonspine Mountains, Yulash, Voonlar, and the neighboring 
     Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to 
     make matters more confusing) have destroyed Teshendale, come close to 
     destroying Daggerdale, and for a long time had an agent ruling Shadowdale.
    
     The Zhentarim is an organization of evil priests, wizards, and inhuman 
     creatures bent on controlling all the trade and power between the Sword Coast 
     (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the 
     intervening lands of Cormyr and Anauroch).  Its aims in the Moonsea area are 
     the same as Zhentil Keep's, and the two factions work hand-in-glove, often 
     sharing the same membership.  The Zhentarim have a more far-reaching effect 
     than Zhentil Keep, though, and have agents throughout the North.
    
     In addition, the Zhentarim are not limited to Zhentil Keep itself, and 
     maintain a number of fortified outposts.  Their rulership has spread with the 
     passing years.  In addition to being the dominant force in Zhentil Keep, the 
     Zhentarim control the Citadel of the Raven and Darkhold, two important castle 
     complexes.  Over the years, more power has been moving away from Zhentil Keep 
     (filled with a lot of unknown and untrustworthy flunkies) and into these more 
     secure areas.
    
     Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, 
     but in reality not every Keeper (yet another name for a native of Zhentil 
     Keep) is of the Black Network, and not every agent of the Zhentarim is from 
     Zhentil Keep.  Adventurers should watch who they trust as a result.
    
    
    BOOK60
    
     History of Ulgarth:
    
     Ulgarth was settled by the great empire of Raurin, in the height of its 
     power. When the empire was destroyed, it endured centuries of barbarism. 
     Warchiefs united the country several times during this period. They fought 
     many skirmishes with other barbarians, particularly those in Durpar and Var 
     the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the 
     forces of Mulhorand.
    
     In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of 
     Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied
     land.  They settled down, and began raising children and crops.  This new 
     society in Ulgarth gradually grew in power, while its neighbors grew apace.  
     But while Durpar grew as a result of its commerce and its philosophy of 
     balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed
     a highly structured caste system of lords and peasants. In 1002 DR, the
     centuries' long skirmishes between Durpar and Ulgarth came to an end, as the 
     two countries finally reached a balance of power. There were too many
     centuries of warfare between the countries for them to completely trust each 
     other.  With their mutual border well defended on both sides, both countries 
     have given up on the idea of conquering the other.
    
     Trade between the Ulgarth and the Shining Lands has become a vital factor to 
     both nations.  Ulgarth produces many of the items that Durparians trade 
     throughout the world.  In return, Durpar trades many exotic items to Ulgarth.  
     Of course, the Durparian merchants usually get the better of any trade. The
     current king, Drasna the Fortunate, has continued his predecessor's policy of 
     non-aggression with the Durparians.
    
    
    BOOK61
    
     History of Amn:
    
     Amn has the good fortune to have abundant natural resources; some would say 
     Amn is the richest land on the continent. This has worked in Amn's favor for 
     generations, because even if they were conquered, the new masters would be 
     gentle, looking to gain wealth from the land, rather than to put it to the 
     torch.
    
     Amn has been a center of trade and commerce for as long as anyone can 
     remember. Oral traditions handed down from father to son tend to support the 
     theory that Amn has been a trade center for at least 800 years. 
     Unfortunately, written records are difficult to find and often incomplete. It 
     would seem the typical Amnish citizen was too busy trying to fill their 
     coffers to write down events of the day.
    
     Amn has always been more interested in the present and the future than the 
     past, and this makes an accurate history difficult. The best records, the 
     business papers of the oldest trading companies, are jealously guarded.  The 
     fear of revealing "trade secrets" is stronger than the call of history, so 
     the average citizen knows very little about Amn's past.
    
     It appears that the Amn of 100 years ago was very much like the Calimshan of 
     today.  Each major city was basically an independent entity, banding together 
     for defense when necessary, and fighting for control of territory and 
     profitable trade routes the rest of the time.  A particularly brutal trade 
     war began 24 years ago, with each city exacting prohibitive tariffs on goods
     imported from the others. The trade war escalated, and city troops began to 
     raid caravans sponsored by other cities. In a matter of months commerce was 
     brought to a halt, a number of cities were under siege, and war threatened to
     engulf the entire region.
    
     Into the breach stepped a young merchant named Thayze Selemchant. Thayze was 
     smart, charismatic, and very well connected (the Selemchant trading house was 
     one of the oldest and richest in Athkatla.) He secretly contacted 
     representatives of the five other richest merchant houses in Amn, and started 
     to plan.
    
     The first part of the plan involved the careful sprinkling of rumors about 
     outside threats.  One involved a pirate invasion from the Nelanther, another 
     was about a massing of orcs just on the other side of the Cloud Peaks. Thayze 
     even started a rumor about an elf army in the Forest of Tethir, ready to 
     pounce on a divided Amn.  None of the rumors were true, but they began to 
     turn people's thoughts toward unity, not war.
    
     Thayze knew that if he and the other members of his council were to take 
     control of Amn, they would need broad-based popular support. Tensions between 
     cities and merchant houses were still high, so to get that support, 
     Selemchant and the others agreed to drop their family names and never use 
     them again.
    
     When news of a "Council of Six" spread throughout the land, many people 
     accepted their rule.  A group that would unite Amn under one rule, governing 
     for the benefit of all instead of one city or trading company over another, 
     was indeed a welcome change.  The Council raised an army (at great personal 
     expense) to quell the few pockets of resistance that remained, and have been 
     in total control of Amn for the past 22 years.
    
    
    BOOK62
    
     History of Waterdeep:
    
     Waterdeep was used as a trading site for trade activities between northern 
     tribesmen and southern merchants more than two millennia ago. By 1,000 years 
     ago, permanent farms had sprung up in the area. The first mention of a 
     Waterdeep (not as a city, but as a collection of warlords) occurs only 400 
     years ago. The city was truly established as a going concern by 1032 DR, the 
     year Ahghairon became the first Lord of Waterdeep, and the date from which 
     Northreckoning is counted. The city grew spectacularly, such that by 1248 DR 
     both the City of the Dead and the guilds had been developed. The guildmasters 
     seized control soon afterwards, ushering in a period of unrest and bitter 
     conflict known as the Guildwars. The Guildwars ended only when the two 
     surviving guildmasters brought in their own period of misrule. It was only in 
     1273 DR that the present system of government (or lack thereof) was 
     instituted. This was the year that the Magisters were established and the 
     secret Lords of Waterdeep were firmly reestablished. Since that time, the 
     city has continued to grow and prosper. Humankind and other races come from 
     all over the Realms to earn hard coin in the City of Splendors. Over the 
     years these successful merchants have set up guilds and themselves become 
     nobility, supporting the secretive Lords of Waterdeep who police the city 
     fairly, yet with a light hand, by means of the superb city guard (soldiers), 
     city watch (police), and over 20 black-robed magistrates. As a result, 
     Waterdeep is a place tolerant of different races, religions, and lifestyles. 
     This in turn has encouraged commerce, and Waterdeep has grown into a huge, 
     eclectic city.
    
    
    BOOK63
    
     History of Waterdeep -  Age 0, Tuabemoots and Pioneers:
    
     Few now know the true history of this great city, which had its beginnings 
     over a thousand years ago, when the North was truly what Southerners still 
     sneeringly call it: "the Savage North." In those days, most of the North was 
     covered with vast, tall forests of ancient green, and inhabited by dwarves 
     and goblinkind (in the most northern mountains and foothills) and elves (in 
     widely scattered forest enclaves everywhere else). A few primitive human 
     tribes lived along the Sword Coast, fishing, hunting and gathering in spring 
     and fall to trade their furs with vessels sailing in from the south for 
     merchant's jewelry, metal tools, and the occasionally-available weapon or 
     two. In the spring, these vessels came primarily to cut and take huge trees 
     for shipbuilding, trees being no longer available in such large sizes farther
     south.
    
     In the fall, the vessels came in to cut timber for their own repairs, or to 
     take on a cargo of wood if the misfortunes of trading had left their holds 
     low or empty. Most of these trademoots were at a certain place where there 
     was a great natural deepwater harbor, protected from the sea by a rocky spur 
     of land, an arm of an isolated coastal crag, or a rocky island beyond it.
    
    
    BOOK64
    
     History of Waterdeep -  Age I, The Rise of the Warlords:
    
     Over the years, the forest was cut back farther and farther from the shore, 
     and tribes began to stay most of the year there, farming the cleared land. 
     The wiser among them claimed and controlled some of the timber in order to 
     trade for more weaponry and tools. Such claims angered many who found the 
     squatters rich from frequent trade, and brought attacks from land and sea, 
     the more warlike tribes slaughtering the more sedentary settlers. Noted among 
     these tribes was that led by Nimoar, a chieftain who ordered his people to 
     seize the farms, crude wooden docks, trading sheds, and storage barns built 
     up around the bay. They settled there themselves, and erected a log palisade 
     within an earthen embankment to protect the holdings.  After several abortive 
     pirate and tribal raids, Nimoar's people thrived in their new home, a 
     fledgling town referred to as "the town of Water-deep."
    
     Farther north, orc tribes had outgrown their mountain strongholds. Attempts 
     to expand underground met with fierce dwarven resistance (although many small
     gnomish colonies were overwhelmed and wiped out), and the orcs spread out on 
     the surface of the land, coming south and down out of the mountains, hurling 
     their seemingly endless numbers against all who stood in their path. Here and 
     there elven enclaves held out, but the push southward displaced many other 
     northern inhabitants, including the "everlasting ones" (trolls), who came 
     down into the newly-cleared lands northeast of Nimoar's Hold, those lands now 
     known as the Trollmoors.  Nimoar died of old age during this time of 
     increasing danger. Younger War Lords led the men of Waterdeep (for so the 
     ship-captains called the harbor) in battles against the trolls. There were 
     many bloody struggles between men and trolls for a decade, until the magic of 
     a Northem youth named Ahghairon turned the fortunes of war against the 
     trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon 
     rose slowly in skill and power with the passage of years, until he became a 
     great mage. He discovered a supply of potions of longevity (or learned the 
     art of making such), for he lived on, still physically a man in his prime, 
     for decade upon decade.
    
     Fearing further attacks, the men of Waterdeep raised a small keep on the 
     slopes of Mount Waterdeep above their farms, where fire arrows from on high 
     could defend against attacking trolls. Many outlying tribes who had come to 
     the settlement for safety from the trolls stayed, and expanded the walls with 
     new farms several times. War Lords ruled the Free City of Waterdeep, holding 
     it independent and increasingly wealthy as years passed.
    
    
    BOOK65
    
     History of Waterdeep -  Age III, The Bloody Reign of the Guildmasters:
    
     There was great turmoil in the City as the Guildmasters argued amongst 
     themselves as to who should govern the City, and more than one merchant of 
     power was found murdered. Groups of liveried bodyguards appeared openly armed 
     on the streets, accompanying their masters, and two very troubled months 
     passed as they bickered and parleyed (and occasionally dueled in the 
     streets). At last, they decided that all Masters should rule Waterdeep 
     together, in a council. The lesser nobles and many townsfolk protested, 
     saying that the Lords ruled by right and by the people's consent.  The 
     Guildmasters, however, said that the Lords had not been seen since 
     Ahghairon's death, and that they must have been golems or zombies, controlled 
     by Ahghairon to conceal his lone rule -- and indeed, the Lords were silent 
     and unseen, and continued to be so.
    
     In truth, the Lords were real men and women whose identities had been 
     compromised, over the years, by certain curious Guildmasters who had ordered
     them slain by their own closemouthed, loyal servants following Ahghairon's 
     death. The only Lords still surviving (those who had remained secret) were 
     Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords 
     kept very quiet, and waited. The Guildmasters thought all the living Lords of 
     the City had been eliminated, and took firm rule over Waterdeep.
    
     The Guildmasters ruled Waterdeep for only six years ere their self-interested 
     squabbling led to bloodshed. Open quarrels and a few murders quickly erupted 
     into a brief but vicious series of street fights and midnight attacks. This 
     strife, oftimes termed "the Guildwars" by sages (although it was never as 
     long-drawn-out or so formal as to be called a "war" when it was taking 
     place), left all but two Guildmasters dead, most of the City's best minds 
     stilled, and much of the City's gold wasted or plundered with the Guilds in 
     disarray.
    
     The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm 
     Zoar of the Gemcutters. These two - ruthless manipulators both - were 
     well-matched and could not overcome each other, though their private armies 
     clashed often in the streets. At length, they sickened of bloodshed, after 
     many from both families were dead in the gutters, and agreed to rule together. 
     Two thrones were set up in Castle Waterdeep, and from then the two argued 
     bitterly over this and that, and the City was a place of tension and fear. 
     All matters, including the recognition of new Guildmasters to rule the 
     "headless" guilds, had to come before the Two Lords Magister, as Lhorar and 
     Ehlemm were called. Few matters were settled.
    
    
    BOOK66
    
     History of Waterdeep - Age II, The Lords' Rule Begins:
    
     In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was 
     then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth 
     and strength-of-arms to create a Northern empire, with Waterdeep its capital 
     (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon 
     defied him before all the people, and Raurlor ordered the mage to be chained.
     Ahghairon magically struck aside all who sought to lay hands on him. In a 
     fury Raurlor struck at the mage with his own blade. Ahghairon rose into the 
     air, just out of reach, and, as the infuriated Warlord slashed repeatedly at 
     his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel 
     into a hissing serpent, which promptly bit him. The Warlord died of the venom
     before the shocked people assembled there. Ahghairon then gathered all the 
     captains of Waterdeep's army, and all the seniors of the families of 
     Waterdeep. While runners sought to bring them to the Castle, flames roared 
     and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so 
     that no one sat there. Then at a gesture from the mage, the flames were gone 
     as though they had never been, leaving the chair unmarked. Ahghairon seated
     himself, then, and proclaimed himself the first Lord of Waterdeep, saying 
     that henceforth wisdom and not armed might would rule in the city. He would 
     gather some few - in secret - to rule as Lords with him, masked and disguised 
     when they appeared to the people, but equal to him in authority and free of
     coercion by any, himself included. These Lords were to be drawn from all 
     walks of life in the city, and could serve as long as they wished.
    
     The people heard, and agreed, and for the next two hundred years, Ahghairon 
     ruled Waterdeep with his unknown fellow Lords.  Over the years, the masked 
     Lords were a group of sometimes five, six, or seven, who appeared seldom and 
     said little. Some whispered that they were Ahghairon's servants, or even 
     magical automatons controlled by the Old Mage. Still, Ahghairon's justice was
     swift and fair, his laws good, his guardsmen polite and just as ready to help 
     as apprehend, and the people approved. The years passed in peace and 
     prosperity. The North was opened to humans. Roads built under Ahghairon's 
     direction linked it together, from the ruins of "the Fallen Kingdom," which 
     had been shattered by goblin races' attacks before men were numerous in the 
     North, to the cities that would later become Amn. Waterdeep grew fivefold in 
     size and wealth. From all over the Realms, folk began to come to the "Crown 
     of the North," drawn by money - and among them came those who rob, cheat, and
     steal. When word of doings extending beyond simple theft to 
     deception-in-workmanship and the appearance of many fly-by-night impostor 
     craftsmen reached Ahghairon's ears, he called together the senior merchants, 
     "the Noble Ones," and suggested that they form guilds as was done in the far 
     South to police the unscrupulous of their own professions. Some resisted, or 
     were furious, but most saw the advantages of such an arrangement, 
     particularly if they were free to set matters up themselves, and not have 
     less favorable arrangements forced upon them. The Guilds were created 
     forthwith. Twice more the city walls were expanded, as Waterdeep continued to 
     grow in size and prosperity.  Its merchants traveled the world over, bringing
     back exotic goods from afar, and spreading word of the city's wealth to 
     remote lands. In the South, some listened with an eye to conquest or at least 
     plunder, but swords were already out in those southern lands in a time of 
     widespread strife, and no invaders came.
    
     Ahghairon's health eventually failed and he died. He was buried with ceremony 
     in his tower, which was secured against thieves and fools. Those who learned 
     the arts arcane from the Old Mage cast the most potent protective magics 
     known upon his home and resting-place (which, many believe, remains inviolate
     today).
    
    
    BOOK67
    
     History of Waterdeep - Age lV, The Return of the Lords:
    
     One day to the Courts of the Lord Magister came two people masked and robed 
     as the Lords of Waterdeep of old. Where they came from no one knew, but they
     appeared in the Castle's Great Hall where the Courts were, and commanded the 
     Lords Magister to leave the city forthwith. Laughing, the Lords Magister 
     refused, whereupon the shorter of the masked intruders (the lady Shilam, 
     apprentice to Ahghairon and his undeclared heir as first Lord of the City) 
     blasted them with lightning and fire, and their very thrones were shattered 
     and toppled.
    
     The taller of the two intruders (Baeron) then called for the heads of the 
     noble houses to come to them, or leave the city forthwith and forever, if 
     they cared not to come by nightfall. All in the Courts heard, and the news 
     was cried in the streets.
    
     The surviving nobles came, reluctantly and with bodyguards, expecting such a 
     summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk 
     that had also come, saying, "this must not happen again." If Waterdeep was to 
     be safe once more, he told them, all must support what he and his fellow Lord 
     now planned, as they had supported Ahghairon in the past. The two would 
     choose others to be Lords as before, he said, and they would rule in secret, 
     as before - save for himself. He removed his mask, and said, "I am Baeron. I
     would be Lord as Ahghairon was before. I would be safe in this my city 
     again." And the folk of Waterdeep there agreed. Shilarn, still masked, 
     commanded that the houses of the Two Lords Magister be Outcast. There was 
     protest, and she raised her hands that had blasted the thrones, and it was 
     still again. And the house of Gildeggh and of Zoar were outcast.
    
     Peace returned to the city, and Waterdhavians to their labors. To inhibit 
     discovery of who the Lords were, Baeron selected certain men of character 
     whom he knew well, and appointed them Magisters ("Black Robes," they were 
     soon called, from their robes of office) under the Lords, to judge and apply 
     the laws of Waterdeep in daily affairs. These Magisters he paid well, to 
     raise them from temptation, and gave lodgings to those who feared for safety 
     to dwell among the people. To so serve, he told the city, was a burden, not a
     proud misuse of authority, and if any wished to no longer serve, or were 
     found wanting, they were not to be vilified, but accorded respect. And over 
     the Magisters the Lords sat in their Court, to correct and overrule the 
     judgments of the Magisters. Baeron told the people that none were to decry or 
     belittle any judgments of Magisters that the Lord saw fit to alter or cast 
     aside. If any thought ill of the offices or those who held them they could 
     turn back to the rule of sword and whim, and perish as had those before them. 
     Before the Lord's Court Baeron encouraged people to speak freely for the 
     length of a short candle's burning, without fear of chastisement or reproach 
     from the Lords for anything said, as long as they spoke openly and answered 
     questions or opposing views put to them by any there. Thus, he held, just 
     grievances of folk would be heard, no matter how small the matter or lowly 
     the speaker. And so it was. Slow to take hold, until people knew it for 
     careful justice, but enduring beyond Baeron's time, and beyond Shilarn's 
     time, and beyond the time of their daughter Lhestyn "The Masked Lady," who 
     wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' 
     Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as 
     Ahghairon did. And as the years have passed, Waterdeep has grown in size and 
     variety, flourishing with good trade under the tolerance and protection of 
     strong defenders and good government. The years passed not without troubles, 
     varying from the Godswar (when Waterdeep played host to gods dying and 
     ascending) to such occurrences as a green dragon assailing the Field of 
     Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' 
     Rule), but the city and her peoples survived and prevailed against all 
     strife. The Lords' Alliance provides continued safety for all the settlements 
     of the northern Sword Coast and those inland, with Waterdeep as the heart of
     the alliance. Though it can be matched in size or commerce, there is no city 
     the Realms over that compares to the sheer variety of life and experiences
     found in fair Waterdeep, Crown of the North.
    
    
    BOOK68
    
     History of the Nether Scrolls
    
     The writing in this text is completely indecipherable and resists any such 
     attempts at comprehension through normal magic or any other means.
    
    
    BOOK70
    
     Yago's book of curses
    
    
    BOOKANI
    
     Animals Are Your Friend
    
     An excerpt...
    
     "One of the first steps towards living in harmony with animals is learning to 
     respect our ever-changing relationship with animals. Many people think of
     humans and demi-humans as being superior to animals. However, as I've already
     stated, the criteria for 'superiority' is very subjective.  For this reason, 
     we must view our relationship with the animals of the wild on a personal and 
     ever-changing basis. Give the creatures the respect they deserve, but always
     remember that predators are predators, no matter how much you respect their 
     territory."
    
    
    BOOKBLA
    
     Lore of the Bladesingers
     By McComb and Pryor
    
     An elite group of elven fighter mages, the blade-singers are dedicated to the 
     defense of the elven nation, and many of them journey back to Faerun to help 
     defend those elves who stayed behind or have yet to join the Retreat.
     
     Bladesingers are terrifying weapons experts and spellcasters. On Evermeet
     they are organized into small warrior lodges, each specializing in a 
     different weapon. They are even more dedicated to the ancient ways and styles 
     of dress than other Silver elves. They often tattoo themselves with old runes 
     and symbols and their armor and weapon are all of great antiquity and 
     beautiful craftsmanship.
    
    
    BOOKCOD
    
     Code of Training in the Seldarine's Hand
     By Kaylessa
    
     The Code
    
                 Death to all who oppose our cause
                   Battle is the test above all
            Bring glory to the Hand of the Seldarine
    
     -----------------------------------------------------------------------------
    
     Every person under my tutelage will be instructed as follows:
    
     You will learn every aspect of the melee weapons I present to you. You will
     become familiar with the strengths and weaknesses of each weapon and learn 
     how to utilize it effectively.
    
     You will also learn the ways of archery. Patience, discipline, and focus will
     be your guide. This promise will be your commitment to hitting any target no
     matter the difficulty.
    
     As a soldier serving the Seldarine's Hand, you will conduct yourself in a 
     proper manner befitting an elf at all times. Disobedience will not be
     tolerated.
    
     -----------------------------------------------------------------------------
    
     My Oath
    
     What these values represent is your commitment to the Seldarine's Hand and 
     yourself.
    
     The promise I make is to hone your skills, both physical and mental, to bring 
     honor to our brothers and sisters.
    
     For the glory of the Hand,
     Kaylessa
    
    BOOKCOM
    
     Elameth's Compendium
     By Elameth
    
     This is a technical book containing sketches of various magical artifacts. It
     details some of the plans and processes used by the elven enchanter, Elameth, 
     and the dwarven smith, Karador during the time of cooperation between the two 
     races.
    
    
    BOOKCOR
    
     Ancient Lore on Corellon Larethian
     By Master E. L. Boyd
    
     ...as the lore goes, many great battles were fought between Corellon and 
     Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed.
     And in this mixture of blood and tears, Corellon's children, the Seldarine 
     were born.
    
     Corellon embodies the highest values of that which is elvenkind. From the
     gentle aspects of art and poetry to the hasher aspects of war and magic, he 
     is venerated by all the Fair Folk, except that of the drow. Vigilant over his
     creations, it is told that Corellon will wander the elven lands, observing 
     his people and defending what is theirs.
    
    
    BOOKENG
    
     Engineering Manual
    
     This ancient work is a treatise on dwarven engineering techniques. Although 
     it is written entirely in the dwarven language, someone has inserted 
     translated notes in several places throughout the book. This particular 
     volume contains a detailed analysis on the construction of suspension 
     bridges.
    
    
    BOOKEVA
    
     Diary of Evayne
    
     ...so it has come to this.  The orc and goblin forces grow stronger with each 
     victory. Where they attained the weapons of the alliance is still a mystery,
     but I believe in my heart that it was not through the dwarves. We have
     succeeded in stifling their advances but it wont hold for long. We have taken
     severe casualties and our forces are dwindling rapidly.
    
     Negotiations are over with our former friends. We are now in open conflict
     with them. As much as I love my father, I blame him for this. Ever since we
     found the weapons in the horde's possession, father has been completely 
     irrational. Any discussions had with our former friends ended in bitter
     accusations and resentment. He adamantly believes that the dwarves betrayed
     us and listens to nothing they have to say in their defense.
    
     Am I the only one who sees that both sides are going to die horribly if this 
     continues? Father does not see reason in putting aside hostilities with the
     dwarves so that we may unite against our common enemy. I spoke to him of
     going Dorn's Deep to approach our old friends. He lashed out at me in anger
     and sent me out of the astrolabe.
    
     I now make preparations to leave home and ride to Dorn's Deep myself. I know
     in my heart what must be done and this is the only way. Perhaps I have more
     of my father's stubbornness than I thought.
    
    
    BOOKFIS
    
     Fish on the Sea of Fallen Stars
    
     An excerpt...
    
     "The Grand Raik is easily recognizable by its distinctive hooked jaw and the 
     blue and white spots on its fins. Typically the size of a human adolescent,
     Grand Raiks are capable of putting up a great fight against the fishermen who 
     seek them out. Unlike Lesser Raiks, Grand Raiks are very aggressive towards
     fellow fish in their territory, rarely stopping until they die or the 
     intruders have fled. Grand Raiks have been known to attack fish three times
     their size. One fisherman from Selgaunt even claimed that he saw a Grand Raik
     attack and kill a Mottled Sidi Octopus..."
    
    
    BOOKFOL
    
     The Folly of Fury
    
     An excerpt...
    
     "... our principle stance is one of rejection. The fundamental beliefs of the
     churches of fury are anathema to our own. The Gods of Fury stress everything
     that is selfish, physically abusive, and destructive. The Malarites care only
     for proving their temporal power through the senseless butchering of animals.  
     The Aurilites seem to delight in causing death by freezing whenever possible, 
     removing every shred of heat from their domains. Priests of Talos simply
     revel in destruction for its own sake and their own personal pleasure. Our
     brothers and sisters in the church of Umberlee cause havoc with the waves for 
     the sole reason of terrifying travelers and fishermen into bowing before 
     their childish god. As much as we Eldathyn might denounce the beliefs of 
     these religions, there is an even greater question to be asked. What kind of
     afterlife can these self-serving priests expect to find in the domains of 
     their self-serving gods?"
    
    
    BOOKHIP
    
     Hippogriff Riders of the Hand
    
     Stationed atop Sheverash Tower are the proud hippogriffs of the Seldarine's 
     Hand. Along with their riders, these mounts serve primarily as scouts but are
     sometimes used for missions requiring the utmost of speed.
    
     Both rider and mount are trained rigorously to work as a team. Upon hatching,
     hippogriffs are domesticated to be used as mounts. They are trained in what
     to eat, various combat routines involving aerial and ground attacks, and to 
     respond to the commands of its rider. The riders are educated in the ways of
     grooming and caring for its mount, how to work effectively with his 
     hippogriff, and also in the ways of aerial and ground combat.
    
     As a unit, they have proven excellent aerial support in our ground battles 
     and are a proud symbol of the Seldarine.
    
    
    BOOKIVY
    
     Tending Ivy
    
     An excerpt...
    
     "I am simply an amateur when it comes to botany, but I dare say that I know 
     my way around a patch of ivy better than the next man.  Most botanists will
     attempt to tell you 'rules' about how one should care for their ivy.  
     Unfortunately, these bumbling buffoons haven't spent enough time researching 
     all of the different types of ivy to learn their subtle differences. Why,
     just the other day, some fool on the hill told me that Jangling Bell Ivy
     should be planted in relatively moist soil next to Blossoming Garters. As any
     ivy scholar worth his weight in dirt knows, Blossoming Garters require such a 
     huge amount of water that one would drown the Jangling Bell just by tending 
     to the Garters. 'Moist' does not mean 'soaked.' I ask you, what will it take 
     to educate these comical jesters of the scientific community?"
    
    
    BOOKLAB
    
     Ancient Lore on Labelas Enoreth
     By Master E. L. Boyd
    
     Labelas Enoreth is the elven god of longevity and time. At the creation of
     the Fair Folk, Labelas blessed the elves with long lifespans and decreed that 
     their appearances would not be marked by the passage of time. The lifegiver
     cooperates with Sehanine in overseeing the lifespan of elves and their growth 
     away from and beyond the mortal realms. He measures the lives of the Fair
     Folk and decrees when they should be ended, allowing passage to Arvandor. As
     Lord of the Continuum, Labelas governs the orderly passage of time and guards 
     against those who would alter the path of history. Labelas confers wisdom and
     teachings on young and old alike, and although he is rarely invoked, the 
     Lifegiver is often praised. The Lifegiver knows the future and past of every
     elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians,
     philosophers, librarians, and all those who measure the changes wrought by 
     the passing of years.
    
    
    BOOKMOO
    
     Ancient Lore on Sehanine Moonbow
     By Master E. L. Boyd
    
     ...Sehanine Moonbow is the elven goddess of the moon or, more specifically, 
     the full moon. She governs divinations, omens, and subtle magics and protects
     against madness. She watches over the dreams of the elves, keeping them from
     harm while in reverie and sending omens to protect them from future dangers.  
     Sehanine watches over the passage of the elven spirits from the world, and 
     she is protectress of the dead...
    
     ...Alternately called the wife and daughter of Corellon, Sehanine is the 
     mightiest of the female powers in the elven pantheon. Identified with the
     mystic power of the moon, Sehanine's tears are said to have mingled with 
     Corellon's blood and given life to the elven race.
    
    
    BOOKMYT
    
     Mythal Theory
     By Schend and Melka
    
     ... Aside from the High Mages, none are certain about the true nature of 
     mythals, no matter how well versed they are in ancient elven lore of old or 
     current debates on magical theory. Many agree that a mythal is alive, and is
     a huge web of magical forces woven together by magic and the lifeforces of 
     the casters. The mythal is believed to be sustained by the natural mechanisms
     within and around it, from the wind to the current of a brook or a 
     temperature shift from the energy of sunlight. Given the ties to life and 
     Faerun, mythals can hardly be common wizardry, no matter what may have been 
     said in the past. The mythals and their magic are tied directly to the Weave, 
     the source of all Torillian magic...
    
    BOOKPK
    
     Philosophy of Kara-Tur
    
     A story...
    
     "Two chaste shukenja were walking down the road in the rain when they came 
     across a beautiful young woman taking shelter under a tree. She called out to
     the monks to carry her across a small stream. The first monk immediately
     moved to help the woman while the second silently protested. The first monk
     scooped the beautiful lady up in his arms and carried her across the stream, 
     promptly setting her down and continuing on his way. The second monk remained
     silent for several minutes as the woman disappeared from view. Finally he
     spoke to his brother.
    
     'We shukenja are not supposed to have contact with women! Why did you pick
     that woman up so casually and carry her across the stream?'
    
     The first monk replied,
    
     'Brother, I set the woman down long ago.  Why is it that you have not?'"
    
    
    BOOKPOT
    
     Great Pottery of Lurien
    
     An excerpt...
    
     "... the industrious halflings, however, see nothing wrong with this. To
     them, utility is the chief purpose of their craft. It must be stated that the
     discovery of very elaborate Lurien pottery set with lapis and malachite is 
     exceedingly rare. Most of these pieces are believed to have originated from a
     specific period in Lurien history around 750-830 DR. In general, the halfings
     of Lurien make simple pots that are bottom heavy and constructed of common 
     brown-red clay. Glaze, when used, is typically ochre or bright green in
     hue... "
    
    
    BOOKROC
    
     "Rock Eaters", They are Not
    
     ...contrary to popular belief, our Dwarven friends do not exist on a diet of 
     rocks and dirt. I was recently invited to visit their wonderful stronghold,
     Dorn's Deep. In this architectural wonder, hidden away in one of the most
     beautiful forests in the North, I entered figuring to be covered in soot from 
     some filthy underground mine unbefitting a High Elf of my stature.  Much to 
     my surprise, my eyes were instead treated to amazing works of beauty and 
     craftsmanship. Our Dwarven friends proceeded to take me on a tour, pointing
     out each piece in thorough detail. I smiled.  Impressed that one of the
     lesser races had such talent in them to create such works. Of course, they
     paled in comparison to what our Elven artisan's can do, but this was not the 
     time to point out their flaws...
    
    
    BOOKSHE
    
     Ancient Lore on Shevarash
     By Master E. L. Boyd
    
     Shevarash, who embodies the hatred the Fair Folk hold for the drow, is the 
     elven god of vengeance and military crusades. He is venerated by the elves
     and half-elves who have suffered the loss of loved ones through violence, 
     particularly those who burn with revenge against the drow, and by those who 
     have sworn to destroy the Spider Queen and the other evil gods of the dark 
     elves. Some elven theologians speculate that Shevarash serves to gather in
     the bitterness and hatred that has riven the elven race since the Crown Wars, 
     thus keeping the contagious evil of the Spider Queen from spreading to the 
     elven population at large.
    
    
    BOOKSOL
    
     Ancient Lore on Solonor Thelandira
     By Master E. L. Boyd
    
     Solonor Thelandira is the elven god of hunting, archery, and survival in wild 
     and harsh places. The Great Archer's prowess with the bow is unmatched by any
     other power venerated in the Realms. Solonor is concerned with the integrity
     of nature and the balance between exploitation and agriculture on one hand 
     and fallow, wild terrains on the other...
    
     ...He instructs the Fair Folk in the art of hiding in and moving through
     natural foliage so as not to be detected as well as the art of archery and 
     hunting.  Solonor is primarily revered by elven and half-elven rangers, 
     hunters, woodsmen, and fighters.  In particular, elven hunters appeal to him 
     for better catches of game and elven warriors trapped in hostile territory 
     call on him for aid...
    
    
    BOOKSS
    
     Secret Societies
    
     An excerpt...
    
     "The Kraken Society
    
     Recently established near the Ruins of Ascale, the Kraken Society is a group 
     of criminal information gatherers spread across the north. Their organization
     is said to consist mostly of thieves and priests of Umberlee who work for a 
     mysterious overlord.  Often referred to as the 'Heralds of the Sea,' the 
     Kraken Society employs torture, kidnappings, and assassination in its efforts 
     to be in the know. Their symbol is a many-tentacled purple squid."
    
    
    BOOKUNI
    
     Ecology of the Unicorn
    
     Unicorns are herbivores, living on tender leaves and grasses.  Their only 
     enemies are griffons and those creatures that destroy forests, in particular
     red dragons and orcs.
    
     The life span of unicorns has never been recorded but is known to surpass 
     1,000 years.  They are believed to maintain their youth until death is only 
     weeks away.  The secret to this longevity is the strong magical nature of the 
     horn.  Unicorn horns are maliciously sought after, since possession of one is
     a sovereign remedy against all poisons.
    
    
    BOOKVIO
    
     On Non-Violence
    
     An excerpt...
    
     "... we Eldathyn believe that the only real way to live honestly is to resist 
     the temptation to strike out in anger when things are against us.  Violence 
     arises from suffering and, as a result, can do nothing but cause more 
     suffering in its occurrence. Some of our critics point to the state of nature
     to invalidate our philosophy. Some believe that the existence of storms and
     tremors in nature proves that nature is inherently violent.
    
     There is a simple argument against this, however. Nature is a gift from the
     gods, but it functions as an independent system, a science, if you will.  
     Nature is not inherently violent because disposition towards violence is a 
     property only thinking beings possess.  While there are violent acts in 
     nature, nature is not inherently violent.  Nature is simply nature... "
    
    
    BOOKWOR
    
     Worship in the Hand of the Seldarine
     By Denaini
    
     ...day in and day out, the Elves of the Hand worked diligently to further the
     cause of the Alliance. Although dedicated to their work, they always remained
     devout to the elven gods. A shrine was created within Solonar Tower that
     would allow us elves to offer simple worship with what spare moments were 
     available.
    
     A beautiful flower garden can be found on one end of this level. With care,
     an elf would take a flower from the garden, approach the appropriate statue 
     of the god they wished to pray to, place the flower in the statue's pond, and
     pray for however long they had.
    
    
    BOOT01, BOOTDRIZ
    
     Boots of Speed
    
     These boots have been magically enhanced so that wearer is able to travel at 
     twice the normal speed. They are much prized by those whose profession 
     involves traveling long distances.
    
    
    BOOT02
    
     Boots of Stealth:  'Worn Whispers'
    
     In ages past, a king named Rhigaerd was renowned for the spies he kept. So 
     skillful were they, that no nook or cranny escaped their eyes and maps were
     held for entire castles and towns. Eventually betrayed from within, the tools
     of their trade were taken and dispersed, ensuring that none could amass such 
     a band again.
    
     STATISTICS:
    
     Stealth bonus:  +35%
     Weight:  4
     Not usable by:
      Fighter
      Mage
      Bard
      Cleric
      Druid
    
    
    BOOT03
    
     Boots of the North:  'The Frost's Embrace'
    
     Stranded by his company for a sack of gold, Daviol the Frozen was left for 
     dead in the midst of the Great Glacier. His dying curse echoed across the
     barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon
     him, and his bare body was protected and preserved by his newly enchanted 
     boots of the north. With them he crossed the ice land in pursuit of his would
     be murderers. Driven by rage, Daviol took his revenge upon his previous
     friends as they warmed themselves in a tavern of the closest city. After his
     thirst for blood was quenched, he continued to travel the frozen land, never 
     to be seen again.
    
     STATISTICS:
    
     Cold resistance:  +50%
     Weight:  4
    
    
    BOOT04
    
     Boots of Avoidance:  'Senses of the Cat'
    
     The magic of these boots was specifically designed to detect incoming 
     missiles and aid the wearer in avoiding them. They were originally 
     commissioned by the instructor of an archery academy, who had tired of 
     suffering "accidents" at the hands of his inexperienced students.
    
     STATISTICS:
    
     Armor Class bonus:  +5 vs. missle weapons
     Weight:  4
    
    
    BOOT05
    
     Boots of grounding:  'Talos' Gift'
    
     Untold years ago, the Fortress of the Starspire Peninsula was placed under 
     the direct torment of Talos when a favored Stormherald was murdered there. 
     Talos promised the destruction of the city by earthquakes, its isolation by 
     tidal waves, and the death of its citizens by storms. One pair of these boots 
     was bestowed to ensure that none but a single man would survive to tell the 
     story of his wrath. Later, travelers seeking fortune in the ruined city came 
     upon an aged man, maddened by the continuous destruction around him; the 
     boots he wore would carry to many a distant land the legend of a city 
     consumed by a god's rage.
    
     STATISTICS:
    
     Electricity resistance:  +50%
     Weight:  4
    
    
    BOOT06
    
     Worn Out Boots
    
     Boots are normally hand-made by cobblers. Common boots are made by using a
     form, but good boots are designed for the foot of an individual.
    
     STATISTICS:
    
     Weight:  4
    
    
    BOOTFOR
    
     Boots of the Forgotten Ones
    
     These wrinkled, rough boots were made from the scalps of dead orc shamans 
     from the Stinking Paw tribe. The power hungry religious leader of the tribe,
     Algrash Who-Watches-In-Darkness, ordered his underlings to make the boots by 
     digging up the corpses of his predecessors. Algrash was killed when he
     provoked a fight with a gang of ogres. His boots were left at the scene of
     the battle.
    
     STATISTICS:
    
     Allows the wearer to cast 2 extra first level spells and 1 extra second level 
     spell.
     Only usable by:
      Cleric (single, dual, & multi-class)
      Druid (single, dual, & multi-class)
    
    
    BOOTFOX
    
     Boots of the Fox
    
     These gaudy red and green boots were worn by the rogue Elpham of Perrywine.  
     Elpham was a pickpocket of exceptional talent who pressed his luck by 
     taunting his victims shortly after taking their loot. After being caught 
     twice, Elpham invested his money in having these boots made. Of course, 
     Elpham came to an untimely end when he picked the pocket of the notoriously 
     ill-tempered Red Wizard of Thay, Xain Morobdel. Elpham stole a pouch full of 
     gems off of Xain's waist and danced off into the crowd shouting, "Why don't 
     you try to chase me back to the Priador, baldy?  Ha ha!" Xain, quietly 
     fuming, promptly summoned four invisible stalkers and commanded them to, 
     "Kill the idiot in the red and green boots."
    
     STATISTICS:
    
     Increases the wearer's movement rate by 40%.
     +1 Bonus to Armor Class
    
    
    BOOTMAN
    
     Boots of the Many Paths
    
     Created by a gnomish illusionist in 931 DR, the Boots of Many Paths have been 
     worn by a number of adventurers who have sold the items through legitimate 
     means for many, many years. According to their maker, Weldy Baker, the boots
     rely not only on the power of illusion, but the power of "potential time 
     weave cutting and microscopic changes to minutiae in the environment that 
     have macroscopic effects."
    
     STATISTICS:
    
     User can cast Blur on themselves once per day.
    
    
    BOOTMOA
    
     Boots of Moander
    
     These patchwork boots of red and black leather were created by cultists of 
     Moander, an ancient god of rot and decay. The boots were used by a number of
     the Darkbringer's faithful when they fought against Moander's numerous foes, 
     many of whom worshipped nature deities. The boots were last claimed by
     Aldarra of Chauntea, who in turn gave them to a half-elven ranger friend, 
     Liberon Twelvetrees.
    
     STATISTICS:
    
     Wearer is immune to Entangle.
    
    
    BOOTQUI
    
     Quiet Boots
    
     These well-worn leather boots were frequently used by the thug and part-time 
     killer Renny the Fist.  Renny, a former escape artist, liked to tell people 
     that all he needed to kill them was a reason and "some quiet boots." He would
     then raise his boot up to eye level and say, "I'm already halfway there.  
     Don't push me."  Renny stopped doing this when a quick-thinking dwarf slammed 
     his war club into the thug's groin.  While Renny writhed on the ground, the 
     dwarf removed the "quiet boots" and quickly left town.
    
     STATISTICS:
    
     +7% Bonus to Stealth
     Only Usable By:
       Ranger (Single, Dual-, Multi-Class)
       Thief (Single, Dual-, Multi-Class)
    
    
    BOW01
    
     Composite Long Bow
    
     Composite bows are long bows or short bows whose staves are made from more 
     than one type of material. This gives greater flexibility, and thus better
     range. These were developed after the normal long bow.
    
     STATISTICS:
    
     Damage:  +2
     To Hit Bonus:  +1
     Weight: 10
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 15 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOW02
    
     Composite Long Bow +1
    
     Composite bows are long bows or short bows whose staves are made from more 
     than one type of material. This gives greater flexibility, and thus better
     range. These were developed after the normal long bow.
    
     STATISTICS:
    
     THAC0:  +2
     Damage:  +3
     Weight: 9
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 15 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOW03
    
     Long Bow
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet. It has two advantages over the
     short bow: better range and hence, it is much more accurate.
    
     STATISTICS:
    
     Damage:
     THAC0:  +1
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOW04
    
     Long Bow +1
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet. Even though the longbow is
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     THAC0: +2
     Damage:  +1 (missile)
     Weight: 3
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOW05
    
     Short Bow
    
     Short bows were the first to be developed, although they were not called
     such. This is more of a default term that refers to anything which is not a
     long bow. Short bow staves are about 5 ' feet long on the average. As the
     years passed, attempts were made to increase bow ranges. Bows were either
     given longer staves or flexibility was increased with no change to the
     length. The former resulted in what is now called the long bow.
    
     STATISTICS:
    
     Damage:
     Weight: 2
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    BOW06
    
     Short Bow +1
    
     Short bows were the first to be developed, although they were not called
     such. This is more of a default term that refers to anything which is not a
     long bow. Short bow staves are about 5 ' feet long on the average. As the
     years passed, attempts were made to increase bow ranges. Bows were either
     given longer staves or flexibility was increased with no change to the
     length. The former resulted in what is now called the long bow.
    
     STATISTICS:
    
     THAC0:  +1
     Damage:  +1
     Weight: 2
     Speed Factor: 5
     Proficiency Type: Bow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    BOW07
    
     Long Bow of Marksmanship
    
     This bow is enchanted to enhance its damage and boosts the users aim.
    
     STATISTICS:
    
     THAC0: +3
     Damage: +2
     Weight: 2
     Speed Factor: 5
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOW08, BOW99
    
     Eagle Bow:  'Protector of the Dryads'
    
     In order to protect their community from an encroaching orc logging 
     encampment, the hero Hannable the White was given this magnificent bow by the 
     dryads of Gulthmere Forest. A deadly confrontation followed when the loggers
     dared to try and cut down a great oak tree, nearly killing the dryad linked 
     to it. With the help of powerful forest animals Hannable slew entire bands of
     orcs before any more damage was inflicted upon the wood. The orcs were forced
     to abandon their plans, lest they suffer the continued wrath of Hannable and 
     the forest. Needless to say, the hero who aided the grateful dryads lived
     happily . . . nay, VERY happily ever after!'
    
     STATISTICS:
    
     THAC0:  +2
     Damage: +2
     Weight: 2
     Speed Factor: 4
     Proficiency Type: Bow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    BOW09, BOWNON
    
     Long Bow
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet. It has two advantages over the
     short bow: better range and hence, it is much more accurate.
    
     STATISTICS:
    
     Damage:
     THAC0:  +1
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BOWMESS
    
     Messenger of Sseth
    
     This wicked bow was crafted thousands of years ago for a powerful yuan-ti 
     archer named Apali. The number of men, women, and children Apali killed with
     the aid of the bow is almost unbelievable, as the soldier waged war against 
     humans for hundreds of years before he was finally laid low in Chessenta by a 
     priest of Assuran, god of vengeance. Apali had killed the priest's
     great-great grandfather in Chult over a hundred years earlier. The item is
     easily recognized because of the red and black banding on the grip and the 
     carved snake heads at the ends of the bow. The red and black bandings
     represent Apali's family, from a caste of priests. The snake heads represent
     Sseth, the god of the yuan-ti.
    
     STATISTICS:
    
     Damage:  +1
     THAC0:  +2
     Special:  Extremely fast
     Weight:  3
     Speed Factor:  3
     Proficiency Type:  Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    BRAC01
    
     Bracers of Defense AC 8
    
     Bracers are thick bands of metal or leather that are strapped, belted, or 
     tied to a character's forearm. Generally, the magic that is instilled in 
     bracers is good only during combat, since most bracers help protect the 
     wearer from injury, or improve chances to strike at an opponent. Exceptions 
     do exist, though such specialized items are rare at best.
    
     STATISTICS:
    
     Armor Class: 8
     Weight: 2
     Not Usable By:
    
    
    BRAC02
    
     Bracers of Defense AC 7
    
     Bracers are thick bands of metal or leather that are strapped, belted, or
     tied to a character's forearm. Generally, the magic that is instilled in
     bracers is good only during combat, since most bracers help protect the
     wearer from injury, or improve chances to strike at an opponent.  Exceptions
     do exist, though such specialized items are rare at best.
    
     STATISTICS:
    
     Armor Class: 7
     Weight: 2
     Not Usable By:
    
    
    BRAC03
    
     Bracers of Defense AC 6
    
     Bracers are thick bands of metal or leather that are strapped, belted, or
     tied to a character's forearm. Generally, the magic that is instilled in
     bracers is good only during combat, since most bracers help protect the
     wearer from injury, or improve chances to strike at an opponent.  Exceptions
     do exist, though such specialized items are rare at best.
    
     STATISTICS:
    
     Armor Class: 6
     Weight: 2
     Not Usable By:
    
    
    BRAC04
    
     Bracers of Archery:  'The Dale's Protector'
    
     During a dangerous meeting with a rival ruler, the King of the Great Dale 
     requested the protection of his best archers in addition to his usual guard. 
     The archers, each equipped with an enchanted bow and bracers, hid within 
     range of the gathering. As predicted, enemy troops attempted to seize the 
     King and force their will over his rule, but none had anticipated the amazing 
     accuracy and lethality of the hidden archers. The King was able to escape 
     unharmed; in fact, none of the ambush members even lived to approach him.
    
     STATISTICS:
    
     THAC0:  +2 (missle weapons only)
     Weight:  2
     Not usable by:
     Druid
     Mage
     Cleric
    
    
    BRAC05
    
     Bracers
    
     Bracers are thick bands of metal or leather that are strapped, belted, or 
     tied to a character's forearm. They are normally used for added support and
     protection of the forearms and wrist areas of the body.
    
    
    BRAC06
    
     Gauntlets of Ogre Power:  'Hands of Takkok'
    
     The Hands of Takkok are exactly that; his very hands. He lost them when he
     attacked a strange man crossing the Spine of the World. The mysterious man
     turned out to be a mage of incredible power, and he used Takkok's hands to 
     create this pair of ogre skin gauntlets.
    
     STATISTICS:
    
     Strength:  set to 18/00
     Weight:  2
     Not usable by:
     Thief
     Mage
     Bard
    
    
    BRAC07
    
     Gauntlets of Dexterity:  'The Brawling Hands'
    
     This pair of gauntlets was likely developed in Kara-Tur to aid masters of the 
     martial arts. Legends speak of such masters from the Far East bringing these
     items with them on their journeys, though details remain sketchy.
    
     STATISTICS:
    
     Dexterity:  set to 18
     Weight: 2
     Not usable by:
    
    
    BRAC08
    
     Gauntlets of Fumbling:  'Elander's Gloves of Misplacement'
    
     With mischief in mind, the impetuous Elander set out to craft these cursed 
     gauntlets to best a rival. It turns out his malice got the best of him, when
     he mistook these gloves for another pair.
    
     STATISTICS:
    
     THAC0:  -10 penalty
     Dexterity:  -2 penalty
     Weight:  2
     Special:  Can only be removed by a 'remove curse' spell
    
    
    BRAC09
    
     Gauntlets of Weapon Skill  
     
     These magical gauntlets aid the wearer in the use of weapons. Even an 
     unfamiliar weapon may be used with some skill.
    
     STATISTICS:
    
     THAC0:  +1 bonus
     Weight:  2
     Not usable by:
    
    
    BRAC10
    
     Gauntlets of Weapon Expertise:  'Legacy of the Masters'
    
     Highly sought after among novice warriors, these items were once the property 
     of the royal family of Threskel.  Imparting a portion of the prince's 
     legendary skill, these gauntlets grant the bearer mastery over all forms of 
     melee weapons.  The majority of their many previous owners seem to have come 
     to bloody ends though; the gloves grant the ability of experience, but not 
     the wisdom.
    
     STATISTICS:
    
     THAC0:  +1 bonus
     Damage:  +2 bonus
     Weight:  1
     Not usable by:
    
    
    BRIATH
    
     Briath's Journal
    
     The great monument was completed today, and it is a wonder to see.  If there 
     is any doubt to the significance of my role within the Dorn community, let it 
     now be laid to rest!  There are those who find pride and glory in the chase, 
     traveling above and underground to ensure the good fortune of our home, but I 
     am not one of them. I must admit, I too would take up the arms should my name
     be called to protect those around me, but until that day, I feel myself far 
     more resourceful creating the weapons than wielding them.
    
     In honor of our new marvel, I have created a special blade that I will place 
     with the other items commissioned for the monument receptacle. Should the day
     come the our way of life is defended by a sole survivor, he will fight with 
     the will of many knowing that I have provided him with weapon worthy of such 
     an honor.  May this blade never be weilded, and if one day it is, may it 
     server its owner well.
    
    
    BULL01
    
     Bullet
    
     A bullet is simply a rounded, well-balanced stone.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     Damage type: Missile (piercing)
     Weight: 0
     Launcher:  Sling
    
    
    BULL02
    
     Bullet +1
    
     Magical currents are embedded inside this bullet so that it seems a little 
     more balanced and lighter as it jumps towards an opponent.
    
     STATISTICS:
    
     Damage:  1D4 + 2
     THAC0:  +1
     Damage type:  Missile (piercing)
     Weight: 0
     Launcher:  Sling
    
    
    BULL03
    
     Bullet +2
    
     Magical currents are embedded inside this bullet so that it seems a little 
     more balanced and lighter as it jumps towards an opponent.
    
     STATISTICS:
    
     Damage:  1D4 + 3
     THAC0:  +2
     Damage type:  Missile (piercing)
     Weight: 0
     Launcher:  Sling
    
    
    BWTALIS
    
     Black Wolf Talisman
    
     This crude talisman appears to be nothing more that a flat piece of stone 
     with a wolf's paw painted on it. Despite its simple appearance, the Black 
     Wolf Talisman contains powerful beneficial magic.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special: +10 to Max Hit Points
     Resistance Bonuses
       +10% Cold Resistance
       +1 Save vs. Breath
     Weight: 1
    
    
    CAIRN
    
     Cairn Blade
    
     Named for its ability to lay warriors low, the Cairn Blade was used by the 
     mercenary Adal Kerrn. Kerrn was a skilled heavy infantryman.  He and his
     company, Kerrn's Breakers, hired themselves out to all sorts of warlords, 
     bandits, wizards, and religious leaders. They were typically placed at the
     front of the battlefield where they would intercept charging heavy cavalry 
     units and break their formation.  Kerrn died in 1054 DR when he accidentally 
     killed the horse of a heavily armored foe. The horse fell on top of Kerrn,
     killing him. In the madness of the battle that followed, most of his comrades
     were routed. Though Kerrn's body was never found, the group that had employed
     him at the time, the church of Helm, recovered his distinctive sword.
    
     STATISTICS:
    
     Damage:  1D10 +4
     THAC0:  +4
     Damage type:  Slashing
     Weight: 20
     Speed Factor:  6
     Proficiency Type:  Great Sword
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    CAT
    
     Dead Cat
    
     This appears to be a dead cat. It is extremely well preserved and looks as if 
     it is sleeping. Hopefully, this animal was already dead before it was put 
     into the bag, as living animals tend not to fare very well within the magical
     confines of the bag.
    
    
    CATTAC1
    
     Two Handed Sword
    
     The two-handed sword is a derivative of the long sword. Weaponsmiths have
     always looked for ways to improve existing weapons. In an effort to improve
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword. The
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     STATISTICS:
    
     Damage: 1D10
     Damage type: Slashing
     Weight: 15
     Speed Factor: 10
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    CELEBRA
    
     The Celebrant's Blade
    
     This beautiful axe was carefully made by Briath Silverhand, a master 
     craftsman and devoted worshipper of Moradin. Briath created the weapon to 
     celebrate the completion of a glorious monument to his god, the father of the 
     dwarven race. He placed it in the monument should a hero need it to liberate 
     Dorn's Deep at some future date.
    
     STATISTICS:
    
     Damage:  1D8 +4
     THAC0:  +4
     Damage Type: Slashing
     Weight: 5
     Speed Factor: 3
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    CHAINBM
    
     Baleful Mail
    
     This armor was crafted in 1221 DR by a duergar smith working for a vengeful 
     priest of Bane named Alerri of West Waterdeep.  During Alerri's early days in 
     the priesthood, he frequently provoked and attacked agents of Sune.  
     Unfortunately for Alerri, Lady Firehair's followers employed charm magic to 
     cease the Banite's antics.  Once he had been charmed, Alerri was commanded to 
     perform all sorts of embarrassing actions in the streets of Waterdeep. After
     many years, Alerri decided to honor his god of hate by creating a suit of 
     armor that would protect him from charm magic. He communed with the spiritual
     minions of Bane to discover the materials and rituals necessary for the 
     suit's creation. Following his master's instructions, he murdered thirteen 
     married couples and had their wedding rings woven into the hem of the mail. 
     He then killed thirteen elves and bathed in their blood, uttering prayers for 
     thirteen hours. When he was finished, his armor protected him from the magic 
     of the Sunites and filled him with irrepressible hate. Alerri went on a 
     crusade against the agents of Sune, Llira, and Hanali Celanil for three 
     years. His killing spree ended when elven archers and priests of Corellon 
     Larethian laid a trap for him on a road going north from Waterdeep.
    
     STATISTICS:
    
     Armor Class: 3
     Special:
       Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking,
        -2 Charisma while worn
     Weight: 45
     Not Usable By:
      Good Characters
      Druid
      Mage
      Thief
    
    
    CHAN01
    
     Chainmail Armor
    
     Chain mail is made of interlocking metal rings. It is always worn over a
     layer of padded fabric or soft leather to prevent chafing and lessen the 
     impact of blows.
    
     STATISTICS:
    
     Armor Class: 5
     Weight: 40
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    CHAN02
    
     Chainmail +1
    
     Chain mail is made of interlocking metal rings. It is always worn over a
     layer of padded fabric or soft leather to prevent chafing and lessen the 
     impact of blows.
    
     STATISTICS:
    
     Armor Class: 4
     Weight: 20
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    CHAN03
    
     Chainmail +2
    
     Chain mail is made of interlocking metal rings. It is always worn over a
     layer of padded fabric or soft leather to prevent chafing and lessen the 
     impact of blows.
    
     STATISTICS:
    
     Armor Class: 3
     Weight: 10
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    CHAN04, CHAN99
    
     Splint Mail
    
     Splint mail is a variant of banded mail in which the metal strips are applied
     vertically to the backing of chain, leather, or cloth rather than
     horizontally as in banded mail. Since the human body does not swivel in
     mid-torso as much as it flexes back to front, splint mail is more restrictive
     in battle.
    
     STATISTICS:
    
     Armor Class: 4
     Weight: 40
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    CHAN05
    
     Splint Mail +1
    
     Splint mail is a variant of banded mail in which the metal strips are applied
     vertically to the backing of chain, leather, or cloth rather than
     horizontally as in banded mail. Since the human body does not swivel in
     mid-torso as much as it flexes back to front, splint mail is more restrictive
     in battle.
    
     STATISTICS:
    
     Armor Class: 3
     Weight: 20
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    CHAN06
    
     Mithril Chainmail +4
    
     This is the personal armor of Drizzt, the famous dark elf ranger.  It was
     forged for him by his friend Bruenor.
    
     STATISTICS:
    
     Armor Class: 1
     Weight: 7
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    CITTERN
    
     The Cittern of War
    
     One of the only musical instruments actively approved of by the church of 
     Tempus, the Cittern of War was constructed by a halfling instrument maker 
     named Relias Blackseed.  Priests of Arvoreen the Defender blessed the cittern 
     with its impressive power.  Relias never intended to play his magnificent 
     creation.  He eventually sold the ruddy instrument to a bard named Gallow 
     Deely.  Gallow was a lanky, slender man often found in the company of 
     adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at
     putting tales of heroism to music. With the aid of the cittern, he helped the
     Company of Frozen Trees defeat a young green dragon in 1013 DR.  His song, 
     commemorating the occasion, was a rollicking tune called "The Fight of Green 
     Thirteen."  It is played in central and western taverns to this day.
    
     STATISTICS:
    
     This cittern casts Emotion: Courage, centered on the user.
    
     Only Usable By:
       Bard
    
    
    CLBHAND
    
     Composite Long Bow of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep.
    
     STATISTICS:
     Damage: +2 (missile)
     THAC0: +2
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type: 2-Handed
     Minimum Strength of 15 required
     Not Usable By:
      Thief
      Cleric
      Mage
      Druid
    
    
    CLCK01
    
     Cloak of Protection +1
    
     This simple cloak has been imbued with some small magical properties to help 
     protect its wearer. It does so by affecting both saving throws and armor 
     class. It is ideal for mages and others who cannot wear bulkier or more
     restrictive types of armor.
    
     STATISTICS:
    
     Armor Class:  +1 bonus
     Saving Throw:  +1 bonus
     Weight:  3
     Not usable by:
    
    
    CLCK02
    
     Cloak of Protection +2
    
     This simple cloak has been imbued with some small magical properties to help 
     protect its wearer. It does so by affecting both saving throws and armor 
     class. It is ideal for mages and others who cannot wear bulkier or more 
     restrictive types of armor.
    
     STATISTICS:
    
     Armor Class:  +2 bonus
     Saving Throw:  +2 bonus
     Weight:  3
     Not usable by:
    
    
    CLCK03
    
     Cloak of Displacement
    
     The Cloak of Displacement is a magical item that causes subtle shifts in the 
     image of its wearer. It has the power to actually shift an individual's image 
     by as much as six inches in any direction from their actual location. Aside 
     from being an effective defense in combat situations, it has also been the 
     cause of serious eyestrain amongst fellow party members.
    
     STATISTICS:
    
     Armor Class:  +4 vs. missle weapons
     Saving Throws (death, breath, wand):  +2 bonus
     Weight:  3
     Not usable by:
    
    
    CLCK05
    
     Cloak of Balduran
    
     This cloak was reputedly worn by Balduran, the founder of Baldur's Gate.  
     Though it was never used in combat, it provides protection worthy of any 
     great leader.
    
     STATISTICS:
    
     Armor Class:  +1 bonus
     Saving Throws:  +1 bonus
     Magic Resistance:  25%
     Weight:  3
     Not usable by:
    
    
    CLCK06
    
     Cloak of Non-Detection:  'Whispers of Silence'
    
     Reportedly created for a lineage of the greatest burglars ever to walk the 
     night, this cloak was apparently a success.  No record exists of previous 
     owners.
    
     STATISTICS:
    
     Special:  Non-detectable by magical means such as detect invisibility and 
               scrying.
     Weight:  3
     Not usable by:
    
    
    CLCK07
    
     Nymph Cloak
    
     The fabled Nymph Cloak is renowned for its ability to increase the Charisma 
     of even the most surly dwarf. A Cormyrean noble hoping to make her 
     politically convenient marriage more palatable apparently went to great 
     expense to obtain one for herself and another for her husband.
    
     STATISTICS:
    
     Charisma:  +2 bonus
     Weight:  3
     Not usable by:
    
    
    CLCK08
    
     Algernon's Cloak
    
     Algernon's cloak is imbued with magical properties such that the wearer will 
     seem to shine with an inner glow.
    
     STATISTICS:
    
     Charisma:  +2 bonus
     Weight:  3
     Not usable by:
    
    
    CLCK09
    
     Mage Robe of Cold Resistence
    
     Mage Robes of Cold Resistance are a common sight in the Sword Coast region, 
     especially as one travels north towards Neverwinter and the Icewind Dales. 
     Many young mages receive it as a gift from their instructors upon 
     successfully completing their first five years of study. As with other such 
     robes, they can only be worn by those of the wizardly profession.
    
     STATISTICS:
    
     Cold Resistance:  +20% bonus
     Weight:  3
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK10
    
     Mage Robe of Fire Resistence
    
     Due to the extremely volatile nature of most magics, Mage Robes of Fire 
     Resistance are not uncommon among young acolytes and their wizardly tutors. 
     As with other such robes, they can not be worn except by mages
    
     STATISTICS:
    
     Fire Resistance:  +20% bonus
     Weight:  3
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK11
    
     Mage Robe of Electrical Resistence
    
     While seen with less frequency than some other Mage Robes, those of 
     Electrical Resistance can hardly be considered a rarity. Some are worn by 
     paranoiacs seeking protection from a ragged mountain storm but many more are 
     worn by mages seeking to protect themselves from the intrigues of others of 
     their kind. As with all such robes, a Mage Robe of Electrical Resistance can 
     only be worn by those of the wizardly profession.
    
     STATISTICS:
    
     Electricity Resistance:  +20% bonus
     Weight:  3
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK12, CLCK18
    
     Knave's Robe
    
     A favorite among thief-mages, the Knave's Robe has been enchanted to shield 
     its wearer from the blades and poisons of any darkened alley. As with others 
     of its type, however, its use is restricted to students of the arcane.
    
     STATISTICS:
    
     Armor Class:  +1 vs. slashing weapons
     Save vs. death:  +1 bonus
     Weight:  4
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK13
    
     Traveller's Robe
    
     This Mage Robe has been perfected for use by any rambling, itinerant mage 
     that travels from town to town. Its enchantments provide protection from the
     bandit's arrow and from the jealous thief-mage that lies in ambush with his 
     Stinking Cloud. As with other robes of its kind, the Traveller's Robe can 
     only be worn by mages.
    
     STATISTICS:
    
     Armor Class:  +1 bonus vs. missile weapons
     Saving Throw:  +1 bonus vs. breath
     Weight:  4
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK14
    
     Adventurer's Robe
    
     This robe has been specially enchanted to meet the eclectic needs of the 
     adventuring mage. Aside from protecting the wearer from various forms of 
     crushing damage, it also provides protection from the basilisk's petrifying 
     gaze and polymorphing powers of rival mages. As with other such robes, the 
     Adventurer's Robe can only be worn by those engaged in the wizardly 
     profession.
    
     STATISTICS:
    
     Armor Class:  +1 bonus vs. crushing weapons
     Saving Throw:  +1 bonus vs. petrification/polymorph
     Weight:  4
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    CLCK15, CLCK19
    
     Robe of the Good Archmagi
    
     This powerful Mage Robe offers protection from all forms of physical attack 
     while at the same time increasing one's magical resistance and saving throws. 
     Due to the nature of its enchantment, it can only be worn by mages of good 
     alignment.
    
     STATISTICS:
    
     Armor Class:  5
     Magic Resistance:  5%
     Saving Throw:  +1 bonus
     Weight:  6
     Only usable by:
     Mage (single, dual, & multi-class)
     Good-aligned characters
    
    
    CLCK16
    
     Robe of the Neutral Archmagi
    
     This powerful Mage Robe offers protection from all forms of physical attack 
     while at the same time increasing one's magical resistance and saving throws. 
     Due to the nature of its enchantment, it can only be worn by mages of neutral 
     alignment.
    
     STATISTICS:
    
     Armor Class:  5
     Magic Resistance:  5%
     Saving Throw:  +1 bonus
     Weight:  6
     Only usable by:
     Mage (single, dual, & multi-class)
     Neutral-aligned characters
    
    
    CLCK17
    
     Robe of the Evil Archmagi
    
     This powerful Mage Robe offers protection from all forms of physical attack 
     while at the same time increasing one's magical resistance and saving throws. 
     Due to the nature of its enchantment, it can only be worn by mages of evil 
     alignment.
    
     STATISTICS:
    
     Armor Class:  5
     Magic Resistance:  5%
     Saving Throw:  +1 bonus
     Weight:  6
     Only usable by:
     Mage (single, dual, & multi-class)
     Evil-aligned characters
    
    
    CLCKBS
    
     Cloak of Burdened Spirits
    
     This incredibly heavy cloak was a gift from Sister Calliana for saving the 
     soul of the Voice of Durdel Anatha.  It was originally worn by a penitent 
     necromancer who was ashamed at how he had abused the souls of the dead. The
     cloak is dark grey and made of five layers of thick, heavy wool.
    
     STATISTICS:
    
     Weight: 80
     Wisdom: +1
     Only Usable By:
       Good characters
    
    
    CLOAKMI
    
     Mithran's Cloak
    
     This elven cloak, woven from silk and wool, was worn by a powerful wizard 
     from Myth Nantar named Mithran Lightpetal. Mithran was well known for his 
     love of travel and his acceptance of the "N'TelQuessir," or "not people," the
     non-elven people of the world.  The cloak was actually the cause of his doom, 
     for it was woven and enchanted by his dark elf lover, Rauva Vrinn.  The style 
     of the black and midnight-blue cloak was so obviously non-elven that his 
     associates became suspicious.
    
     Eventually, an acquaintance of Mithran, an elven drow-hunter named Gaedel, 
     discovered Rauva's secluded hiding spot in the forests surrounding Myth 
     Nantar. With a small band of warriors, Gaedel stormed her hut and quickly
     killed her.  When Mithran discovered what had happened, he went berserk with 
     fury. The mad mage assaulted the hunting lodge of Gaedel and his brothers,
     killing them all and leveling the lodge. Gaedel's family eventually attempted
     to take vengeance for the act, killing Mithran at loss of most of their 
     house. Mithran's cloak was recovered by his close friend, the dwarven warrior 
     Hael Bronzelake. Had it not been, it would have been swallowed up under the 
     waves with Myth Nantar when that proud city was drowned in the Sea of Fallen 
     Stars several years later.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Saving Throw Bonus: +2
    
    
    COFFEE
    
     Berduskan Black Brew
    
     This dark drink was named after the merchants from Berdusk, who concocted 
     this brew. Berduskan merchants were always in a hurry to complete their 
     various deals and felt hampered by the effects of fatigue and the need to 
     sleep. Upon drinking this brew, the effects of fatigue and weariness 
     disappear, letting the drinker continue with whatever he was doing.
    
     STATISTICS:
    
     Removes fatigue as if user has had a full nights sleep.
    
    
    CONTRACT
    
     Caravan Contract
    
     This wrinkled piece of parchment appears to be a written contract of sorts:
    
     Balin,
    
     Deliver these five crates of supplies to the emporium in Easthaven. Make sure
     to get a fair price from that unscrupulous Calishite weasel, Pomab. Use the
     profit to aquire three barrels of uncarved scrimshaw from Gaspar's warehouse 
     there in Easthaven. Return to Caer-Dinival with the three barrels and you
     shall have your agreed upon payment. Keep your eyes to the tundra. There
     have been reports of orcs in the hills outside of Easthaven. It might be wise
     to use your advance payment to hire on some extra caravan guards.
    
     Safe journey,
    
     Ilmus Gallaway of Caer Dinval
    
    
    CORELLO
    
     Symbol of Corellon Larethian
    
     This magical symbol of the elven god, Corellon Larethian was given to many of 
     the warriors in the Hand of the Seldarine. This symbol is a reminder of the
     epic battle Corellon fought against Gruumsh One-Eye. Anyone wearing this will
     find special focus while battling orcs.
    
     STATISTICS:
    
     THAC0: +2
    
    
    DAGG01, DAGGSHIT
    
     Dagger
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a 
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG02
    
     Dagger +1
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a 
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     THAC0:  +1 bonus
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 1
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG03
    
     Dagger +2
    
     This is an extremely well crafted dagger. Special enchantments have been 
     placed on it to keep the edge from dulling. A person could chip thru stone 
     with this dagger and the edge would still remain razor sharp. There is a 
     slight warmth to the handle and when used, the dagger will adjust its weight 
     and balance to each individual user.
    
     STATISTICS:
    
     Damage:  1D4 + 2
     Damage Type: Piercing
     THAC0:  +2 bonus
     Weight: 1
     Speed Factor: 0
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG04
    
     Dagger +2, Longtooth
    
     Daggers of this type are very uncommon and are mostly used by specialists. 
     They are easily identified as they are much longer than ordinary daggers.
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Weight: 2
     Speed Factor: 0
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG05
    
     Throwing Dagger
    
     The typical throwing dagger has a pointed, usually double-edged blade, as 
     opposed to a knife, which has a single edge and is a bit shorter than the
     dagger.  Unlike a dagger, this one has a smaller handle and is balanced 
     differently.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type: Missle (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG06
    
     Nester's Dagger
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a 
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG07
    
     Kylee's Dagger
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a 
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAGG08
    
     Hentold's Dagger
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DART01
    
     Dart
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher.
    
     STATISTICS:
    
     Damage:  1D3
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DART02
    
     Dart +1
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher.
    
     STATISTICS:
    
     Damage:  1D3 +1
     THAC0:  +1 bonus
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 1
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DART03
    
     Dart of Stunning
    
     The dart of stunning looks like any other dart other then the fact that it 
     seems to pulse slightly when held in the hand.  The true effects can be seen 
     when one strikes an opponent and they fall to the ground stunned.
    
     STATISTICS:
    
     Damage:  1D3
     Special:  Save vs. spell or be stunned for 7 rounds
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DART04
    
     Dart of Wounding
    
     This dart is coated in a deadly poison that will immediately seap into the 
     bloodstream if striking an opponent, with very deadly results.
    
     STATISTICS:
    
     Damage:  1D3
     Poison:  20 damage in 20 seconds (save vs. death for none)
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    DAYS
    
     The Sword of Days
    
     This short sword was crafted by highly skilled halfling weapon smiths in 
     conjunction with three priests of Urogalan, the Black Hound.  The priests of 
     the god of the dead commissioned and enchanted the sword for a famous 
     halfling adventurer named Eriadon Oakhollow.  Eriadon was well known for his 
     fight against those who would defile the tombs of his people.  The sword has 
     a dull, even blade with deep engraving on one side.  The engraving is in 
     Thorass and lists, in various tables, all of the days of a tenday, months of 
     the year, cycles of the moon, major halfling festivals and observances, and 
     the years of Eriadon's life.   The other side of the blade simply features 
     the maker's mark, a black hound's head, and the words "THE SWORD OF DAYS."  
     Tarnished silver in the engraving lines keeps the words and images dark.  
     Upon Eriadon's death, the sword was passed on to a traveling priest of 
     Arvoreen the Defender who is believed to have died fighting goblins in the 
     High Moor.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Piercing
     Special:
       Wielder immune to Haste and Slow
       25% chance target is Slowed
     Weight:  3
     Speed Factor:  1
     Proficiency Type:  Short Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    DAZER
    
     Dazer
    
     A powerful weapon created by the wizard Retland of Westgate, Dazer was
     typically used by thugs in said wizard's employ.  Despite Retland's high 
     education, he was little more than a racketeering boss and thug.  His gang, 
     the Cobble Boys, intimidated and oppressed various neighborhoods of Westgate 
     for a decade until a wizard in service of Tyr, Alistar Lavell, rallied his 
     allies against Retland's cronies.  When Alistar defeated Retland and his 
     gang, he turned Dazer over to the church of Tyr, where it was given to a 
     traveling priest.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THACO:  +1
     Special: 5% chance to Stun target on hit
     Damage type:  Crushing
     Weight:  3
     Speed Factor:  4
     Proficiency Type: Clubs
     Type:  1-handed
     Not Usable By:
      Mage
    
    
    DBONE
    
     Ring of Dwarven Bone
    
     These rings are commonly found among one of the more twisted orcish clans in 
     the north.  Orc shamans would gather dwarven remains, take some bone, and 
     carve a ring out of it.  They then enchanted it with darker magics that would 
     grant its wearer a boon of strength.
    
     STATISTICS:
     Strength: +1
     Not Usable By:
      Good Characters
    
    
    DIVER
    
     Spell Diver
    
     The sellsword Naradon of Thesk was known for his ability to quickly and 
     efficiently defeat enemy mages even when outnumbered.  He earned this 
     reputation with the help of three items: Potions of Speed, Boots of Speed, 
     and his trusted short sword, Spell Diver.  Unlike many other magical weapons, 
     Spell Diver does not have a dark, murderous history.  Naradon retired from 
     adventuring when he was thirty-two.  His fondness for Potions of Speed caught 
     up with him when he died of old age four years later.  His only heir had no 
     desires to be an adventurer.  He sold the weapon to a known cat burglar a few 
     years after his father's death.  The sword can be recognized by the 
     kingfisher stamped into the ricasso.
    
     STATISTICS:
    
     Damage:  1D6+2
     THAC0:  +2
     Damage type:  Piercing
     Special: 50% of all hits nullify the target's ability cast spells for 2 
              rounds
     Resistance Bonuses:
       +1 to Save vs. Spells
       +5% Magic Resistance
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    DRAGARM
    
     Black Dragon Scale
    
     This armor was crafted by the dwarven smiths and priests of Clan Battlehammer 
     when one of their own, Bruenhal, led a band of heroes in the defeat of a 
     black dragon far to the south.  Some dwarves turn up their noses at the 
     thought of wearing armor made from the remains of a dragon, but Bruenhal 
     proudly wore the armor until the end of his days.
    
     STATISTICS:
    
     Armor Class:  4
     Resistance Bonus:
       +25% Acid Resistance
       +2 Save vs. Spells
     Weight: 10
     Not Usable By:
      Mage
    
    
    DVER
    
     Dver's Note
    
     This trap has left me for dead, but it's just as well.  I have felt the evil 
     within me since the moment I stepped foot in this crypt.  My actions no 
     longer my own, my thoughts confused, my will gone.  Perhaps another will 
     discover the disturbance before it manages to overcome them.
    
     I found another route through a gaping hole in one the prison cells in the 
     orog infested area above this chamber, but that led to yet more of their foul 
     kind and a large, grotesque beast that I could have sworn was speaking with 
     me.  Perhaps the evil was within my mind even then.
    
    
    EHDAG
    
     Apsel's Dagger
    
     This dagger was created by Apsel the Scrimshander, a resident of Easthaven.  
     The dagger has a keen edge and the grip is made of intricately carved 
     Knucklehead Trout bone.
    
     STATISTICS:
    
     Damage:  1D4
     THAC0:  +1
     Damage type:  Piercing
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    EIDANRNG
    
     Eidan's Legacy Ring
    
     This simple silver ring bears an inscription on the interior. It looks like 
     the inscripton was carved there by an expert silversmith. "To the people of 
     Kuldahar; should evening fall upon me, and my life be no more, I leave the 
     Evening Shade to you. Please care for her as I did - Eidan, last of the line 
     of Kaivon."
    
    
    ELFBOOT
    
     Elven Sewn Boots
    
     These boots have been made from the highest quality leathers and furs 
     available in the land.  Hand sewn by talented elven tailors, these boots were 
     very common among the people of the Seldarine's Hand.  Outsiders have also 
     found these boots appealing as they provide ample warmth and protection from 
     the harsh cold of the North.
    
     STATISTICS:
    
     Resistance Bonus:  +5% Cold Resistance
     Weight: 3
    
    
    ELFCHAN
    
     Elven Chainmail of the Hand +3
    
     During the Golden Age between the Elves of the Seldarine's Hand and the 
     Dwarves of Dorn Deep, special version of the illustrious elven chainmail were 
     made that added protection against the harsh weather conditions of the north.
    
     STATISTICS:
    
     Armor Class: 2
     Resitance Bonus: +20% Cold Resistance
     Weight: 15
     Not Usable By:
      Druid
      Mage
    
    
    ELFCLCK
    
     Elven Sewn Cloak
    
     This cloak has been made from the highest quality cloth and furs available in 
     the land.  Hand sewn by talented elven tailors, this cloak was very common 
     among the people of the Seldarine's Hand.  Outsiders have also found it 
     appealing as they provide ample warmth and protection from the harsh cold of
     the North.
    
     STATISTICS:
    
     Resistance Bonus: +5% Cold Resistance
     Weight: 3
    
    
    ELFGLOV
    
     Elven Sewn Gloves
    
     These gloves have been made from the highest quality cloth and furs available 
     in the land.  Hand sewn by talented elven tailors, these gloves were very 
     common among the people of the Seldarine's Hand.  Outsiders have also found 
     it appealing as they provide ample warmth and protection from the harsh cold 
     of the North.
    
     STATISTICS:
    
     Resistance Bonus: +5% Cold Resistance
     Weight: 2
    
    
    ELFWINE
    
     Elven Healing Wine
    
     This bottle of elven wine also has the properties of a healing potion.  
     During one of the elven festivals, the priests of the Seldarine's Hand 
     imbibed too much that day and accidentally added a barrel of elven wine to a 
     mixture that was intended for healing potions.
    
     STATISTICS:
    
     Heals 2D8 hit points
    
    
    ELIGEM
    
     Elisia's Token of Faith
    
     These clear, teardrop shaped gems streamed from Elisia's hands like water 
     when you asked for a physical token of her good intentions.  The gems seem to 
     ripple in the light, and their color reminds you of Elisia's skin.
    
    
    ELROBE
    
     Robe of the Hand
    
     Created during the golden age of the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep, it was worn by the elven wizards of Hand.  Although a 
     very cumbersome robe, it provided its wearer protection against the elements 
     of Cold, Fire, and Electricity.
    
     STATISTICS:
    
     Armor Class:  9
     Dexterity: -2 penalty
     Resistance Bonuses:
       +40% Cold Resistance
       +40% Fire Resistance
       +40% Electrical Resistance
     Weight:  10
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    EREJOUR
    
     Erevain's Journal
    
     An excerpt...
    
     "Tomorrow I will attempt to climb through the mountains near Kuldahar Pass.  
     In a way, I feel like I should help Hrothgar and the others in their 
     investigation.  After all, they have very little protection should monsters 
     be in the area.  Bah!  Perhaps my brothers are right.  We elves were not 
     meant to interfere in the world of men.  These lands may once have belonged 
     to our people, but that was long ago.  It is the territory of the wild Reghed 
     barbarians and the Ten Towns now.  Why resist the tide against us?  Those who 
     do often turn to the darkness of war and conquest to reclaim the lands that 
     we once ruled.  It is an endeavor doomed to failure.  Oh, there I go again.  
     Corellon help me, I'm starting to sound like cousin Xan!"
    
    
    EREVAIN
    
     Erevain's Broad Sword
    
     This broad sword used to belong to Erevain Blacksheaf, a wandering elf from 
     Evereska.  It was made in 1221 DR by Evereskan Greycloaks.  Erevain's sword 
     was unusual among his people, who normally favor lighter swords.
    
     STATISTICS:
    
     Damage:  2D4 +2
     THAC0:  +2
     Damage Type: Slashing
     Resistance Bonus:
      +2 Save vs. Wands
      +10% Acid Resistance
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Swords
     Type: 1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    EVAJOUR
    
     Journal of Evayne
    
     The last few weeks have been a blur but I will recount as best as I can.
    
     Arriving at Dorn's Deep in the middle of the night did not lead to a warm 
     welcome by the dwarves, especially with what had come to past between both 
     our races.  As expected, the dwarves were very apprehensive to what I had to 
     say.  There were too many fresh and open wounds between both our people.  
     Situations like this are never easy but I consider myself as good a diplomat 
     as father, perhaps better.
    
     Each day spent in council did not end until late evening and always in pure 
     exhaustion.  We argued and bickered over the recent past events.  Athough we 
     still continued to spend countless hours in council, the dwarves began to 
     trust that I hid no maliciousness behind my words.  The dwarves agreed to a 
     treaty in the name of the greater good for both our races later that week.  I 
     had been successful in my part.  I saw hope for the first time in many 
     months.
    
     The only thing left was to return home and convince my own people that this 
     was our only chance at true salvation.  The hardest part would be to convince 
     father but he will listen.  He must listen; else let our people face death.
    
     The next morning almost made the last few weeks' work in vain.  A dwarven 
     scout arrived and told of the largest orcish army he had ever seen was only 
     hours away.  With little time to prepare, our defenses were overrun and the 
     orcs began to pour into Dorn's Deep.
    
     We began our retreat into the depths of Dorn's Deep.   Key passages were
     collapsed to cover our movements and buy us time.  Even in such dire 
     conditions, this allowed the dwarves to control when and where we would 
     fight.  Every battle cost the orcs dearly as the dwarves fought on their 
     terms but we were still being driven farther and farther back.  Even now, we 
     make preparations to retreat further into Wyrm's Tooth Glacier.
    
     Even as grim as this sounds, I still hold hope.  Hope that I will tell father 
     of how I fought side by side with our dwarven friends as in days of old.  
     Hope that he will hear the tales of the dwarves who sacrificed their lives so 
     that I may return home someday to reunite both our people.  Hope to see my 
     father's stubborn face once again.
    
     For my people and the Seldarine's Hand,
     Evayne
    
    
    EXTHEAL
    
     Potion of Extra Healing
    
     When wholly consumed, this potion restores 18 hit points to the person.  The 
     effect is instantaneous and the potion is destroyed in the process.
    
    
    FIREKIS
    
     Fire Kiss
    
     This thick blade was originally crafted by derro deep beneath the surface of 
     Faerun.  Owned by Savant Dabant, Fire Kiss was rarely put to use.  Dabant 
     relied upon magical traps and torture to amuse himself instead.  Eventually, 
     Dabant was killed by a mob of hook horrors who kept the dagger in a pile with 
     all of their other refuse.  Thirty years later, mind flayers destroyed the 
     hook horrors and took the dagger back to their community.  The merchant Nym 
     traded deep gnome slaves to the mind flayers in exchange for the dagger, 
     which was eventually sold to Malavon.
    
     STATISTICS:
    
     Damage:  1D4+3
     THAC0:  +3
     Special: 5% chance the target is hit with Shroud of Flame
     Damage type:  Piercing
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    FISH
    
     Knucklehead Trout
    
     A knucklehead trout.  Found only in the lakes of Icewind Dale, the bones of 
     these enormous fish yield precious scrimshaw that is used to make elegant 
     carvings and sculptures.
    
    
    FKEY
    
     Forge Key
    
     This bronze key is extremely worn with age and heat, and actually feels very
     warm to the touch.  A deep inscription at the base of the key reads "Tooth".
    
    
    FKILLER
    
     Faith Killer
    
     This deceptively mundane looking battle axe has a short but strange history.  
     According to philosophers of magic, Faith Killer was enchanted by the 
     non-belief of its owner, the warrior Erion the Skeptic.  A rarity in Faerun, 
     Erion was a man who denied the existence of holy magic and the gods 
     themselves.  He was known for his attempts to prove that priests were 
     charlatans and holy magic was, in actuality, a different form of standard 
     magic.  Sages believe that Erion's intense opposition to holy men and women 
     actually generated sympathetic magical powers in his weapon.  Priests of 
     Selune in Westgate confiscated the axe when they killed Erion in 
     self-defense.  It is currently believed that Erion is one of the unbelievers 
     used as a building block in Myrkul's Bone Castle.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2
     Damage Type: Slashing
     Special:  5% chance to Dispel Magic on a successful hit
     Resistance Bonus: + 5% Magic Resistance
     Weight: 5
     Speed Factor: 5
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    FLAMOIL
    
     Flaming Oil
    
     Inside of this glass pot is an expensive mixture of oil and other chemicals.  
     When this mixture is set ablaze, it burns for several seconds at a very hot 
     temperature.  Flaming oil is sometimes difficult to use because it takes a 
     long time for the user to properly throw it.  Adventurers often carry oil 
     with them to deal with trolls in the unfortunate event that they are 
     encountered.
    
     STATISTICS:
    
     When thrown at a target, the glass pot breaks, spreading flaming oil over 
     everything within a 5' radius, doing 2-16 points of fire damage.
    
    
    FSEEDS
    
     Fire Seeds
    
     Created through the Fire Seeds spell, these innocuous seeds are imbued with 
     explosive fiery magic.
    
     STATISTICS:
    
     When thrown, all creatures within 5 feet of the point of impact take 2-16 
     points of damage, with a saving throw for half damage.
    
    
    GAUNTEM
    
     Gauntlets of Elven Might
    
     These slender steel gauntlets were crafted by the elven smith Idrial Ashleaf 
     and enchanted by his brother, Beldan.  The pair gave the gauntlets to their 
     cousin, Galain, when he alone returned from a failed quest to destroy a 
     venerable green dragon in the forests of what are now known as Amn.  The 
     three elves made a pact to avenge their kin in ten years time.  The 
     subsequent adventures of the trio were immortalized in Merador of Waterdeep's 
     epic "Three Avengers" ballads.  The songs, sixteen in number, tell all of the 
     adventures that the group went on.  From the Ballad of the Goblin King to the 
     Ballad of Green Night, every deed is retold.  Unfortunately, the history of 
     Galain's gauntlets end with the final bars of Green Night.  The rest is 
     shrouded in mystery.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Strength: 18/51
     Saving Throws: +1
     Only Usable By:
      Multi or Dual Classed Fighters
    
    
    GAUNTID
    
     Gauntlets of Infernal Damnation
    
     Cursed by a malefic priestess of Beshaba, goddess of bad luck, these hard 
     black leather gloves affix themselves to whoever tries them on.  Despite the 
     extremely nasty nature of the gloves, wealthy adventurers sometimes buy the 
     distinctive gauntlets to place in their treasure hordes, waiting for a greedy 
     thief to try them on.
    
     STATISTICS:
    
     Cursed
     Shroud of Flame on the wearer
    
    
    GBERRY, GOODBER
    
     Goodberry
    
     Created by the Goodberry spell, these simple looking blueberries will heal
     five points of damage for each bunch of berries eaten.
    
    
    GENEK
    
     Genek's Journal
    
     I have occupied this empty tomb for several days now, and I will be 
     attempting to cross the cemetery once again tomorrow morning.  The door to 
     the outside passage is locked, and I know the key rests within in a container
     built into the side of the forge monument.  With some stroke of luck or 
     higher intervention, I was able to avoid the attention of that dreadful lich 
     on my last trip across, but upon inspection of the forge I was able to locate 
     the receptacle.  It seems likely that the monument will need to be restored
     to its original working state before the container's whereabouts could be 
     determined, but I have been unable to locate anything remotely resembling a 
     switch, lever or the like that would activate it.  I can only assume that the 
     lich is responsible, and as long as he is present within these chambers I 
     will be unable to find the key, and unable to escape.  I have found powerful
     magics within these tombs, but even if by some amazing stroke of luck I was 
     able to dispatch the foul creature, he undoubtedly hidden his life force 
     container beyond these walls.  Without its destruction, his absence from this 
     world is purely temporary, and upon returning I do not dare dwell on the 
     horrible fate that would be stalking me.
    
    
    GIVING
    
     The Giving Star
    
     This black and silver morning star was created by a Cormyrean necromancer 
     called Dameth the Wan.  Although it appears to be a sinister weapon, the 
     unadorned surfaces of the morning star mask its dreadful power.  The weapon 
     was sold to a priest of Myrkul who put it to good use in his battles against 
     adventurers.  Eventually, however, the priest was overcome by a paladin of 
     Lathander who confiscated the item.  When the mountain temple where the 
     morning star was contained was sacked by giants in 1190 DR, the history of 
     the weapon ended.
    
     STATISTICS:
    
     Damage:  2D4 +3
     THAC0: +3
     Special: 10% of all hits cast Cure Light Wounds on the user and give a +1 
              bonus to Strength for 5 rounds.
     Damage type:  Crushing
     Weight: 9
     Speed Factor: 4
     Proficiency Type:  Mace
     Type:  1-handed
     Not Usable By:
      Good characters
      Druid
      Mage
      Thief
    
    
    GLIMGLM
    
     Glimglam's Cloak
    
     This heavy cloak was once owned by the gnomish warrior Glimglam.  A rare hero 
     among his people, Glimglam scoured gnomish lands for giants and goblins, 
     felling them all wherever he found them.  This particular cloak was made for 
     him by his wife, Enetta, and blessed by the church of Garl Glittergold.  When 
     Glimglam was killed by a Fire Giant king, Enetta stitched a crude red heart 
     onto the breast of the cloak.  He was buried with it.  Twenty years after 
     Glimglam died, human thieves robbed his grave and stole the cloak.  Those 
     thieves later sold the cloak to ogres in exchange for wine and traveling 
     rights through a particularly dangerous portion of the High Moor.
    
     STATISTICS:
    
     Armor Class Bonus:  1
     Saving Throw:  +1 bonus
     Weight:  4
    
    
    GLORY
    
     The Glory of Suffering
    
     This armor was a gift from Sister Calliana for saving the soul of the Voice 
     of Durdel Anatha.  It was once worn by a humble paladin of Ilmater named 
     Idstan the Simple.  Donning the armor is a painful process, as it drives 
     small spikes into the flesh of the wearer and weighs an incredible amount.  
     In exchange for this sacrifice, the armor protects the wearer from attacks on 
     his or her person.  The armor is shining silver, but there is always fresh 
     blood staining its surface, even when it is not being worn.
    
     STATISTICS:
    
     Armor Class: -3
     Special: The wearer's maximum hit points are reduced by 25.  While wearing 
              the armor, the wearer has a +10% bonus to resist all Slashing, 
              Piercing, Bludgeoning, and Missile attacks.
     Weight: 80
     Not Usable By:
      Evil or Neutral characters
      Druid
      Mage
      Thief
      Bard
    
    
    GORGON
    
     Ring of the Gorgon
    
     A powerful mage enchanted this ring to prevent petrification under the breath 
     of his prized herd of gorgons.  Zilzanzer the Magificent raised gorgons for 
     their blood, which he sold to safety-conscious castle owners who used it to 
     block ethereal travel.  Zilzanzer was petrified over a dozen times, each time 
     being brought back by his faithful assistant's use of Stone to Flesh scrolls.  
     Zilzanzer eventually decided that he should make an item to protect him from 
     petrification.  The result was the Ring of the Gorgon.  Sages believe that 
     Beshaba must have smiled upon Zilzanzer when he was born, for he was turned 
     to stone when he put on the ring.  His assistant dutifully read the Stone to 
     Flesh scroll, bringing Zilzanzer out of his stone form.  Unfortunately, 
     Zilzanzer died in the process, this time forever.
    
     STATISTICS:
    
     Wearer is turned to stone
    
    
    GSLEEP
    
     Giant's Sleep
    
     This weapon was used by the human ranger Althax Grom.  Althax hated the 
     giants that plagued his homeland and was trained to exterminate them from a 
     young age.  Although Althax originally fought his foes using the sword and 
     bow, he quickly decided that those weapons were not effective enough against 
     his huge foes.  His druid friend, Eladan, enchanted this large hammer for 
     him.  The reputation of the weapon grew as legends of Althax grew.  Even 
     though the warhammer has passed through many hands since Althax's untimely 
     demise, Giant's Sleep will always be remembered as the weapon of that 
     powerful warrior.
    
     STATISTICS:
    
     Damage:  1D4 +3
     THAC0:  +4
     Damage type:  Crushing
     Weight:  5
     Speed Factor:  1
     Proficiency Type:  Hammer
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HALB01
    
     Halberd
    
     By far the oldest and most often used pole-arm, the halberd consists of a 
     cleaver-like axe blade mounted on a staff averaging six feet in length.  The 
     axe blade is balanced at the rear with a fluke, and surmounted by a sharp 
     spike, usually of quadrangular design.  The fluke is sometimes replaced by a 
     hook used to dismount cavalry.  A halberd can be best described as a cross 
     between a spear and an axe.
    
     STATISTICS:
    
     Damage:  1D10
     Damage type:  Piercing
     Weight: 15
     Speed Factor: 9
     Proficiency Type: Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HALB02
    
     Halberd +1
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor.
    
     STATISTICS:
    
     Damage:  1D10 + 1
     THAC0:  +1
     Damage type:  Piercing
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HALB03
    
     Halberd +2:  'Suryris' Blade'
    
     Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, 
     lived for nothing but the thrill of combat, and encouraged warriors to 
     challenge him for his magical weapon: a powerful halberd.  Despite his 
     aggressive nature, he was an honorable combatant and never slew opponents he 
     could overpower.  Suryris met his superior only once, in a battle that lasted 
     hours and had the minotaur often fearing defeat.  The contest ended when his 
     opponent's sword broke, but Suryis knew he likely would have been bested had 
     it continued.  He presented his weapon to the astonished man, who thereafter 
     told of this noble creature to anyone who would listen.
    
     STATISTICS:
    
     Damage:  1D10 + 2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Weight: 12
     Speed Factor: 7
     Proficiency Type: Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HALBRD01
    
     Halberd (?)
    
     This cursed spear will appear as a magical spear, however when a combat 
     situation arises, the wielder will attack an enemy and backbiter will attack 
     the wielder.  For every attack made, backbiter will attack the foe and also 
     the wielder.  This is a powerful spear, but one must ask if it is worth it in 
     the end.  The only way that backbiter can be removed is by a Remove Curse 
     spell.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Piercing
     Special:  3 (piercing) damage inflicted upon the wielder upon every 
               successful hit
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    HAMM01
    
     War Hammer
    
     Mounted knights cannot effectively use long pole weapons while on horseback, 
     and as a result, many weapons have been fitted with shorter shafts so they 
     may be wielded with just one hand.  Maces and flails are two previous 
     examples of this - the war hammer is another.  The horseman's war hammer is 
     the descendent of the Lucerne hammer.  It is made entirely of steel, with 
     rondels protecting and strengthening the grip.  Rondels are small disks of 
     metal, often shaped into decorative designs.  The shaft is about 18 inches 
     long.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     Damage type:  Crushing
     Weight: 6
     Speed Factor: 4
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HAMM02
    
     War Hammer +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:  1D4 + 2
     THAC0:  +1 bonus
     Damage type:  Crushing
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HAMM03
    
     War Hammer +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:  1D4 +3  (+1 electrical)
     THAC0:  +2 bonus
     Damage type:  Crushing
     Weight: 5
     Speed Factor: 2
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HEARTGM
    
     The Heartstone Gem
    
     A large, amber colored gem the size of a child's head.  The Heartstone Gem is 
     allegedly a Silvanite artifact that used to rest in the town of Kuldahar.  It 
     reputedly has great powers of divination, but you have no idea how to use it.
    
    
    HELM01, HELM08, HELM09, HELM10, HELM11, HELM12, HELM13
    
     Helmet
    
     This class of open-face helmet, made of reinforced leather or metal, covers 
     most of the head, save the face and neck.  These helmets commonly provide 
     protection for the nose.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:  Protects Against Critical Hits
     Weight: 2
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELM02
    
     Helmet of Opposite Alignment
    
     The cursed Helm of Alignment Change is a truly fearsome item. As its name 
     suggests, it has the power to alter the fundamental ethical framework, nay, 
     the very identity of anyone unlucky enough to wear it. It can ruin homes, 
     friendships, even entire cities or nations. Should the legions of evil ever 
     force one onto the head of a benevolent Solar, the multiverse, as we know it, 
     will surely meet an abrupt and painful end.
    
     STATISTICS:
    
     Armor Class Bonus:  none
     Special:
         Alignment will become opposite
         Protects against critical hits
         Can only be removed by a 'remove curse' spell
     Weight:  2
    
    
    HELM03
    
     Helm of Glory:  'Helm of the Noble'
    
     Named for its original owner, Sir Tain the Noble, this helm saw many great 
     battles in his possession.  It was eventually passed on to Sir Tain's squire, 
     who had served him faithfully for almost ten years.  Alas, the young man had 
     neither the strength, nor the skill to uphold his master's legacy.  It is 
     rumored he lost his life in the pursuit of a worthy, but ultimately futile 
     cause, and the helm has had many owners since.
    
     STATISTICS:
    
     Armor Class: +1 bonus
     Charisma:  +1 bonus
     Special:  Protects Against Critical Hits
     Weight: 2
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELM04
    
     Helm of Defense:  'Gift of Peace'
    
     Prized for its noble origin as much as for its benefits to the wearer, this 
     helm was originally intended to be a simple gift.  There was no great crisis 
     at hand, nor dangerous evil to be overthrown; just a wish for friend to give 
     a gift to another.  It could just have easily been a good book or bottle of 
     wine, but adventurers are eminently more practical in their gift giving.  The 
     helm has seen many great battles since its creation, but the simple virtue at 
     its core is what has always been remembered.
    
     STATISTICS:
    
     Armor Class Bonus:  none
     Saving Throws:  +1 bonus
     Electrical resistance:  +20%
     Cold resistance:  +20%
     Fire resistance:  +20%
     Special:  Protects Against Critical Hits
     Weight: 3
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELM05
    
     Helm of Infravision:  'The Eyes of Truth'
    
     Being a scavenger of a sort, Babette Maelestrom had this helm created to aid 
     her in her dungeon excursions.  She would later attributed her gathered 
     wealth solely to its power, though likely it was as much her keen eyes as 
     anything.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:
       Protects Against Critical Hits
       Grants wearer infravision up to 120 ft
     Weight: 3
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELM06
    
     Helm of Charm Protection
    
     As its name suggests, the Helm of Charm Protection protects its wearer from 
     any magical attempts at emotional manipulation. As a precaution, some 
     high-profile mercenary groups regularly equip their members with such helmets 
     to ensure that they can perform their prescribed duties without external 
     interference.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:
         Protects Against Critical Hits
         Wearer is immune to charm
     Weight: 4
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELM07
    
     Helm of Balduran
    
     The fabled helm of Balduran, legendary founder of Baldur's Gate, has long 
     been rumored to wield powerful protective magic. The exact nature of this 
     magic, however, has not yet been determined.
    
     STATISTICS:
    
     Armor Class Bonus:  1
     Hit Point Max:  +5
     Saving Throws:  +1 bonus
     THAC0:  +1 bonus
     Special:  Protects Against Critical Hits
     Weight: 1
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELMBLK
    
     This class of open-face helmet, made of reinforced leather or metal, covers 
     most of the head, save the face and neck.  These helmets commonly provide 
     protection for the nose.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:  Protects Against Critical Hits
     Weight: 2
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    HELMDED
    
     Dead Man's Face
    
     These ancient helms were once common among the Reghedmen barbarians who came 
     to what is now known as Icewind Dale.  The design of the armor is relatively 
     simple: a plain iron helm with a hinged faceplate.  Once the basic 
     construction of the helm had been finished, craftsmen would tool the image of 
     a dead warrior onto the faceplate.  The name of the warrior and a one word 
     description of his death were carved into the forehead of the mask.  The helm 
     was then left in the dead warrior's funeral pyre.  The priests believed that 
     the mask would hide the dead man's fear of the afterlife when he was judged 
     by Tempos.  After a month had passed, the helms of particularly valiant 
     warriors were recovered by the priests.  Over the next few years, the priests 
     praised the valiant warriors by name in their daily rituals.  According to 
     legend, if Tempos found the warrior to be truly valiant, the helm would gain 
     the power to make the wearer immune to fear.  This particular helm bears the 
     ancient name "Siglef" and the word "Axe".
    
     STATISTICS:
    
     Armor Class Bonus:  1
     Special:
       Protects Against Critical Hits
       Immune to the spells, Horror and Cloak of Fear
       -2 Charisma while worn
     Weight:  3
     Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELMDEF
    
     Helm of the Trusted Defender
    
     This helmet was worn for four hundred years by halflings and gnomes in the 
     small and virtually unknown community called Shepherd's Valley.  Each dawn, 
     the Night Watch captain would hand the helmet over the Day Watch captain.  
     Each dusk, the Day Watch captain returned the helm.  This cycle continued 
     without fail until Pheldon Tock, a Night Watch captain, decided to trade in 
     the helm for another.  The helmet probably would have remained in Gibling 
     Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't 
     bought it and set it on his mantle in distant lands.
    
     STATISTICS:
    
     Armor Class Bonus:  3
     Special:  User is immune to Sleep and never suffers from Fatigue
     Weight:  2
     Not Usable By:
      Mage
      Bard
      Thief
     Only Usable By:
      Halflings
      Gnomes
    
    
    HELMHUN
    
     Ilian's Hunting Helm
    
     This helm was worn by the great elven hunter Illian Willowdusk.  It was 
     constructed by a group of well-intentioned halflings when Illian hunted down 
     and killed a priest of Malar and his bloodthirsty trained animals who had 
     been plaguing the halfling shire.  The helm served Illian well until he went 
     hunting a great stag on Cinnaelos'Cor, an elven holiday.  When the stag leapt 
     into a thick patch of vines and briars, Illian followed.  As Illian leapt 
     through the tangle, the huge horns of the helm became caught, jerking his 
     head violently.  He was found dead the next day with a broken neck.
    
     STATISTICS:
    
     Armor Class Bonus:  2
     Weight:  3
     Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELMLA
    
     Blessed Helm of Lathander
    
     This well-crafted helmet has a short history.  A priestess of Lathander named 
     Iraeni of Suzail had it constructed for the champion of her church, a warrior 
     named Beldan Miller.  Beldan employed the helm frequently, as Iraeni was 
     often attacked by agents of Myrkul.  After twenty years of serving Lathander, 
     Iraeni decided to step down from her office, as did Beldan.  They were 
     married shortly after.  Beldan gave the helm to an errant paladin of 
     Lathander, who is believed to have died fighting a lich near the Battle of 
     the Bones.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  User can cast Cure Moderate Wounds, Neutralize Poison, and Remove 
               Paralysis once a day.
     Weight:  2
     Not Usable By:
      Mage
      Bard
      Thief
     Only Useable By:
      Good Characters
    
    
    HELMPAT
    
     Patriot Helm
    
     This helm was worn by the dwarven warrior Danel Silverfrost, king and martyr 
     of the lost dwarven city-state of Silverrock.  Danel's deeds are not as 
     well-known as those of many other heroic dwarves, but that is perhaps because 
     his kingdom died with him.  His nation suffered heavy losses when trolls and 
     giants attacked it over a thousand years ago in the nearly-forgotten "War of 
     Curdling Blood."  The war between the tribes of monsters and the kingdom of 
     Silverrock was waged over fifteen years.  Danel never attempted to flee his 
     kingdom, seek the aid of neighboring countries, or abandon his people.  
     Despite the fact that many of his subjects did, indeed, flee, Danel remained 
     in Silverrock until the very end.  Before the final battle of the terrible 
     war, Danel told his people, "When ye see this plume on me head fall, I want 
     ye to make sure that our people don't bow, like gold, but that they break, 
     like iron."
    
     Almost as soon as the battle was joined, Danel charged to the front of the 
     fray and leapt into the talons of a dozen trolls. The moment his plume
     disappeared from sight, every man, woman, and child remaining in Silverrock 
     poured out of the fortified caverns and dragged down as many trolls and 
     giants as they could. Barrels of flaming oil were dumped all over Danel's 
     palace and the common areas of the city, consuming as many dwarves as trolls 
     and terrible frost giants. In the end, the monsters had achieved a Pyrrhic 
     victory. The dwarven city was a smoldering ruin from which little treasure, 
     no slaves, and no food, could be taken. Many trolls died of starvation that 
     winter, and when they turned on their giant allies for sustenance, the entire 
     army fell into disarray forever.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Weight: 4
     Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELMSUN
    
     Sune's Laurel of Favor
    
     This wreath of laurel leaves and roses was a gift from the church of Sune to 
     the priestesses of Hanali Celanil at the Hand of the Seldarine.  The 
     representatives of the human goddess of love and beauty were well received 
     and the high priestess of Hanali Celanil wore the laurel whenever humans were 
     visiting the Hand.  The orcs discarded the laurel as useless trash when they 
     sacked the priests' tower.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special:  +1 Charisma while worn
     Weight:  1
     Not Usable By:
    
    
    HIDEBEE
    
     Rhino Beetle Shell
    
     This is a portion of the carapace of a dead rhino beetle.  Their natural body 
     armor is known for its incredible resilience.
    
    
    HIDEUMB
    
     Umber Hulk Hide
    
     This umber hulk hide consists of chitin plates and tough skin of a dark brown 
     hue.  Even off of the umber hulk's body, it looks thick and impenetrable.
    
    
    HLYDECK
    
     Holy Chaos! Deck
    
     "Holy Chaos!" is a little-known card game played between priests of chaotic 
     gods.  Priests of Tymora and Umberlee are particularly fond of it.  The game 
     features four suits: Smiling Ladies, Black Bessies, Storm Queens, and Joy 
     Bringers.  The "rules" of the game are incredibly complex and are revised 
     every year in an edict by the church of Beshaba.  Winners of annual 
     tournaments receive magical versions of the deck, such as this one.  The 
     decks are despised by the churches of Tyr and Helm.
    
     STATISTICS:
    
     Casts a random beneficial spell, centered on the user.
    
     Not Usable By:
       Lawful Characters
    
    
    HOLDFAST, HOLDFST
    
     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
    THAC0:  -1
    Damage type:  Missile (Piercing)
    Special:  Entangle effect on the target for four rounds
    Weight:  0
    Launcher:  Bow
    
    
    HOLDING
    
     Jester's Bag of Holding
    
     A bag of holding is an ordinary bag that has been enchanted so that the 
     interior of the bag opens on a nondimensional space. This nondimensional 
     space is considerably larger than interior of the bag and allows the user to 
     store and retrieve objects without becoming encumbered. Bags such as these 
     are rare and are especially useful for adventurers for obvious reasons. 
     Unfortunately, the magic on this bag is failing and any attempt to put an 
     item into the bag fails. However, violently shaking the bag seems to cause 
     various items to fall out of it.
    
     STATISTICS:
    
     When used a random object will appear in inventory.
     Bag may only be used once per day.
     Must have an empty inventory slot to be used.
    
    
    HOLYSYM
    
     Holy Symbol of Myrkul
    
     This holy symbol depicts a white human skull face-on against a black field. 
     The skull appears to be carved ivory and it is set into a black onyx field.
    
    
    HOLYWAT
    
     Barrel of Holy Water
    
     This barrel contains water which has been blessed by the priests of the 
     Seldarine's Hand.
    
    
    HONEYLT
    
     Rotted Honey Leather
    
     This used to be a highly prized piece of honey leather.  Honey leather is a 
     really light canvas used by the elves to protect against rain and dampness.  
     Although it tears very easily, elves use it to make tents and to protect 
     their camping gear.
    
    
    HQ2HSWD
    
     High Quality Two Handed Long Sword
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     STATISTICS:
    
     Damage:  1D10
     THAC0: +1
     Damage type:  Slashing
     Weight: 15
     Speed Factor: 10
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQAROW
    
     High Quality Arrows
    
     The flight arrow, as its name implies, is built for distance.  These are 
     lightweight arrows and are often used for hunting.  Most of these arrows are 
     made of ash or birch and are 30 to 40 inches long.
    
     STATISTICS:
    
     Damage:  1D6
     THAC0: +1
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    HQAXE
    
     High Quality Battle Axe
    
     The most common version of the battle axe is a stout pole about four feet in 
     length with a single-edged, trumpet-shaped blade mounted on one end.  Battle 
     axes are also called broad axes.
    
     STATISTICS:
    
     Damage:  1D8
     THAC0: +1
     Damage type:  Slashing
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQBOLT
    
     High Quality Bolt
    
     Quarrels or bolts are the ammunition fired by crossbows regardless of the 
     weapon's size.
    
     STATISTICS:
    
     Damage:  1D8
     THAC0: +1
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Crossbow
    
    
    HQBSWRD
    
     High Quality Bastard Sword
    
     Also known as the hand-and-a-half sword, the bastard sword derives its name 
     from the fact that it is halfway between the two-handed sword and the long 
     sword. The bastard sword has a double-edged blade and a long grip, which can 
     accommodate both hands if preferred.  The overall length of the bastard sword 
     ranges between four feet and four feet ten inches.
    
     STATISTICS:
    
     Damage:  2D4
     THAC0: +1
     Damage type:  Slashing
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQCBOW
    
     High Quality Composite Long Bow
    
     Composite bows are long bows or short bows whose staves are made from more 
     than one type of material.  This gives greater flexibility, and thus better 
     range.  These were developed after the normal long bow.
    
     STATISTICS:
    
     Damage:  +2
     To Hit Bonus:  +2
     Weight: 10
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 15 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQDAGG
    
     High Quality Dagger
    
     The typical dagger has a pointed, usually double-edged blade, as opposed to a 
     knife, which has a single edge and is a bit shorter than the dagger.
    
     STATISTICS:
    
     Damage:  1D4
     THAC0: +1
     Damage type:  Piercing
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    HQHALB
    
     High Quality Halberd
    
     By far the oldest and most often used pole-arm, the halberd consists of a 
     cleaver-like axe blade mounted on a staff averaging six feet in length.  The 
     axe blade is balanced at the rear with a fluke, and surmounted by a sharp 
     spike, usually of quadrangular design.  The fluke is sometimes replaced by a 
     hook used to dismount cavalry.  A halberd can be best described as a cross 
     between a spear and an axe.
    
     STATISTICS:
    
     Damage:  1D10
     THAC0: +1
     Damage type:  Piercing
     Weight: 15
     Speed Factor: 9
     Proficiency Type: Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQHAMM
    
     High Quality War Hammer
    
     Mounted knights cannot effectively use long pole weapons while on horseback, 
     and as a result, many weapons have been fitted with shorter shafts so they 
     may be wielded with just one hand.  Maces and flails are two previous 
     examples of this - the war hammer is another.  The horseman's war hammer is 
     the descendent of the Lucerne hammer.  It is made entirely of steel, with 
     rondels protecting and strengthening the grip.  Rondels are small disks of 
     metal, often shaped into decorative designs.  The shaft is about 18 inches 
     long.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     THAC0: +1
     Damage type:  Crushing
     Weight: 6
     Speed Factor: 4
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HQHXBOW
    
     High Quality Heavy Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +3 bonus
     Weight: 14
     Speed Factor: 10
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQLBOW
    
     High Quality Long Bow
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the 
     short bow: better range and hence, it is much more accurate.
    
     STATISTICS:
    
     Damage:
     THAC0:  +2
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQLSWRD
    
     High Quality Long Sword
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8
     THAC0: +1
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    HQLXBOW
    
     High Quality Light Crossbow
     
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     THAC0: +3 bonus
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    HQMACE
    
     High Quality 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:  1D6 + 1
     THAC0: +1
     Damage type:  Crushing
     Weight: 8
     Speed Factor: 7
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HQMSTAR
    
     High Quality Morning Star
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars 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 morning star heads, regardless of design, is a 
     long point for thrusting.
    
     STATISTICS:
    
     Damage:  2D4
     THAC0: +1
     Damage type:  Crushing
     Weight: 12
     Speed Factor: 7
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    HQSBOW
    
     High Quality Short Bow
    
     Short bows were the first to be developed, although they were not called 
     such.  This is more of a default term that refers to anything which is not a 
     long bow.  Short bow staves are about 5 ' feet long on the average.  As the 
     years passed, attempts were made to increase bow ranges.  Bows were either 
     given longer staves or flexibility was increased with no change to the 
     length.  The former resulted in what is now called the long bow.
    
     STATISTICS:
    
     Damage:
     THAC0: +1
     Weight: 2
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    HQSSWRD
    
     High Quality Short Sword
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6
     THAC0: +1
     Damage type:  Piercing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    IAROW01
    
     Arrows
    
     The flight arrow, as its name implies, is built for distance.  These are 
     lightweight arrows and are often used for hunting.  Most of these arrows are 
     made of ash or birch and are 30 to 40 inches long.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    IAX1H01
    
     Battle Axe
    
     The most common version of the battle axe is a stout pole about four feet in 
     length with a single-edged, trumpet-shaped blade mounted on one end.  Battle 
     axes are also called broad axes.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    IBLUN04
    
     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:  1D6 + 1
     Damage type:  Crushing
     Weight: 8
     Speed Factor: 7
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    IBOW03
    
     Long Bow
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the 
     short bow: better range and hence, it is much more accurate.
    
     STATISTICS:
    
     Damage:
     THAC0:  +1
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ICHAN01
    
     Chainmail Armor
    
     Chain mail is made of interlocking metal rings.  It is always worn over a 
     layer of padded fabric or soft leather to prevent chafing and lessen the 
     impact of blows.
    
     STATISTICS:
    
     Armor Class: 5
     Weight: 40
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    ICHAN04
    
     Splint Mail
    
     Splint mail is a variant of banded mail in which the metal strips are applied 
     vertically to the backing of chain, leather, or cloth rather than 
     horizontally as in banded mail.  Since the human body does not swivel in 
     mid-torso as much as it flexes back to front, splint mail is more restrictive 
     in battle.
    
     STATISTICS:
    
     Armor Class: 4
     Weight: 40
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    IDART01
    
     Dart
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher.
    
     STATISTICS:
    
     Damage:  1D3
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    IHAMM01
    
     War Hammer
    
     Mounted knights cannot effectively use long pole weapons while on horseback,
     and as a result, many weapons have been fitted with shorter shafts so they 
     may be wielded with just one hand.  Maces and flails are two previous 
     examples of this - the war hammer is another.  The horseman's war hammer is 
     the descendent of the Lucerne hammer.  It is made entirely of steel, with 
     rondels protecting and strengthening the grip.  Rondels are small disks of 
     metal, often shaped into decorative designs.  The shaft is about 18 inches 
     long.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     Damage type:  Crushing
     Weight: 6
     Speed Factor: 4
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    IHELM01
    
     Helmet
    
     This class of open-face helmet, made of reinforced leather or metal, covers 
     most of the head, save the face and neck.  These helmets commonly provide 
     protection for the nose.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:  Protects Against Critical Hits
     Weight: 2
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    IHELM10
    
     Helmet
    
     This class of decorative helmet, made of reinforced leather or metal, covers 
     the face and head. Eye slits and breathing holes come highly recommended.
    
     STATISTICS:
    
     Armor Class Bonus:  None
     Special:  Protects Against Critical Hits
     Weight: 2
     Not Usable By:
     Mage
     Bard
     Thief
    
    
    ILEAT04
    
     Studded Leather Armor
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 7
     Weight: 25
     Not Usable By:
      Mage
    
    
    INTRCES
    
     Intercession
    
     This long sword was crafted for the well-traveled ranger Kelhanion of Soubar 
     in 1272.  Wearing light armor and no shield, Kelhanion wanted a weapon that 
     would protect him in combat.  Intercession was made for him by an 
     acquaintance, the wizard Peth of Elturel.  The weapon itself is rather 
     mundane in appearance, which is exactly how Kelhanion wanted it to look.  It 
     has a plain steel blade that meets a similar guard.  The grip of the weapon 
     is wrapped in dark, oiled ogre skin.  The sword has a mild form of empathetic 
     instinct, turning in the wielder's hand to impose itself in the path of melee 
     weapons.  Intercession was lost with Kelhanion when he was slaughtered by 
     over a dozen trolls in the Trollbark Forest.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +1
     Damage Type:  Slashing
     Special:  +2 to AC (except Missile)
     Weight:  4
     Speed Factor:  4
     Proficiency Type:  Large Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    IPLAT01
    
     Plate Mail Armor
    
     Plate mail is a combination of chain armor with metal plates covering the 
     vital areas such as the chest, abdomen and groin.  Similar in construction to 
     bronze plate mail, true plate mail comprises of chain and leather.
    
     STATISTICS:
    
     Armor Class: 3
     Weight: 50
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    IPLAT05 (cursed, can't be removed)
    
     Full Plate Mail +1
    
     Full plate armor is the best armor a warrior can buy, both in appearance and 
     protection.  The perfectly fitted interlocking plates are specially angled to 
     deflect arrows and blows, and the entire suit is carefully adorned with rich 
     engraving and embossed detail.  With its magical enchantments, this suit of 
     full plate is ideal for warriors.
    
     STATISTICS:
    
     Armor Class: 0
     Weight: 35
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    IPOTN08
    
     Potion of Healing
    
     When wholly consumed, this potion restores 9 hit points to the person.  The 
     effect is instantaneous and the potion is destroyed in the process.
    
    
    ISHLD02 (strangely can't be equipped)
    
     Small Shield +1
    
     A small shield is usually round and is carried on the forearm, gripped with 
     the shield hand.  Its light weight as compared to a medium shield permits the 
     user to carry other items in that hand, although he cannot wield or carry 
     another weapon.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  No  Missile Weapon Protection
     Weight: 3
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    ISHLD03
    
     Medium Shield
    
     A medium shield is carried in the same manner as a small shield.  Unlike the 
     small shield, however, its weight prevents the character from using his 
     shield hand for anything other than carrying the medium shield.  Medium 
     shields are usually made of metal, range from 3'-4' in diameter, and can be 
     of any shape, from round to square to a spread dragon's wings.  A typical 
     medieval shield resembles a triangle with one point facing downward.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Weight: 7
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    ISW1H07
    
     Short Sword
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Piercing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    J2HAXE
    
     Joril's Axe
    
     This mighty weapon consists of a five- to six-foot haft with a very heavy 
     blade.  The axe is double-bitted, with blades on both sides of the haft.  It 
     is an unwieldy weapon, but a skilled warrior can strike blows of tremendous 
     strength with it.
    
     Joril Frostbeard, the frost giant leader, wielded this axe. The weapon has 
     been enchanted with several beneficial magics.
    
     STATISTICS:
    
     Damage:  1D12 +3
     THAC0: +3
     Constituion: +1 bonus
     Dexterity: -1 penalty
     Damage type:  Slashing
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    JHOSWD1
    
     Shattered Blade of Aihonen
     
     This shattered blade lay in the breast of Icasaracht, the last of the white 
     dragon matriarchs that ruled the Spine of the World.  It was wielded by 
     Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword 
     has lain at the bottom of the lake for almost a century, waiting to be 
     returned to one of its wielder's bloodline.
    
     STATISTICS:
    
     Weight: 3
    
    
    JHOSWD2
    
     Restored Blade of Aihonen
    
     This once-shattered blade lay in the breast of Icasaracht, the last of the 
     white dragon matriarchs that ruled the Spine of the World.  It was wielded by 
     Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword 
     has lain at the bottom of the lake for almost a century, waiting to be 
     returned to one of its wielder's bloodline.  How it has been restored to its 
     original state is unknown, but whatever the reason, it looks like a powerful 
     weapon that can help you free Easthaven from Brother Poquelin.
    
     The blade seems to draw its strength from Lac Dinneshere itself.  As long as 
     the wielder is within a dragon's flight distance of the lake, the blade is a 
     fearsome weapon.
    
     STATISTICS:
    
     Damage:  1D8 +1, +5 within a dragon's flight distance of Lac Dinneshere
     THACO:  +1, +5 within a dragon's flight distance of Lac Dinneshere
     Damage Type: Slashing
     Special: +5 Maximum Hit Points within a dragon's flight distance of Lac 
              Dinneshere
     Resistance Bonuses:
      +25% Cold Resistance
      +25% Fire Resistance,
     Weight: 3
     Speed Factor: 2
     Proficiency Type: Large Swords
     Type: 1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    JORIL
    
     Joril's Badge
    
     This black steel plate bears a gold engraving of Joril's sigil, the double 
     bladed axe.
    
    
    KALABAC
    
     Kalabac's Journal
    
     I'm afraid I may have been duped.  Bandoth indicated where I might find the 
     door to the forge, but I was unable to find any trace of it.  I was prepared 
     to search later on this evening, but a group of Ettins have encamped in the 
     passage north of where I am now, and I am in no condition to be running past 
     them.  Hopefully I will get another opportunity to search the old meeting 
     hall of the dwarves.  Earlier I uncovered some writings regarding a room 
     within these walls that leads to the lower segments of this complex, and I 
     can only assume that this room lies behind the door I have yet to find.  To 
     make matters worse, the same writings inferred that this room contained a 
     puzzle that was designed to keep the invaders from discovering and 
     desecrating the Cemetary and Forge.  Perhaps Bandoth can provide some more 
     assistance.
    
    
    KAYBOW
    
     Kaylessa's Bow
    
     This bow belonged to Kaylessa, weapons master of the Seldarine's Hand.  Her 
     prowess in archery only bested by her beauty, Kaylessa was devoted to hone
     the battle skills of any elf under her.  If there were any heroes at the 
     Battle of Seldarine's Hand, Kaylessa was one of them.  She was a shining 
     example of courage in the face of impending doom as she fearlessly led her 
     people against orc and goblin hordes.  Even after the fall of the Hand, her
     commitment to battle and her people remained strong.  Her last wish was to 
     die in glorious battle.
    
     STATISTICS:
    
     Damage: +3
     To Hit Bonus: +3
     Dexterity: +1 Bonus
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type: 2-handed
     Minimum Strength of 15 required
     Not Usable By:
      Thief
      Cleric
      Mage
      Druid
    
    
    KAYCHAI
    
     Chainmail Armor
    
     This armor was worn by Kaylessa, weapons master of the Seldarine's Hand.  Her
     prowess in archery only bested by her beauty, Kaylessa was devoted to hone 
     the battle skills of any elf under her.  If there were any heroes at the 
     Battle of Seldarine's Hand, Kaylessa was one of them.  She was a shining 
     example of courage in the face of impending doom as she fearlessly led her 
     people against orc and goblin hordes.  Even after the fall of the Hand, her
     commitment to battle and her people remained strong in her.  Her last wish 
     was to die in glorious battle.
    
     STATISTICS:
    
     Armor Class: 2
     Dexterity: +1 Bonus
     Resistance Bonus: +20% Cold Resistance
     Weight:15
     Not usable by:
      Druid
      Mage
    
    
    KAYGLOV
    
     Kaylessa's Gloves
    
     Worn by Kaylessa, weapons master of the Seldarine's Hand.  Her prowess in 
     archery only bested by her beauty, Kaylessa was devoted to hone the battle 
     skills of any elf under her.  If there were any heroes at the Battle of 
     Seldarine's Hand, Kaylessa was one of them.  She was a shining example of 
     courage in the face of impending doom as she fearlessy led her people against 
     orc and goblin hordes.  Even after the fall of the Hand, her commitment to
     battle and her people remained strong.  Her last wish was to die in glorious 
     battle.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Dexterity: +1 Bonus
     Weight: 3
     Not usable by:
      Cleric
      Mage
    
    
    KAYRING
    
     Kaylessa's Ring
    
     This ring belonged to Kaylessa of the Seldarine's Hand.  Her prowess in 
     archery only bested by her beauty, Kaylessa was devoted to hone the battle 
     skills of any elf under her.  If there were any heroes at the Battle of 
     Seldarine's Hand, Kaylessa was one of them.  She was a shining example of 
     courage in the face of impending doom as she fearlessly led her people 
     against orc and goblin hordes.  Even after the fall of the Hand, her
     commitment to battle and her people remained strong.  Her last wish was to 
     die in glorious battle.
    
     STATISTICS:
    
     +15% to Hide in Shadows Skill
     Only Usable By:
      Rangers
    
    
    KEDL
    
     Silver Bracers of Kedl
    
     This mage, who made his home in Phlan, was known as "Kedl of the Three 
     Rings," for it was said that he perfected a technique whereby he could wear 
     three magical rings simultaneously.  An enchanter of items, he was well known 
     for his discriminating taste in clothing, jewelry, and other accessories.  
     His polished silver bracers were a constant part of his wardrobe.  Kedl 
     eventually sold his bracers when he needed the money for some powerful rings.  
     Unfortunately, Kedl died in an orc attack on Phlan several years later.
    
     STATISTICS:
    
     Armor Class: 2
     Weight: 2
     Not Usable By:
    
    
    KEYALBI
    
     Albion's Key
    
     This large steel key used to belong to Albion.
    
    
    KEYCON
    
     Conlan's Key
    
     This iron key used to belong to Conlan, a blacksmith from Kuldahar.
    
    
    KEYDUG
    
     Dugmaren's Key
    
     This is a plain silver key with a compass embossed on the hilt.
    
    
    KEYGATE
    
     Gate Key
    
     This is a large iron key. It appears worn with age and shows signs of rust.
    
    
    KEYMAUS
    
     Mausoleum Key
    
     This key is carved from yellow ivory. The handle is shaped into a human skull 
     with two small red gems for the eyes.
    
    
    KEYNRM
    
     Plain Key
    
     This is a key. It is quite unremarkable.
    
    
    KEYPRST
    
     Priest's Key
    
     This is an ornate golden key with a black onyx gemstone in the handle. Closer 
     inspection reveals a small skull has been carved into the gem.
    
    
    KEYSANC
    
     Sanctum Key
    
     This is an ornate silver key with a red gemstone in the handle. Closer 
     inspection reveals a small skull has been carved into the gem.
    
    
    KEYWATC
    
     Watchtower Key
    
     This huge iron key used to belong to Fengla, a deep gnome slave girl.
    
    
    KRESSSW
    
     Kresselack's Sword
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     This sword was once wielded by Kresselack, the barbarian king. The weapon has 
     been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1 bonus
     Special: Cold Resistance
     Damage type:  Slashing
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    KRESWRD
    
     Kresselack's Sword
    
     Kresselack, the barbarian king, once wielded this sword to aid him in his 
     conquest of the northern lands. It is not known, however, how he originally 
     acquired the weapon. Most scholars believe Kresselack simply found the weapon 
     in one of his many conquests. However, rumors do persist that the sword was 
     the creation of some powerful wizard and was commissioned by Kresselack 
     himself. The truth of the matter will never be known.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1 Bonus
     Damage type:  Slashing
     Resistance Bonus: +10% Cold Resistance
     Weight: 12
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    KRILAG
    
     Krilag's Badge
    
     This black steel plate bears a red engraving of Krilag's sigil, an open palm 
     with a sphere levitating directly above.
    
    
    KRIS
    
     Bone Kris of Black Ichor
    
     Oddly enough, this shard of bone is shaped in a form similar to a Kris.  What 
     is even more unique is that the hilt of the Kris will occasionally secrete a 
     black poisonous ichor.
    
     STATISTICS:
    
     Damage: 1D4 +2
     THAC0: +2
     Damage type: Piercing
     Special: Upon the player scoring a hit with this weapon, there will be a 20% 
              chance that the target will be poisoned. Save vs. paralyze, poison, 
              or death magic to counter effects.
     Weight: 3
     Speed Factor: 2
     Proficiency Type: Dagger
     Not Usable by:
      Paladin
      Ranger
      Cleric
    
    
    LABELAS
    
     Symbol of Labelas Enoreth
    
     Created during the golden age between of the elves of the Seldarine's Hand 
     and the dwarves of Dorn's Deep. This ring was created to empower young 
     wizards with greater focus to cast their spells more effectively. Although 
     the elder wizards of the Hand were some of the most powerful in the realm,
     they were always involved in various research or experiments that prevented 
     them from joining less critical battles or expeditions.
    
     STATISTICS:
    
     Intelligence: +1 Bonus
    
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    LABELT
    
     Girdle of Labelas
    
     A remnant from the holy shrine of Star Mausoleum in Myth Glaurach, this 
     girdle was blessed by the avatar of Labelas Enoreth, elven god of time and 
     longevity.  The high priest of Labelas typically wore the girdle in 
     day-to-day activities as well as battle.  Made of alternating bands of bronze 
     and gold, the fine belt was a prize even without its magical properties.  
     When orcs sacked Myth Glaurach, this girdle was one of the most prominent 
     items stolen.
    
     STATISTICS:
    
     Free Action on the wearer
     Haste on self once per day
    
    
    LEAT01, LEAT99
    
     Leather Armor
    
     Leather armor, despite the popular misconception, is not soft and supple like 
     the leather used to make a ranger's boots or a druid's robe.  That kind of 
     leather offers no better protection than common clothing.
    
     STATISTICS:
    
     Armor Class: 8
     Weight: 15
     Not Usable By:
      Mage
    
    
    LEAT02
    
     Leather Armor +1
    
     Leather armor, despite the popular misconception, is not soft and supple like 
     the leather used to make a ranger's boots or a druid's robe.  That kind of 
     leather offers no better protection than common clothing.  Magical 
     enchantments enhance the protective abilities of this leather armor.
    
     STATISTICS:
    
     Armor Class: 7
     Weight: 10
     Not Usable By:
      Mage
    
    
    LEAT03
    
     Leather Armor +2
    
     At first glance this appears to be an ordinary suit of leather armor, a 
     closer inspection reveals subtle clues of various arcane enhancements. The 
     rivets holding the various pieces together shine brightly as if polished. The 
     leather pieces are soft and supple to the touch, but instantly become rigid 
     when struck with a heavy blow. And when worn, the creaking and stretching 
     noises normally associated with such armors are mysteriously absent.
    
     STATISTICS:
    
     Armor Class: 6
     Weight: 5
     Not Usable By:
      Mage
    
    
    LEAT04
    
     Studded Leather Armor
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 7
     Weight: 25
     Not Usable By:
      Mage
    
    
    LEAT05
    
     Studded Leather Armor +1
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 6
     Weight: 15
     Not Usable By:
      Mage
    
    
    LEAT06
    
     Studded Leather +2: Missile Attractor
    
     This odd looking suit of studded leather cannot be removed once put on, 
     except under intervention by a sorceror.  While improving the protection 
     against all melee weapons, this armor actually becomes a target for missle 
     weapons, and hence so does its wearer.  The choice is simple, deadly arrows 
     or deadly swords.
    
     STATISTICS:
    
     Armor Class: 5  (15 vs. missle weapons)
     Weight: 8
     Not Usable By:
      Mage
    
    
    LEAT07
    
     Studded Leather +2
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 5
     Weight: 8
     Not Usable By:
      Mage
    
    
    LEAT08
    
     Shadow Armor
    
     Shadow armor is studded leather armor created for use by the Shadowmasters of 
     Amn.  The Shadowmasters are of the highest order within the Shadow Thief 
     hierarchy.  It is +3 studded leather armor that melds into shadows.
    
     STATISTICS:
    
     Armor Class: 4
     Special:  +15% Hide in Shadows
     Weight: 8
     Only Usable By:
     Thief (single, multi and dual class)
    
    
    LIST
    
     SUPPLY LIST
    
     This plain piece of parchment contains a list of equipment ranging from 
     lengths of rope, to rations and torches.  A short note has been scribbled on 
     the back of the list:
    
     Pomab,
    
     Seeing as you have seen fit to "volunteer" to outfit our expedition to 
     Kuldahar, I have written down a list of items we will be needing.  I trust 
     the equipment you will provide will be of quality, unlike the shoddy junk you 
     foisted off on my last expedition.
    
     - Hrothgar
    
    
    LONESOM
    
     Lonesome Road
    
     This was the weapon of a cursed soul, doomed to wander the length and breadth 
     of Faerun for his crimes against the elves of Myth Drannor.  Denell Harband 
     was a human involved with the creation of the "Halfaxe Trail."  Under the 
     orders of his commander, Halvan the Dark, he forged ahead through elven 
     forests despite protests and repeated attacks.  When he was finally captured 
     by the elves, he stated emphatically that he was free of guilt because he was 
     just following his orders.  The elven council deemed that Denell be placed 
     under a High Geas to carry his axe from the Sword Coast of Faerun to its 
     borders in the east, and from the Great Glacier to Lurien.  It took Denell 
     thirty years to complete his task.  When he finished, he was an accomplished 
     warrior, weathered and beaten by years on foreign roads.  On his way back to 
     his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark 
     raised proudly in a small town square.  With a single-handed blow, he lodged 
     his huge axe into Halvan's forehead.  Never breaking stride, he returned to 
     his hut where he lived out the rest of his days as a reclusive farmer.
    
     STATISTICS:
    
     Damage:  1D10 +3
     THAC0:  +3
     Special:  +1 to Constitution while equipped
     Damage type:  Slashing
     Weight:  10
     Speed Factor:  6
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    LONGCLEV
    
     Long Cleaver
    
     This weapon was commissioned by the eccentric nobleman Pelp Cadari.  Pelp was 
     a friend of all chaotic priesthoods, frequently donating money to whomever he 
     fancied at any given time.  His associates and servants always kept their 
     distance, as his wild mood swings could take him from joyous euphoria to 
     miserable melancholy or furious rage at any moment.  He paid over forty 
     thousand gold pieces to have this halberd made, despite the fact that he only 
     used the item to "cut" his fowl at his long dinner table.  When Pelp died, he 
     left the weapon to his pet goat, Azuth.  In case of Azuth's death, the weapon 
     would then be passed on to the first girl wearing a blue dress who entered 
     his study.  Twelve years after Azuth died, Pelp's niece, Amara, went into his 
     study to find a book.  The chamberlain of Pelp's mansion gave Long Cleaver to 
     Amara when she turned sixteen.  She sold the weapon to finance her entry into 
     an academy of magic.
    
     STATISTICS:
    
     Damage:  1D10 + 4
     THAC0: +4
     Damage type:  Slashing
     Weight: 15
     Speed Factor:  5
     Proficiency Type:  Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    LSHAND
    
     Long Sword of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep.  The swordsman of the Seldarine's Hand wielded this 
     weapon with pride, as it was a symbol of strength and unity between the two 
     races.
    
     STATISTICS:
    
     Damage: 1D8+3
     THAC0: +3
     Damage type: Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type: 1-handed
     Not Usable By:
      Cleric
      Mage
      Druid
    
    
    LXBOWBM
    
     Bren Muller's Crossbow
    
     Not much is known about the owner of this weapon, save that sages believe it 
     is from another world, called "Eibrancha."  Plane-traveling wizards who have 
     investigated life on "Eibrancha" report that it is dull, commonplace, and 
     ordinary in the extreme, a place where heroes are rare and the populace is, 
     by and large, incredibly average.  This might explain the virtually 
     non-existent body of recorded information about the place.  The only thing 
     known about the weapon's owner is that he was an educated man. The purple 
     wood that the crossbow is constructed from is believed to be from a unique 
     type of tree in Eibrancha.
    
     STATISTICS:
    
     Damage: +2
     THAC0: +5 bonus
     Weight: 7
     Speed Factor:  4
     Proficiency Type:  Crossbow
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    LYRE
    
     Lyre of Progression
    
     The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a 
     teacher of young aspiring bards during difficult times.  This instrument, 
     held close at all times, helped Sedini fight off those who would attack him 
     or his students.  When Sedini grew old, he passed it on to his best student, 
     Galwen Alaman.  Galwen continued teaching for a few years before setting out 
     into the wilderness on a life of adventure.  It is believed that he lost the 
     lyre when he accidentally dropped it in a marsh.
    
     STATISTICS:
    
     Held under the left arm, this instrument allows a bard to memorize two extra 
     second level spells and an extra third level spell.
    
     Only Usable By:
       Bard
    
    
    MAGE01
    
     Ring of Invisibilty
    
     Invisibility (Illusion/Phantasm)
     Level: 2
     Range: Touch
     Duration: Special
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: None
     This spell turns a creature invisible and makes it undetectable by normal 
     vision or infravision. Items dropped or put down by the invisible creature 
     become visible, items picked up disappear if tucked into the clothing or 
     pouches worn by the creature. The spell remains in effect until it is 
     magically broken or dispelled, until the recipient talks to or attacks any 
     creature, or until 4 hours have passed. Thus the invisible being can open 
     doors, eat, climb stairs, etc., but if he attacks or casts a spell, he 
     immediately becomes visible (although the invisibility enables him to attack 
     first).
    
    
    MAGE02
    
     Ring of Barkskin
    
     Barkskin (Alteration)
     Level: 2
     Sphere: Protection, Plant
     Range: Touch
     Duration: 4 rounds + 1 round/level
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: None
     Barkskin causes a creature's skin to become as tough as bark, increasing its 
     base Armor Class to AC 6, plus 1 AC for every four levels of the priest: 
     Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on.  In addition, 
     saving throw rolls vs. all attack forms except magic gain a +1 bonus.
    
    
    MAGE03
    
     Ring of Mirror Image
    
     Mirror Image (Illusion/Phantasm)
     Level: 2
     Range: Caster
     Duration: 3 rounds/level
     Casting Time: 1
     Area of Effect: 6-foot radius
     Saving Throw: None
     When a Mirror Image spell is invoked, the spellcaster causes two to eight
     duplicates of himself to come into being around him. These images do exactly 
     what the wizard does. Since the spell causes a blurring and slight distortion 
     when it is cast, it is impossible for opponents to be certain which ones are 
     the illusions and which is the actual wizard. When an image is struck by a 
     melee or missile attack, magical or otherwise, it disappears, but any other 
     existing images remain intact until struck. The images shift from round to 
     round so that an enemy must first hit every image before being able to hit 
     the wizard.
    
    
    MAGE04
    
     Ring of Blur
    
     Blur (Illusion/Phantasm)
     Level: 2
     Range: Caster
     Duration: 3 rounds + 1 round/level
     Casting Time: 2
     Area of Effect: Caster
     Saving Throw: None
     Blur causes the wizard's body to become blurred, shifting and wavering. This 
     distortion gives the wizard +1 to all saving throws, and all missile and 
     melee attacks have a -3 to hit him.
    
    
    MAGE05
    
     Ring of Free Action
    
     Free Action (Abjuration)
     Level: 4
     Sphere: Charm
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 7
     Area of Effect: 1 creature
     Saving Throw: None
     This spell gives the affected creature an immunity to magic that impedes 
     movement (such as Grease, Web or Slow spells) and negates the effects of 
     paralysis and hold spells.
    
    
    MAGE06
    
     Ring of Haste (the description here is false)
    
     Ring of free action:  'Edventar's Gift'
     This ring was given to the reef scavenger and hunter known only as Edventar, 
     by a group of aquatic elves long his friends.  His help in routing the 
     "Pirate Queen" of Dambrath was instrumental in their survival, though 
     Yenandra continues to be feared anywhere the water meets land.
    
     STATISTICS:
    
     Special:  The wearer is immune to everything, magical and otherwise, that 
     effects mobility in any way, although can still be hasted.  Be aware, 
     however, this will also protect the wearer from beneficial effects such as
     those received from the boots of speed.
    
    
    MAGEAMUL
    
     Necklace
    
     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.
    
    
    MAGEBRAC
    
     Bracers
    
     Bracers are thick bands of metal or leather that are strapped, belted, or 
     tied to a character's forearm. They are normally used for added support and 
     protection of the forearms and wrist areas of the body.
    
    
    MAIDEN
    
     Maiden Ilmadia's Badge
    
     This black steel plate bears a green engraving of Maiden Ilmadia's sigil, the 
     unicorn head.
    
    
    MAILLIF
    
     Mail of Life
    
     This armor was crafted from meteoric iron by dwarven and elven smiths during 
     the Time of Cooperation.  A high priest of Moradin and a high priest of 
     Labelas Enoreth enchanted the armor with its powers.  Unfortunately, no elven 
     or dwarven warrior ever wore the chain mail.  When troubles arose between the
     Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a 
     vault, refusing to use anything the elves had a hand in creating.
    
     STATISTICS:
    
     Armor Class: 2
     Weight: 40
     Special:
       +10 Hit Points
       Wearer Regenerates 1 hit point per turn
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    MALAVON
    
     Malavon's Badge
    
     This black steel plate bears a red engraving of Malavon's sigil, the 
     unsleeping eye.
    
    
    MANTLECS
    
     Mantle of the Coming Storm
    
     This seemingly threadbare robe had become "dormant" upon Lysan's command, so
     as not to expose herself as a priestess of Auril. When as much as a single 
     snowflake falls upon the robe, it transforms into a scintillating cloak of 
     white that allows the wielder to float above snow drifts and walk through 
     even raging rivers with ease. Most merchants will not wish to purchase this 
     item, or will do so at a very low price, as they see it as a sacred item of 
     Auril the Frost-Maiden and likely to attract her followers... and her 
     displeasure.
    
     Created during the ceremonies of the Coming Storm (the onset of winter) to 
     Auril, these robes are specially created to resist flames and allow the 
     wearer to resist any attempt to stop or hold them. Although the priestesses 
     of Auril are naturally resistant to cold and can move through snow and icy 
     rivers with ease, these cloaks amplify the protection of the goddess, 
     allowing the wearer additional cold resistance (which allows a wearer already 
     immune to cold to absorb its power) and even goes so far as to leach the heat 
     from fire attacks directed at the wearer. In addition, the robe may be 
     invoked to allow the wearer to pass over or through any obstacle designed to 
     hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the 
     like.
    
     STATISTICS:
    
     Special: Casts 'Free Action' (3 Charges)
     Armor Class Bonus: 1
     Resistance Bonuses:
       +1 Save vs. Paralyzation
       +30% Cold Resistance
       +30% Fire Resistance
     Weight:  1
     Not usable by:
    
    
    MANTLEHF
    
     Mantle of Hell's Furnace
    
     An extremely vivid piece of clothing, the Mantle of Hell's Furnace was woven 
     from the beards of fiery Azer.  It was worn by a high priest of Kossuth named 
     Ullabem for fifteen years before he was killed fighting a priestess of 
     Ishitia.  When the priestess attempted to destroy it, efreet allies of 
     Ullabem tracked her down and killed her.  One of the efreeti kept the cloak 
     until it was requested of him by a clever thief who summoned the genie out of 
     an enchanted block of sandalwood.  It is believed that the cloak retains its 
     powers until they are used a certain number of times.  Once that point is 
     reached, the cloak is summoned back to the elemental plane of fire.
    
     STATISTICS:
    
     Allows the user to cast Agannazar's Scorcher, Burning Hands, or Charm 
     Elemental Kin.
    
    
    MARKETH
    
     Marketh's Badge
    
     This black steel plate bears a gold engraving of Marketh's sigil, the miner's 
     pick.
    
    
    MAUL
    
     War Hammer
    
     Mounted knights cannot effectively use long pole weapons while on horseback, 
     and as a result, many weapons have been fitted with shorter shafts so they 
     may be wielded with just one hand.  Maces and flails are two previous 
     examples of this - the war hammer is another.  The horseman's war hammer is 
     the descendent of the Lucerne hammer.  It is made entirely of steel, with 
     rondels protecting and strengthening the grip.  Rondels are small disks of 
     metal, often shaped into decorative designs.  The shaft is about 18 inches 
     long.
    
     STATISTICS:
    
     Damage:  1D4 + 1
     Damage type:  Crushing
     Weight: 6
     Speed Factor: 4
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    MHORN
    
     The Merry Shorthorn
    
     The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire.  
     She took the small instrument everywhere.  Despite its rather meager powers, 
     the Merry Shorthorn is among of the most well traveled magic items in Faerun. 
     It is believed that Prophia took it with her on a number of Elemental Planes, 
     to Elysium and Baator, and from the Spine of the World to the distant reaches 
     of Wa.  It entertained pashas in Calimshan, quelled the anger of holy slayers 
     in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars.  The 
     Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in 
     the great desert Anauroch.
    
     STATISTICS:
    
     When played, this instrument casts Bless, centered on the player.
     Can be used once per day.
    
     Only Usable By:
       Bard
    
    
    MIELIKK
    
     Cradle of Mielikki
    
     A lesser-known weapon, historically only used by rangers serving Mielikki, 
     this blade has a very humble and simple background.  The Cradle of Mielikki
     was originally blessed by a triumvirate of druids for a ranger named Kell 
     Pathwalker.  Kell led a peaceful life, fending off the occasional orc or 
     goblin who might wander into his lands.  When he died of old age, the druids 
     had no one to pass the blade on to.  The oldest of them, Bimon, held onto the 
     scimitar, but never used it in battle.  When Bimon and his associates left 
     their grove for an extended period of time, a wandering mercenary robbed the 
     hollow tree of its riches.  He carried the scimitar north to the Spine of the 
     World, where he died of exposure.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +1
     Damage type:  Slashing
     Weight:  4
     Proficiency type:  Large Sword
     Speed Factor:  4
     Type:  1-handed
     Not usable by:
       Mage
       Cleric
    
    
    MIREKQI
    
     Mirek's Family Heirloom
    
     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.
    
    
    MISC01
    
     Winter Wolf Pelt
    
     The pure white pelt of the winter wolf is soft and luxurious. It is often 
     sewn into garments as diverse as the rugged vests of the northern Uthgardt 
     Barbarians and the delicate and fashionable winter stoles worn by noblewomen 
     throughout the Sword Coast region.
    
    
    MISC02
    
     Mirror
    
     Friendly Arm Inn
    
    
    MISC03
    
     Small Box
    
     Friendly Arm Inn
    
    
    MISC04
    
     Bassilus' Holy Symbol
    
     Bassilus' Holy Symbol, a depiction of the evil god Cyric.
    
    
    MISC07
    
     Gold Piece
    
     Gold is the standard of currency, commonly called Golden Lions throughout the 
     Realms, though only the Cormyan coins carry the figure of the lion on the 
     coin (Sembian gold coin designs vary from year to year but always retain a 
     five-sided shape).  The most common in the southern regions are the Amnite 
     danter, though there are a number of other golder coins from Tethyr and Thay, 
     as well as a number of private mints (including some adventuring parties).
    
    
    MISC12
    
     Ankheg Shell
    
     The Ankheg is a burrowing insect-like creature between 10 and 20 feet long, 
     found mainly in forests or choice agricultural land.  They are covered with 
     plates or shells made out of a substance called chitin which is extremely 
     tough and very light.  The size, weight and strength of the shells make them 
     highly sought after in many situations, including the creation of armor.
    
    
    MISC13
    
     Samuel
    
     This is the body of Samuel.
    
    
    MISC16
    
     Fire Agate Gem
    
     Fire Agate is the name given to chalcedony which contains thin lines of 
     iridescent goethite.  When properly cut, the iridescence displays red, brown, 
     gold, and green hues, and the finest specimens are partly translucent.
    
    
    MISC17
    
     Lynx Eye Gem
    
     Lynx Eye is a specific type of labradorite (a feldspar gemstone).  
     Labradorite as a class of stones is pale to dark gray and has patches of 
     colored reflections.  This "flash" is most commonly blue but can be of all 
     shades.  "Green flash" labradorite is called lynx eye in the Realms.
    
    
    MISC18
    
     Sunstone Gem
    
     Sunstone is a feldspar gem, closely related to moonstone, and more properly 
     known as oligoclase.  Sunstone can be colorless or faintly greenish and of 
     facet grade, but most common by far is its softer (cabochon) variety.  This 
     yields gemstones that have bright red or orange spangles (minute crystals) 
     suspended in a nearly colorless background in a parallel fashion, giving the 
     whole a rich golden or redish brown color.
    
    
    MISC19
    
     Turquiose Gem
    
     Turquoise is an opaque aqua stone with darker mottlings, and is found in the 
     more arid reaches of the Realms.  Horsemen will often place a sliver of this 
     stone in a horse's harness as a sign of good luck.
    
    
    MISC20
    
     Bloodstone Gem
    
     Bloodstone is a dark greenish gray variety of quartz flecked with red crystal 
     impurities.  Ninety percent of the bloodstones in the Realms come from the 
     Galena Mountains in Damara, and most of those from a single mine in 
     Bloodstone Pass.  The border pass is heavily fortified and guarded as 
     bloodstones are the chief export for this region.
    
    
    MISC21
    
     Skydrop Gem
    
     Skydrop is the common name given to clear or lightly colored tektite 
     material; fragments of glass of celestial (meteoric) origin, found in the 
     vast shifting sands of Anauroch and other deserts.
    
    
    MISC22
    
     Andar Gem
    
     Andar is hard and durable, yielding translucent gems ("Andars") that flash 
     green-red or brown-red when properly faceted.
    
    
    MISC23
    
     Jasper Gem
    
     Jasper is an opaque quartz found in reds, browns, and blacks.  Very rare 
     specimens are blue or have bands of blue against the other colours.  Jasper 
     can be crushed and used in making potions and magical devices which protect 
     against poison.
    
    
    MISC24
    
     Tchazar Gem
    
     Tchazar is the common name given to aragonite, a straw-yellow gemstone found 
     in elongated, prism-shaped crystal form.  It is soft and fragile, and 
     requires skilled cutting to yield faceted gems.
    
    
    MISC25
    
     Zircon Gem
    
     Zircon is a brownish crystal found in igneous (volcanic) rocks.  Zircon 
     attains its pale blue shade with heating and cutting (usually facet-cut).
    
    
    MISC26
    
     Iol Gem
    
     Iol is actually short for Iolite (cordierite), although a common nickname is 
     "violet stone" even though its overall hue is usually blue. Iols are usually 
     cut into faceted gems to best display the stone's color change as it is 
     viewed from different directions. Small, cut iols can be clear, but larger 
     specimens usually contain silky inclusions of another substance such as 
     hemitite crystals, which give the same rich golden flash of color as in 
     sunstones.
    
    
    MISC27
    
     Moonstone Gem
    
     Moonstone is an opaque, white feldspar gem polished to a bluish sheen.  Old 
     legends say that the sight of a moonstone would cause a lycanthrope to revert 
     to his animal form.  Whether or not this is true is unknown as anyone close 
     enough to find out apparently hasn't lived to tell the tale.  However 
     moonstones have been used in spells that effect this particular curse.
    
    
    MISC28
    
     Waterstar Gem
    
     Waterstar is also called achroite or colourless tourmaline and is rare in the 
     Realms.  This stone is riddled with flaws and inclusions and hence only a 
     small portion is fit for cutting.
    
    
    MISC29
    
     Ziose Gem
    
     Ziose is the name given by sages to a particular facet-grade variety of 
     ziosite; a rare mineral that yields cut stones that flash three vivid hues 
     depending on how the light catches them; purple, blue, and red, or purple, 
     green, and red.  Very large (fist- or foot-sized) gems are found and are 
     prized for use in pendants and brooches.
    
    
    MISC30
    
     Chrysoberyl Gem
    
     Chrysoberyl is a hard, transparent, green gem which is usually facet- cut.
     It is said that Chrysoberyl has ties to the outer planes and hence its use
     with battling demonic possession and the undead.
    
    
    MISC31
    
     Star Diopside Gem
    
     Star Diopside is the most prized form of a hard, durable gemstone that is 
     rarely found in attractive colours.  It is usually too dark for beauty, 
     however mountain and streambed-pebble crystals of a pale green hue make 
     attractive stones such as diopside.  When a gem is found that is darker green 
     it can be cut in such a fashion so to produce four- or six-rayed stars.
    
    
    MISC32
    
     Shandon Gem
    
     Shandon is another name for natrolite in the Realms; its slender, colourless 
     crystals yield tiny faceted gems used often in veils and robes in order to 
     capture the beading effect of water glistening upon the material.
    
    
    MISC33
    
     Aquamarine Gem
     
     Aquamarine is a hard, transparent form of beryl, blue-green in colour.  These 
     sought after gems are found primarily in the barbarian tribes that roam the 
     northern tundra.
    
    
    MISC34
    
     Garnet Gem
    
     Garnet is a general class of crystals ranging from deep red to violet in 
     colour.  A typical cut for this rare isometric gem is 12 to 24 sides, with 
     the very rare 36 sides being known from time to time. It is rumored that a 
     48-sided garnet exists although none have ever been able to track down its 
     location.
    
    
    MISC35
    
     Horn Coral Gem
    
     Horn Coral, which is also called night coral, is a deep black coral, similar 
     to angel's skin save for its solid color.  It is incredibly difficult to work 
     with, and is used in jewelry as a polished twig or branch of material, or is 
     cut cabochon.
    
    
    MISC36
    
     Pearl
    
     Pearls consist of layers of aragonite agonizingly formed around a bit of grit 
     or other irritant inside oysters and other mollusks.  The resulting pearl has 
     a rich, deep luster.  Most pearls in the realms are white, but there are
     rarer varieties, such as rainbow and black.
    
    
    MISC37
    
     Sphene Gem
    
     Sphene is a soft, brittle gemstone (and, like scapra, easily worked by 
     unskilled cutters) of various yellow to green shades, the most prized of 
     these being a fine emerald green.
    
    
    MISC38
    
     Black Opal
    
     Black Opal has a greenish hue with black mottling and gold flecks.  Usually 
     found in ancient hot springs, the gem is tumbled smooth and cut cabochon.  
     The phrase in the north "Black as an opal" is used as a subtle form of praise 
     for kind-hearted rogues and the like.
    
    
    MISC39
    
     Water Opal
    
     Water Opal is a colourless, clear opal with a play of colour.  It is rare and 
     valuable in the Realms, where it is used in scrying devices.
    
    
    MISC40
    
     Moonbar Gem
    
     Moonbar is a pearly white, opaque gemstone, usually pale blue with green and 
     gold mottling.  Related in type to fire and black opals, but is only slightly 
     more common.
    
    
    MISC41
    
     Star Sapphire
    
     Star Sapphire is a precious variation of the sapphire, however is more
     translucent, with a white star highlighted in its center.  A star sapphire
     has been known to ornament devices which protect against magic.
    
    
    MISC42
    
     Diamond
    
     Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow 
     or pink.  The hardest of all the gemstones, and among the most valuable.  
     Diamonds are usually found in the northern mountains by underground races, 
     and then traded to the surface world.
    
    
    MISC43
    
     Emerald
    
     An Emerald is a brilliant green beryl, cleaved along straight box like lines, 
     with rectangular cutting in the finished gem.  Emeralds are often connected 
     with health, and so are used ornamentally for such a purpose.
    
    
    MISC44
    
     King's Tears
    
     King's Tears are very rare and found only in the Realms where they are 
     sometimes called frozen tears.  Clear, teardrop-shaped, smooth surfaced, and 
     totally unbreakable so far by any means.  These stones are said to be the 
     crystallized tears of long-dead necromancer kings.  In each gem can be seen 
     that which the weeping king loved long ago.  Their true nature is unknown but 
     suffice it to say that sages prize these gems above all others.
    
    
    MISC45
    
     Rogue Stone
    
     A small, shifting, rainbow coloured, irridecent gemstone.  The fluid shades 
     of colour appear almost liquid under normal sunlight, it is truly a beautiful 
     sight to behold.  Rogue stones are extremely rare and are used for the 
     gemjump spell, hence one of the most sought after gems in the Realms.
    
    
    MISC47
    
     Golden Pantaloons
    
     The Golden Pantaloons did surely see the very beginnings of our realm; though 
     I must press that they "saw" this formative time by their simple presence, 
     and not through some vestigial eyes that might have erupted through a rear 
     pocket perhaps concealing teeth and other improbable extremities. I am sure 
     that the various owners of the pantaloons can attest to the general lack of 
     animated digits or ocular sensors, as evidenced by the continued sanctity and 
     privacy maintained by their respective buttocks.
    
     Lyric pantoums of an age long since out of print speak of "trousers that were 
     as metal, though soft about the shanks." While it might be easy to jump to 
     the seemingly inevitable conclusion that the trousers rose while Netheril 
     fell, it is doubtful that the pantaloons were the garments of which they 
     speak. One must clarify these oft-misquoted verses with knowledge of the 
     Pantechnicon, an ancient bazaar once prized for Silver Pantalets. Fine these 
     may have been, but golden they were not. Nickel Panties are also said to be
     currently available, though the dockside establishments that claim to offer 
     these products are beyond my meager experience, and thus I can make no 
     report.
    
     The purpose of the Pantaloons is as mysterious as ever, and will likely 
     remain so until the Pantocrator himself returns, though some properties can 
     be divined though intimate observation. The "uplifting" properties of the 
     gusset very nearly defy gravity, shaping quite nicely both the front and
     rear. This improved contour would likely increase self-esteem for a wearer of 
     either sex. I would hazard a guess, however, that this continuing self 
     delusion might actually hamper cognitive functions, and care should be taken 
     in the wearing of any pantaloons of golden nature.
    
    
    MISC48
    
     Idol
     
     This idol depicts Kozah the Stormstar, a long-extinct god who was venerated 
     and feared among the less-powerful strata of ancient Netherese society. 
     Worship of this god of storms, earthquakes, strife, and rebellion was 
     outlawed by many of the civilization's powerful archwizards. Many Kozahyn 
     shrines and temples were therefore built in secretive, underground locations 
     where the devout were better able to escape detection.
    
    
    MISC49
    
     Melicamp the Chicken
    
     Chickens are flightless, domesticated birds valued not only for their tender 
     meat but also for their eggs, a daily morning delicacy in many farms and 
     cities throughout the Sword Coast region.
    
    
    MISC50
    
     Skull
    
     This appears to be the skull of another human being.
    
    
    MISC51
    
     Lock of Nymph's Hair
    
     While nymph's hair has no magical properties of its own, it is an important 
     component in a variety of charisma-related spells and items, not the least of 
     which is the fabled Nymph's Cloak.
    
    
    MISC52
    
     Wyvern Head
    
     The severed head of a wyvern is both a fearsome and a reassuring sight. 
     Gruesome as its fanged maw and blazing eyes may be, there is consolation in 
     the knowledge that they can be conquered by mere and lowly mortals.
    
    
    MISC53
    
     Bowl of Water Elemental Control
    
     This magical bowl holds great power in that it grants the owner a certain 
     degree of control over magical creatures known as water elementals. As is the
     case with all elemental forces, this control can be turned towards either 
     good or evil, law or chaos. One would therefore be well advised to use 
     discretion when dealing with any such creatures.
    
    
    MISC54
    
     Child's Body
    
     This is the body of a child.
    
    
    MISC55
    
     Duke Eltan's Body
    
     Duke Eltan is extremely weak and lies here unconcious.
    
    
    MISC56
    
     Broken Weapon
    
     The iron crisis sweeping across the Sword Coast region seemingly knows no 
     mercy. This once fine weapon now lies in a jumbled heap of metal shards 
     before you.
    
    
    MISC57
    
     Broken Shield
    
     The iron crisis sweeping across the Sword Coast region seemingly knows no 
     mercy. This once fine shield now lies in a mangled heap of wood and metal 
     before you.
    
    
    MISC58
    
     Broken Armor
    
     This suit of armor, once a prized possession, is no longer fit for even a 
     skeleton. It has been pierced in several places and crushed in others. The
     wearer could not have survived the blows that caused such damage.
    
    
    MISC59
    
     Broken Miscellaneous
    
     Whatever this once was, it is now mangled beyond recognition.
    
    
    MISC60
    
     Spider's Body
    
     These gigantic spiders are even more disgusting dead than alive. Their
     bulbuous, crystalline eyes stare vacantly in your direction and, every now 
     and then, one of their eight chitinous legs twitches spasmodically.
    
    
    MISC61
    
     Bottle of Wine
    
     The label on this wine bottle reads "Marsember Blush - Fine Vintage" and 
     claims to be a fruity blend of spices and dew-flower fragrances. The vinyards 
     of Marsember are well known for their firm grapes which draw their flavor 
     from the fragrant salt air of the Sea of Fallen Stars.
    
    
    MISC62
    
     Dead Cat
    
     This unfortunate cat appears to have ventured too close to the tumultuous 
     waterfall in which you found it. Its wet and battered form is devoid of all 
     signs of life.
    
    
    MISC63
    
     Chew Toy
    
     Rufie's chew toy consists of moist and ragged scraps of flesh hanging from a 
     mangled bone of undiscernable origin. You think you can detect a few metal
     fragments amidst the gore but it is hard to be sure.
    
    
    MISC64
    
     Telescope
    
     While the physics behind a telescope have been well-known for some time, the 
     glass-grinding skills required to actually construct one are still quite 
     specialized. The lenses of this telescope are finely made, however, and its 
     collapsible tubing has obviously been wrought by someone well-versed in the 
     delicate art of jewel-setting and metalwork.
    
    
    MISC65
    
     Brage's Body
    
    
    MISC66
    
     Farmer Brun's son (DEAD)
    
    
    MISC67
    
     Brun's Dead Son
    
    
    MISC68
    
     Abela the Nymph
    
    
    MISC69
    
     Helshara's Artifact Fragment
    
     This item is a spell component required to create a Halruaan Skyship.
    
    
    MISC70
    
     Delorna's Statue
    
     This item is a spell component required to create a Halruaan Skyship.
    
    
    MISC71
    
     Delorna's Spellbook
    
     This item is a spell component required to create a Halruaan Skyship.
    
    
    MISC72
    
     The Claw of Kazgaroth
    
     Little is known about this item, other than that the claw itself was taken 
     from the corpse of the great beast Kazgaroth.  It has multiple enchantments 
     that all become activated when the claw is worn as a ring.  The image of the 
     wearer become blurred and more difficult to hit with weapons or target with 
     spells.  It has one drawback however, as it seems to fuel its power with the 
     blood of its wearer.  Because of this, the wearer of the claw will often be 
     more sickly and therefore more susceptible to poisons.
    
     STATISTICS:
    
     Armor Class:  +1 bonus
     Missile Armor Class bonus:  +4 bonus
     Save vs Death:  -4 penalty
     Save vs Wands:  +3 bonus
     Save vs Polymorph:  +3 bonus
     Save vs Breath: +3 bonus
     Save vs Spells:  +3 bonus
     Constitution modifier:  -2 penalty
    
    
    MISC73
    
     The Horn of Kazgaroth
    
     This horn is thought to be made from one of the tusks of the great beast 
     Kazgaroth.  Who imbued it with enchantments is unknown, but it is a very 
     potent item.  When blown upon, no sound issues from the horn.  Instead the 
     user of the horn is incased in a globe of power for a short duration.  The
     bubble gives the user partial magic resistance and a saving throw bonus, as 
     well as partially deflecting incoming missile attacks.  The effect only lasts 
     18 seconds, and the horn draws from the life force of the user everytime it 
     is used.
    
     STATISTICS:
    
     Immunity to first and second level spells
     Save vs Death:  +2
     Save vs Wands:  +2
     Save vs Polymorph:  +2
     Save vs Breath:  +2
     Save vs Spells:  +2
     Armor Class bonus vs missile attacks:  +5
     Damage done to user:  unknown
     Not Usable By:
       Cleric (any combination of cleric or druid cannot use this item)
       Druid
       Thief
    
    
    MISC74
    
     The Candle
    
    
    MISC75
    
     Dagger of Venom
    
     The dagger of venom is a potent blade favored by assassins all across the 
     Realms.  This particular dagger of venom was created for use by the Shadow 
     Thieves of Amn.  Everytime it hits an opponent it secretes a venom into the 
     blood stream of the creature.  The venom works quickly and efficiently.
    
     STATISTICS:
    
     Damage:  1D4 + 2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Poison Damage:  6 points per round
      Up to a total of 15 damage
     Weight: 2
     Speed Factor: 0
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    MISC76
    
     The Dream Potion
    
     Very few of these potions were ever manufactured, and the methods by which 
     they were has been lost.  Created during the times of Netheril for the upper 
     echelons of the churches, these potions would strip one of fortitude for an 
     increase in priestly abilities.
    
     STATISTICS:
    
     Constitution: -2
     Wisdom: +1
     Duration:  Permanent
     Only usable by:
      Clerics and Cleric Sub-Classes
    
    
    MISC77, MISC81
    
     Skull of Kereph
    
    
    MISC78
    
     Invitation
    
     This is an invitation to the Inauguration of the newest Grand Duke of 
     Baldur's Gate.  It will be held at the Duchal Palace.  Present this
     invitation to the guard at the gate and you will be allowed entrance.
    
     (This looks to be an important note, one that you should hold on to.)
    
    
    MISC79
    
     Female Body
    
     This is a dead body.
    
    
    MISC80
    
     Male Body
    
     This is a dead body.
    
    
    MISC82
    
     Ancient Armor
    
     This rusted set of armor must be centuries old.  From what you make of it, it 
     must have once been a magnificent set of plate armor.
    
    
    MISC83
    
     Key to River Plug
    
     This key is a magical instrument used to bypass the arcane glyphs that seal 
     the river plug on the first level of the mines.
    
    
    MISC84
    
     Boo
    
     Boo is a fuzzy little hamster.  While Minsc believes that Boo is a miniature 
     giant space hamster, you are rather certain that the tiny rodent is just a 
     normal hamster.
    
    
    MISC85
    
     Mulahey's Holy Symbol.
    
     Mulahey's Holy Symbol.  The symbol is a representation of the god Cyric.
    
    
    MISC86
    
     Bandit Scalp
    
     This is the scalp of a bandit.  Perhaps worth money to the right person.
    
    
    MISC87
    
     Contaminated Iron
    
     This iron looks to be coated in some sort of toxic substance.  Though just 
     speculation, you wonder if this could be what's been contaminating the iron 
     of the region.
    
    
    MISC88
    
     Rabbit's Foot
    
     This is Alora's lucky rabbit's foot.
    
    
    MISC89
    
     Edwin's Amulet
    
     This is Edwin's birthright, inlaid with his family stone.
    
    
    MISC90
    
     Chelak's Body
    
     This is the body of Chelak
    
    
    MISC99
    
     Plate Mail Armor (looks like a Girdle, equips as armor)
    
     This cursed spear will appear as a magical spear, however when a combat 
     situation arises, the wielder will attack an enemy and backbiter will attack 
     the wielder.  For every attack made, backbiter will attack the foe and also
     the wielder.  This is a powerful spear, but one must ask if it is worth it in 
     the end.  The only way that backbiter can be removed is by a Remove Curse
     spell.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Piercing
     Special:  3 (piercing) damage inflicted upon the wielder upon every 
               successful hit
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    MOONBOW
    
     Symbol of Sehanine Moonbow
    
     This magical symbol of the elven goddess, Sehanine Moonbow was given to those 
     elves of the Hand of the Seldarine who explored various nearby areas.  The
     wearer has the limited ability to cast divine magic, traps, and discern the 
     alignment of anyone or anything in the area.
    
     STATISTICS:
    
     5 charges of Find Traps
     5 charges of Know Alignment
    
     Not Usable By:
    
    
    MORADIN
    
     Staff of Moradin's Breath
    
     This staff was used sparingly by priests of Moradin during their darkest
     hours.  Enchanted by several high priests, the Staff of Moradin's Breath has 
     resurrected some of the greatest dwarven heroes of Dorn's Deep.  It was last 
     used to resurrect Creed Dorn, killed by elven archers and mages during a 
     battle near Kuldahar Pass. The staff was hidden in Lower Dorn's Deep to 
     prevent it from being stolen by orcs when they finally overran the dwarven 
     defenses.
    
     STATISTICS:
    
     Damage:  1D6+2
     THAC0:  +2
     Damage type:  Crushing
     Special:  Can cast Resurrect
     Weight:  3
     Speed Factor:  3
     Proficiency Type:  Quarter Staves
     Type:  2-handed
     Only Usable By:
       Cleric
    
    
    MSWORD
    
     Mordenkainen's Sword (the only spell effect that I've listed)
    
    
    MYSTERY
    
     Mystery of the Dead
    
     This front of this huge steel shield is decorated with black enameled 
     patterns and a single skull set in the center.  The interior of the shield is 
     etched with encrypted ancient writings.  The only legible words are at the 
     top, and read, "AND WHAT OF THE DEAD?"  The history of the item is completely 
     hidden from divination.
    
     STATISTICS:
    
     Armor Class Bonus: 4
     Special:
      +1 vs. Missile Weapons
      Special: Bearer is immune to Finger of Death and Power Word: Kill
     Weight: 20
     Only Usable By:
      Humans
      Half-Elves
     Not Usable By:
      Druid
      Thief
      Mage
      Bard
    
    
    NATURE
    
     Staff of Nature's Wrath
    
     A particularly militant group of Silvanite druids created this iron-shod
     staff to mete out nature's punishment on those who defile forests and show 
     disrespect towards druidic orders.  Silvanites typically used the staff on 
     priests of Malar and the other Gods of Fury.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0:  +1
     Damage type:  Crushing
     Special:  Can cast Entangle or Flame Strike
     Weight:  3
     Speed Factor:  3
     Proficiency Type: Quarter Staves
     Type:  2-handed
     Only Usable By:
       Druid
    
    
    NOTEKER
    
     Note to Kerish
    
     Kerish
    
     Kreg Frostbeard is dead, no thanks to you, and I now hold his badge of 
     office.  I, Joril Frostbeard, am now numbered among the six chosen of the 
     master! Once my plans have come to bear fruit I will have access to the 
     master himself. You would do well to remember that from this day forward, 
     worm.
    
     Also know that your lack of aid has not gone unnoticed.  Only your silence in 
     not reporting this to the master has kept you alive.  When the time is right 
     *I* will tell the master that I have taken my father's throne.  Until then 
     you will remain silent or you will die.  Those walls you hide behind will not 
     save you from my wrath. Betray me and I will crumble them about you and crush 
     the life from you!
    
     Joril
    
    
    NOTEKRI
    
     Note to Krilag
    
     Chief Krilag
    
     As you know by now, your master and creator is gone.  Malavon, Saablic's 
     associate, will now be handling all magical affairs in the dome north of the 
     Artisan's District.  You are the strongest of your kind, and thus it is to 
     you that I extend Saablic's badge of lieutenancy.  Use it as a symbol of the 
     authority that I have loaned to you.  If ever you and the others need to have 
     audience with me, you must bring your badge with you.  Think of it as a 
     key -- one of six keys to a lock.  Do not lose it.
    
     I am placing you and the other orogs in charge of defending the upper reaches 
     of Dorn's Deep.  It is your new home.  Do with it what you wish, but always 
     submit to my will and to the will of Ilmater.  Your nearest peer is Kreg 
     Frostbeard in Wyrm's Tooth.  If you are in need of assistance, call upon him
     and his kin for aid.  Defend the stronghold with your lives, for if you 
     survive in failure, your suffering will be monumental.
    
     If you have trouble understanding any portion of this letter, have Adinirahc 
     or one of the other drow mercenaries explain it to you.
    
     In the Blood of Our Father,
     RBP
    
    
    NYMDAGG
    
     Nym's Dagger
    
     Nym had this dagger made with nineteen others just like it when he brought a 
     bundle of unicorn horns, or alicorns, to a powerful dark elf enchanter in 
     Menzoberranzan.  The dark blue blade has no hilt, but the pommel is a large, 
     silver skull.  Dyed black illithid skin is wrapped around the handle, and 
     small sapphires are set into the skull's eyes.
    
     STATISTICS:
    
     Damage:  1D4+2
     THAC0:  +2
     Damage type:  Piercing
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    NYMSHLD
    
     Nym's Rhino Beetle Shield
    
     This shield was crafted from the tough exoskeleton of a giant rhinoceros 
     beetle. Naturally tough, it has been cured and reinforced by skilled duergar
     craftsmen. It looks and functions like a tower shield crafted from wood and
     metal, though it weighs much less.  Dark elven sorcerers have also added 
     enchantments to this particular shield, making it exceptionally resistant to
     blows and fire.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Special:  +1 vs. Missile Weapons
     Resistance Bonus: +15% Fire Resistance
     Weight: 5
     Not Usable By:
      Bard
      Mage
      Thief
    
    
    ORRSHLD
    
     Orrick's Rhino Beetle Shield
    
     This shield was crafted from the tough exoskeleton of a giant rhinoceros 
     beetle.  Naturally tough, it has been cured and reinforced by skilled duergar 
     craftsmen.  It looks and functions like a tower shield crafted from wood and 
     metal, though it weighs much less.  Orrick, a wizard from Kuldahar, enchanted 
     this shield to withstand an incredible assault.
    
     STATISTICS:
    
     Armor Class Bonus: 4
     Special:  +1 vs. Missile Weapons
     Weight: 5
     Not Usable By:
      Bard
      Mage
      Thief
    
    
    PEACEKE
    
     Peackeeper
    
     A tough bartender in Westgate named Righteous Tad commissioned the creation
     of this weapon to deal with his rowdier patrons.  Tad would normally pound 
     the club against the bar if things got out of hand, but he frequently had to 
     join the brawl to restore "order."  He is said to have clubbed so many 
     thieves over the head with the stick that no major criminal in Westgate could 
     honestly claim they had never felt Peacekeeper's sting.  One such criminal, a
     thug named Hellpin, took offense at the beating he received.  Hellpin trained 
     his dogs on Righteous Tad one foggy night.  Tad managed to kill more than 
     half of the canines before he was overborne and done in.  Hellpin kept the 
     club as a trophy in his hangout as a warning to those who might cross him.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Crushing
     Weight:  1
     Speed Factor:  2
     Proficiency Type:  Clubs
     Type:  1-handed
     Not Usable By:
      Mage
    
    
    PEASREW
    
     Peasant's Reward
    
     While serving Lord Geldon Adari at the Battle of Hollow Hills, an untrained 
     peasant soldier named Kallin fought bravely to overtake and capture an
     important enemy wizard at extremely high risk to his personal safety.  As a 
     reward for such incredible, selfless daring on Kallin's part, Lord Adari had 
     an ally enchant a magical halberd for Kallin.  The soldier also received a 
     small plot of land, which he oversaw as yeoman for the rest of his days.  
     When Kallin turned sixty, he passed the magical weapon to his young nephew,
     Vergarash.
    
     Statistics:
    
     Damage:  1D10 +2
     THAC0: +2
     Damage type:  Slashing
     Weight: 15
     Speed Factor:  7
     Proficiency Type:  Halberd
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    PELLON
    
     The Dire Old Lute of Pellon Kay
    
     Pellon Kay would never appear in history books for his musical talents.  If 
     it wasn't for his famous lute, no one would have remembered him at all.  Born
     in Sembia and raised in a musical family, Pellon Kay never took his 
     performances seriously.  Kay made dozens of enemies everywhere he went 
     because of his acidic wit and appetite for confrontation.  Sages believe that 
     Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to 
     be quite amusing.  The avatar of Talos watched Pellon start a fight with over
     twenty men in a bar one night.  As a gift for such destructive entertainment, 
     Talos touched the lute that was laying next to Pellon's unconscious body.  
     After that night, Pellon discovered that he could make men go berserk just by 
     playing his lute in their direction.  He took great delight in setting 
     mercenaries and sailors against each other for several weeks.  Eventually, 
     Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't 
     let Pellon get close enough to employ his magical lute.  The unknown warrior
     threw the lute into the Sea of Fallen Stars.
    
     STATISTICS:
    
     When played at a target, this lute casts Dire Charm.
    
     Only Usable By:
       Bard
    
    
    PERDIEM
    
     Brother Perdiem's Badge
    
     This black steel plate bears a silver engraving of Brother Perdiem's sigil, 
     the dove.
    
    
    PHILTER
    
     Philter of Purification
    
     This elven concoction will purify the drinker of any diseases spreading 
     through his body.
    
     STATISTICS:
    
     Cures Disease
    
    
    PIECE1
    
     Piece of Broken Machinery
    
     This seems to be a broken piece of some elaborate machine.
    
     STATISTICS:
    
     Weight:  25
    
    
    PIECE2
    
     Piece of Broken Machinery
    
     This seems to be a broken piece of some elaborate machine.
    
     STATISTICS:
    
     Weight:  25
    
    
    PIECE3
    
     Piece of Broken Machinery
    
     This seems to be a broken piece of some elaborate machine.
    
     STATISTICS:
    
     Weight:  25
    
    
    PIECE4
    
     Piece of Broken Machinery
    
     This seems to be a broken piece of some elaborate machine.
    
     STATISTICS:
    
     Weight:  25
    
    
    PLAT01, PLAT07, PLAT97, PLAT98, PLAT99, PLATBLK, PLATRED
    
     Plate Mail Armor
    
     Plate mail is a combination of chain armor with metal plates covering the 
     vital areas such as the chest, abdomen and groin.  Similar in construction to
     bronze plate mail, true plate mail comprises of chain and leather.
    
     STATISTICS:
    
     Armor Class: 3
     Weight: 50
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    PLAT02
    
     Plate Mail +1
    
     Plate mail is a combination of chain armor with metal plates covering the 
     vital areas such as the chest, abdomen and groin.  Similar in construction to 
     bronze plate mail, true plate mail comprises of chain and leather.  In 
     addition, this suit of plate mail is enchanted and gives additional bonuses 
     to the wearer's armor class.
    
     STATISTICS:
    
     Armor Class: 2
     Weight: 20
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    PLAT04
    
     Mithril Field Plate Armor +2
    
     Full plate armor is the best armor a warrior can buy, both in appearance and 
     protection. The perfectly fitted interlocking plates are specially angled to
     deflect arrows and blows, and the entire suit is carefully adorned with rich 
     engraving and embossed detail.
    
     STATISTICS:
    
     Armor Class: 0
     Weight: 70
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    PLAT05
    
     Full Plate Mail +1
    
     Full plate armor is the best armor a warrior can buy, both in appearance and 
     protection.  The perfectly fitted interlocking plates are specially angled to 
     deflect arrows and blows, and the entire suit is carefully adorned with rich 
     engraving and embossed detail.  With its magical enchantments, this suit of 
     full plate is ideal for warriors.
    
     STATISTICS:
    
     Armor Class: 0
     Weight: 35
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    PLAT06
    
     Ankheg Plate Mail
    
     This plate mail has been expertly crafted for you by Taerom Fuiruim of 
     Beregost. Sheathed in the chitinous scales of the ankheg, it provides a 
     greater degree of protection than traditional plate mail and is not
     succeptible to rust. As any world-weary adventurer will tell you, however, 
     the best appreciated aspect of ankheg mail is its light weight and low 
     encumbrance. Monsters come and go but fatigue is a constant enemy.
    
     STATISTICS:
    
     Armor Class: 1
     Weight: 25
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    PNULL
    
     Oil of Null Effect
    
     This potion is the result of derro savants meddling in magical unguents.  
     When it is smeared over the body of a living creature, it will nullify all 
     magical effects, including all curses, contingencies, and geas spells.
    
    
    POISON
    
     Vial of Mysterious Liquid
    
     This small, green vial contains a small quantity of an unidentifiable liquid.
     The thick and syrupy fluid seems to be somewhat congealed, yet is both 
     colorless and odorless.
    
    
    POKER
    
     Puny's Poker
    
     Puny was the smallest goblin of one of the most pathetic goblin tribes know 
     to ever exist.
    
     Although short, he made up for his lack of height in his cleverness.  During
     a goblin raid of a merchant caravan, he found a magic spear within one of the 
     wagons.  He took the spear and made some modifications that would inflict 
     deeper wounds upon striking its target.
    
     STATISTICS:
    
     Damage: 1D6 +3
     THAC0: +3
     Damage type: Piercing
     Weight: 5
     Speed Factor: 6
     Proficiency Type: Spear
     Type: Spear
     Not Usable By:
      Cleric
      Thief
      Mage
    
    
    PORTRAIT
    
     Portrait of Marketh
    
     This is a rolled up portrait of Marketh done in charcoal.  His pose is that 
     of an elegant statesman.
    
    
    POTATOES
    
     Sack of Potatoes
    
     This sack of potatoes was taken from the palace in Dorn's Deep.  The potatoes 
     have a few eyes sprouting from them, but otherwise look edible.
    
    
    POTN02
    
     Potion of Fire Resistance
    
     This potion bestows upon the person drinking it magical resistance to all
     forms of fire.  All damage that is applied from any fiery effect is reduced
     by an extra 50%.  This is on top of any other resistance the person might
     have.  The effect lasts for 10 turns, or until dispelled.
    
    
    POTN03
    
     Potion of Hill Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  19 (Hill Giant Strength)
    
    
    POTN04
    
     Potion of Frost Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  21 (Frost Giant Strength)
    
    
    POTN05
    
     Potion of Fire Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  22  (Fire Giant Strength)
    
    
    POTN06
    
     Potion of Cloud Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  23  (Cloud Giant Strength)
    
    
    POTN07
    
     Potion of Storm Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  24  (Storm Giant Strength)
    
    
    POTN08
    
     Potion of Healing
    
     When wholly consumed, this potion restores 9 hit points to the person.  The 
     effect is instantaneous and the potion is destroyed in the process.
    
    
    POTN09
    
     Potion of Heroism
    
     This potion is imbued with a powerful enchantment, which will simulate a 
     temporary increase in level.  The effect lasts for 10 turns which makes this 
     potion a powerful ally in a deadly combat.  This potion may only be used by 
     warriors.
    
     STATISTICS:
    
     Hit Points:  +10% (base only)
     THAC0:  Set to 90% of current base
     Duration:  10 turns
     Only usable by:
      Warriors and warrior subclasses (multi and dual also)
    
    
    POTN10
    
     Potion of Invisibility
    
     This potion confers invisibility similar to the second level wizard spell of 
     the same name.  Actions involving combat cause termination of the invisible 
     state.  Barring combat, the effects will last for 12 hours.
    
    
    POTN11
    
     Potion of Invulnerability
    
     This potion confers very high resistance to all attacks, while giving bonuses 
     to all saving throws.  The effects of the elixir last for 5 turns but can 
     only be used by warriors.
    
     STATISTICS:
    
     Armor Class:  set to 0
     Saving Throws:  +5 bonus
    
    
    POTN12
    
     Potion of Stone Giant Strength
    
     This potion can be used only by warriors.  When a giant strength potion is 
     consumed, the individual gains great strength and bonuses to hit and damage 
     while using any hand-held or thrown weapon.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Strength:  20  (Stone Giant Strength)
    
    
    POTN13
    
     Oil of Fiery Burning
    
     Once exposed to air, this oil will immediately burst into flame, inflicting 
     5D6 points of damage (save vs. breath for half) to all within the immediate 
     area around the potion.  It can be hurled up to around 40', at which point it 
     hits the ground and immediately explodes into a ball of fire.
    
    
    POTN14
    
     Oil of Speed
    
     This oil increases the movement and combat capabilities of the imbiber by 
     100%.  Thus, a movement rate of 9, becomes 18, and a character normally able 
     to attack once in a round attacks twice.  This does not reduce spellcasting 
     time however.  The duration of the effect is 5 turns.
    
    
    POTN15
    
     Red Potion
    
     Close examination reveals this liquid to be very peculiar in nature. It could
     be a sorcerors dream, but that would depend entirely on who you asked.  After 
     ingesting the mixture,  the drinker becomes the weakest, most unwise, yet 
     incredibly intelligent person to have ever lived, with an innate 50% magic 
     resistance as well.  The effects remain for an entire 24 hours, so think 
     carefully before unplugging the cork.
    
     STATISTICS:
    
     Intelligence:  set to 25
     Wisdom:  set to 3
     Strength:  set to 3
     Special:  +50% resistance to all magical damage
     Duration:  24 hours
    
    
    POTN16
    
     Violet Potion
    
     This is one of the oddest potions you have ever examined. Once drank, this 
     mixture causes one's muscles to immediately bulge to completely inhuman 
     proportions, titan like actually, while dexterity and constitution are both 
     reduced essentially to that of a slug.  The effect lasts for a full 24 hours, 
     so think carefully before quaffing this suspect drink.
    
     STATISTICS:
    
     Strength:  set to 25
     Dexterity:  set to 3
     Constitution:  set to 3
     Duration:  24 hours
    
    
    POTN17
    
     Elixir of Health
    
     The Elixir of Health is a powerful healing mixture designed to cleanse the 
     body of all impurities.  First it cures all poisons, then once the system has 
     been purged, the imbibed is cured by 10 hit points to speed the recovery 
     process.
    
    
    POTN18
    
     Potion of Absorbtion
    
     This potion, as would be expected, will absorb external attacks once it has 
     been consumed.  All blunt attacks made against the imbiber are cushioned, so 
     that only the strongest get through.  Also there is 100% immunity to all 
     electrical based attacks for the duration of the effect, which in this case 
     is 10 turns.
    
     STATISTICS:
    
     Armor Class:  +10 bonus to crushing attacks
     Electrical Resistance:  100% immunity
     Duration:  10 turns
    
    
    POTN19
    
     Potion of Agility
    
     This potion will raise the dexterity of the imbiber to 18, effecting armor 
     class and missle attack adjustment for the duration of the effect, in this 
     case 15 turns.
    
    
    POTN20
    
     Antidote
    
     As the name implies, this potion will neutralize any poison of which the 
     imbiber is currently suffering the effects.  The cleansing is instant and the 
     potion may only be used once.
    
    
    POTN21
    
     Potion of Clarity
    
     This potion will maintain clarity and order from encroaching chaos and 
     insanity.  After drinking this potion, the embiber feels an overwhelming 
     feeling of calm and purpose, such that he will be unaffected by threatening 
     influences such as feeblemind, confusion and charm.  This feeling will last 
     for the duration of the enchantment or until dispelled.
    
     STATISTICS:
    
     Special:  Prevents feeblemind, confusion, fear, and charm
     Duration:  5 turns
    
    
    POTN22
    
     Potion of Cold Resistance
    
     This potion will confer to the imbiber a 50% resistance to all cold based
     attacks for the duration of the enchantment, in this case 10 turns.
    
    
    POTN23
    
     Oil of Speed (cursed)
    
     This oddly murky oil would appear increase the movement and combat 
     capabilities of the imbiber by 100%.  Thus, a movement rate of 9, becomes 18, 
     and a character normally able to attack once in a round attacks twice.  This 
     does not reduce spellcasting time however.  The duration of the effect is 5 
     turns.
    
    
    POTN24
    
     Potion of Defense
    
     This potion is similar to the potion of invulnerability in that it improves 
     the armor class of the imbiber.  The effect lasts for 10 turns.
    
     STATISTICS:
    
     Armor Class:  set to 0
     Duration:  10 turns
    
    
    POTN25
    
     Potion of Healing (cursed)
    
     When wholly consumed, this oddly murky potion appears to restore 9 hit points 
     to the person.  The effect is instantaneous and the potion is destroyed in 
     the process.
    
    
    POTN26
    
     Potion of Explosions
    
     This potion is a vial of pain as it will explode into a burning ball of fire 
     upon impact.  Keep it in a safe place lest ye meet an untimely end.
    
     STATISTICS:
    
     Damage:  6D6  (save vs. spell for half)
     Area:  40 ft radius
    
    
    POTN27
    
     Potion of Firebreath
    
     By drinking the potion of firebreath, it magically transforms the throat so 
     that it is capable of a giant breath of fire spewing forth in an arc.  The 
     effect does 6D10 damage to the target with a save vs. breath weapon for half.
    
    
    POTN28
    
     Potion of Fortitude
    
     Once consumed, this potion will cause a surge of energy to travel through the 
     body raising the drinkers constitution to 18.  This provides all the bonuses 
     of having a high consitution such as hit points for the duration of the 
     effect, which is 15 turns.
    
    
    POTN29
    
     Potion of Genius
    
     Very much as the name implies, this potion will increase the intelligence of 
     the imbiber by 4 points up to a maximum of 25.  The effect will last the full 
     duration which is 15 turns, or until dispelled.
    
    
    POTN30
    
     Potion of Infravision
    
     This potion will grant the person drinking it the ability to see in the 
     infrared spectrum up to 120 ft, namely infravision.  The effect will last for 
     20 turns or until dispelled.
    
    
    POTN31
    
     Potion of Insulation
    
     This potion will embue the person drinking it with 50% resistance to 
     electrical damage.  The effect will last for 10 turns or until dispelled.
    
    
    POTN32
    
     Antidote (cursed)
    
     As the name implies, this potion appears to neutralize any poison of which 
     the imbiber is currently suffering the effects.  The cleansing is instant and 
     the potion may only be used once.  Although the color seems strange somehow.
    
    
    POTN33
    
     Potion of Magic Blocking
    
     This powerful elixir imbues the drinker with immunity to all spells up to and 
     including 5th level.   At the same time all spell effects of 5th level and 
     lower are removed from the embiber.  The effect will only last for 5 rounds 
     however, so careful timing is necessary.
    
    
    POTN34
    
     Potion of Magic Shielding
    
     This potion will leave the drinker with 50% resistance to all magic, which
     can be a blessing or a curse.  The effect will last for 10 turns or until
     dispelled.
    
    
    POTN35
    
     Potion of Magic Shielding
    
     This powerful elixir embues the drinker with 50% resistance to all forms of 
     magical damage.  The effect lasts for 3 turns, making this potion slightly 
     more battle specific.
    
     STATISTICS:
    
     Damage:  +50% resistance to all forms of magical non-physical damage
     Special:  All saving throws are made automatically
     Duration:  3 turns
    
    
    POTN36
    
     Potion of Master Thievery
    
     This potion will temporarily transform the drinker into a master thief.  The 
     skills that are effected are picking locks and picking pockets, which are 
     increased signifigantly.  The effect will last for 3 hours, however only 
     thieves and bards may use this potion.
    
     STATISTICS:
    
     Lock Picking:  +40% bonus
     Pick Pockets:  +40% bonus
     Duration:  3 hours
    
    
    POTN37
    
     Potion of Mind Focusing
    
     This potion will imbue the drinker with the ability to focus the mind 
     unerringly towards any task that needs to be performed.
    
     STATISTICS:
    
     Intelligence:  +3 bonus
     Dexterity:  +3 bonus
     Duration:  12 hours
    
    
    POTN38
    
     Potion of Mirrored Eyes
    
     This potion will protect the drinker from all forms of petrification 
     including gaze attacks.  The effect will last for 10 rounds or until 
     dispelled.
    
    
    POTN39
    
     Potion of Perception
    
     This potion heightens the sensory perception of the drinker, which allows 
     delicate tasks to be performed better.  The effect is to make certain 
     thieving skills more likely to succeed.
    
     STATISTICS:
    
     Find/Remove traps:  +20% bonus
     Pick pockets:  +20% bonus
     Pick locks:  +20% bonus
     Hide in shadows:  +20% bonus
     Duration:  6 hours
     Only Usable By:
      Thief(Single, Multi, Dual)
    
    
    POTN40
    
     Potion of Invulnerability
    
     This potion confers very high resistance to all attacks, while giving bonuses 
     to all saving throws.  The effects of the elixir last for 5 turns but can 
     only be used by warriors.
    
     STATISTICS:
    
     Armor Class:  set to 0
     Saving Throws:  +5 bonus
    
    
    POTN41
    
     Potion of Power
    
     This powerful elixir is similar to the potion of heroism in that it 
     effectively raises the embibers level and it can be used by all character 
     classes.  This affects hit points, THACO and thieving abilities although it 
     does not raise the backstab multiplier.  This effect is applied to the base, 
     before any attribute modifiers are added.
    
     STATISTICS:
    
     THAC0:  Set to 80% of current base
     Hit Points:  +20% temporary (base only)
     Hide in shadows:  +20% (base only)
     Pick pockets:  +20% (base only)
     Pick locks:  +20% (base only)
     Find/Remove traps:  +20% (base only)
     Duration:  4 turns
     Not usable by:
    
    
    POTN42
    
     Potion of Regeneration
    
     This is a powerful elixir that imbues the drinker with the regeneration 
     ability similar to that of a troll, wounds literally closing over and healing 
     as you watch.  The effect, which lasts for 3 turns, is to regenerate 2 hit 
     points per round.
    
    
    POTN43
    
     Potion of Insight
    
     It will be as if a higher being had stepped into the drinkers head, filling 
     it with intuitive thoughts and amazing insights.  The effect is to raise the 
     wisdom of the person to 18 for approximately 6 hours or until dispelled.
    
    
    POTN44
    
     Potion of Strength
    
     This potion will give the drinker a surge of energy such that the muscles 
     will seem to ripple and bulge, coursing with magical energy.  The effect is 
     to raise the strength of the imbiber to 18 for approximately 20 turns, or
     until dispelled.
    
    
    POTN45
    
     Potion of Freedom
    
     This potion acts like the spell free action when consumed.  The drinker 
     becomes completely immune to any effects which hinder action or movement 
     whether it is magical in origin or not.  The duration of the potion is 10 
     turns.
    
    
    POTN46
    
     Potion of Stone Form
    
     Drinking this potion is much like the transformation one would go through if 
     she were turned to stone.  Skin color, stiffness, even the feeling that is 
     received from the body, stone.
    
     STATISTICS:
    
     Armor Class:  set to 0
     Saving Throws:  +3 bonus
     Dexterity:  -3 penalty
     Duration:  5 turns
    
    
    POTN47
    
     Marek's Potion of Antidote
    
     Marek's potion looks to have 10 uses.  More powerful than a normal potion of 
     antidote, this potion would neutralize even the most lethal of poisons.
    
    
    POTN48
    
     Vial of Mysterious Liquid
    
     This potion contains a strange green substance similar to residue you have 
     seen in some of the mining carts. The liquid inside appears to very slightly 
     discolor iron that it comes in contact with, and is likely related to the 
     mysterious "plague" that renders smelted weapons and tools brittle. The 
     Kobolds you killed must have tainted all the ore leaving the mine, though it 
     is unlikely they would have concocted this plan themselves.
    
    
    POTNCLR1
    
     Potion of Clear Purpose
    
     Very few of these potions were ever manufactured, and the methods by which 
     they were has been lost.  Created during the times of Netheril for the upper 
     echelons of the churches, these potions would strip one of fortitude for an 
     increase in priestly abilities.
    
     STATISTICS:
    
     Constitution: -2
     Wisdom: +1
     Duration:  Permanent
     Only usable by:
      Clerics and Cleric Sub-Classes
    
    
    POTNMARE
    
     Marek's Potion of Antidote
    
     Marek's potion looks to have 10 uses.  More powerful than a normal potion of 
     antidote, this potion would neutralize even the most lethal of poisons.
    
    
    PRESDAG
    
     Presio's Dagger
    
     Presio's dagger was obviously only for ceremonial functions, as her unholy 
     vows prohibited her from using edged weapons in combat.  She received this 
     weapon as a gift upon attaining the rank of Most Debilitating Holiness.  The 
     blade has been enchanted to make it especially sharp and venomous.
    
     STATISTICS:
    
     Damage:  1D4 +2
     THAC0: +2 bonus
     Damage type:  Piercing
     Special: Target is poisoned when struck (Save vs. Death none)
     Weight: 1
     Speed Factor: 0
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
      Paladin
    
    
    PRESROB
    
     Necromancer's Robe
    
     This robe's plain nature hides the power that the item imparts to its wearer.  
     The Necromancer's Robe was previously owned by a wizard from Luskan who was a 
     member of the Host Tower of the Arcane.  He created the item to protect him 
     as he went in search of exotic items for his research.  Its power did not 
     save him when he got into an argument with a high-ranking member of the
     Plague Rats, an organization of vile thieves and assassins in service of 
     Talona.  Presio bought the robe from the murderer several years later.
    
     STATISTICS:
    
     Armor Class: 8
     Magic Resistance: 3%
     Saving Throw:  +3 bonus vs. paralyze/poison/death magic
     Weight:  6
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    PTION2K
    
     Potion of Power, Wizard (these tend to crash the game!)
    
    
    PTION2L
    
     Potion of Power, Priest
    
    
    PTION2M
    
     Potion of Power, Rogue
    
    
    PTION2N
    
     Potion of Power, Warrior
    
    
    PTION41
    
     Potion of Power
    
    
    PWARJ
    
     Presio's War Journal
    
     A list of scribbled notes...
    
     * Marketh - Leader of an unconfirmed slave force.  Formerly a thief and 
       assassin occasionally working for various mercenary companies.
     * Malavon (Many Eyes?) - Sorceror of great power.  Usurper.  Drow?
     * Shikata - Beast from the elemental plane of fire.  Relationship unknown.
     * Arundel - Spiritual "leader" of Kuldahar.  Archdruid.  To be removed before 
       he seeks aid.
     * Hrothgar - Effective leader of Easthaven.  Could be trouble.  Suspect Old 
       Enemy may remove him.
     * Everard - Priest of Tempus in Easthaven.  Hard to read.  May need to 
       remove.  Could incite barbarians and locals to fight.
     * Frost Giants - Relationship unknown.  Believed to be making deal with Old 
       Enemy.
     * Maiden Ilmadia - Elven warrior (virgin?)  Strange.  Seen skulking by the 
       Severed Hand.
     * Orrick - Mage from Kuldahar.  Secretive.  Probably no threat.
     * Brother Poquelin - Traveling priest of Ilmater.  Strange icons on clothes.  
       Relationship unknown.
    
     Roster: 1 score lizardmen, 1 score trolls. 3 score cold wights, 5 undead 
     lieutenants, 5 histachii, et al.
    
    
    RAZOR
    
     Container of Razorvine Extract
    
     This container is almost completely pitch black, with a slight translucency 
     that reveals what appears to be an equally dark liquid contained inside.  An 
     inscription, barely readable from wear to the bottle reads "Container of 
     Razorvine Extract / Property of Mourns-for-Trees".
    
    
    REAVER
    
     The Snow Maiden's Reaver
    
     The only material parts of this icy weapon are the hilt, grip, and pommel, 
     wrought from shining silver and steel.  It was created in 1099 DR by the 
     chosen of Auril, Ihanora the Merciful.  Ihanora roamed the north, leading 
     ruthless attacks against all those who attempted to find solace from the cold 
     or fight its effects.  She traveled with a motley crew of yetis, polar worms, 
     frost giants, and a white dragon, freezing everything in her wake.  Ihanora 
     was defeated in 1108 DR by the notorious Red Mask Brigade, headed by the
     ruthless killer known as Bitter Harley.
    
     STATISTICS:
    
     Damage:  2D4 +2
     THAC0: +2
     Special: 2% chance of turning the target to solid ice
     Damage Type:  Cold
     Weight:  10
     Speed Factor:  6
     Proficiency Type:  Great Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    REDEMT
    
     War Hammer: 'Redemption'
    
     This war hammer was enchanted by the church of Torm to return charmed wayward 
     combatants to their standard allegiance.  High priests of Torm typically held 
     the hammer in battle, keeping an eye out for anyone who might be swayed to 
     attack his or her comrades through magic.  Redemption was lost when the last 
     high priest to hold the weapon, Ardo Meller, was killed in the Battle of 
     Black Lawns, 1230 DR.  It is believed that agents of the draconic god 
     Tchazzar dragged the weapon from the scene.
    
     STATISTICS:
    
     Damage:  1D4 +5
     THAC0:  +4
     Damage type:  Crushing
     Special:  Dispels Charm and Dire Charm effects on creatures hit
     Weight:  6
     Speed Factor:  1
     Proficiency Type:  Hammer
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    REZNATH
    
     Reznath's Journal
    
     I knew not of fear until today.  It was not taught in my youth, nor acquired 
     through my years.  Yet, somehow, it has suddenly arrived at my door, ready to 
     consume all that which I have valued, and all that I have loved.  The humans, 
     the elves... only they capable of such character, only they able to bend when 
     those around them needed them the most, only they.  I cannot face my people
     now, for I am a changed man, and I will not return to accept that of which I 
     am undeserving.  Please forgive me.
    
    
    RING01, RING94, RING95, RING97, RING98, RING99, RINGKORA
    
     Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession.
    
    
    RING02
    
     Ring of Fire Resistance
     
     This magical ring grants the wearer partial immunity to damage by fire.
    
     STATISTICS:
    
     Fire Resistance:  +40%
     Not usable by:
    
    
    RING03
    
     Ring of Animal Friendship:  'Druid's Ring'
    
     A druid order in Cormanthor is said to cautiously guard the secret to the 
     construction of these rings, which have never been seen in the possession of 
     anyone outside their immediate membership.  How this particular ring escaped 
     the protection of their forest is unknown, but there are rumors that an
     outcast could have brought it into exile with him.
    
     STATISTICS:
    
     Special:  Charm animal unless save vs. wands
     Range:  40 ft
     Area:  1 animal
     Duration:  10 turns
    
    
    RING04
    
     Ring of Clumsiness:  'The Jester's Folly'
    
     The most notorious owner of this ring made a substantial living exploiting 
     its cursed nature.  Gregoria the Foole, a jester by trade, would use his 
     incomparable sleight of hand to switch this ring with that of a patsy taken 
     from his audience.  The rest of his performance would involve the mocking of 
     the newly clumsy individual, much to the delight of their comrades.  The ring 
     was removed (by a method known only to the wily Jester) only once the stooge 
     had promised no reprisals for the treatment he had received; though Gregoria 
     frequently still had to make a hasty retreat.  His last known performance was 
     rumored to have been an ill-humored mage in Zhentil Keep; a show from which 
     he did not flee quite fast enough.
    
     STATISTICS:
    
     Dexterity:  reduced by 50%
     Stealth:  reduced by 50%
     Spells:  75% casting failure
     Special:  can only be removed by a 'remove curse' spell
    
    
    RING05
    
     Ring of Invisibility:  'Sandthief's Ring'
    
     Held by a master thief for the better part of a generation, this ring was put 
     to bold use in the markets of Waterdeep. Working a crowd in broad daylight,
     the rogue would steal countless numbers of purses from nobles, replacing them 
     with bags of sand so the theft would go unnoticed. His identity was never
     known, but the name "Sandthief" was cursed loudly in its stead. It is rumored
     he retired, and now lives among the nobles he used to rob.
    
     STATISTICS:
    
     Special:  Wearer becomes invisible until an attack is made, then the ring must
     be removed and put on to become invisible again.
     Not usable by:
    
    
    RING06
    
     Ring of Protection +1
    
     This magical ring provides the wearer with additional protection.
    
     STATISTICS:
    
     Armor Class:  +1 bonus
     Saving Throws:  +1 bonus
     Not usable by:
    
    
    RING07
    
     Ring of Protection +2
     
     This magical ring provides the wearer with additional protection.
    
     STATISTICS:
    
     Armor Class:  +2 bonus
     Saving Throws:  +2 bonus
     Not usable by:
    
    
    RING08
    
     Ring of Wizardry:  'Evermemory'
    
     Long ago, a grand wizard from Amn was rumored to have defied Mystra's
     limitations on the magical arts.  Legends spoke of this wizard being able to 
     cast spells without the limitation of memorization.  In the end it was found 
     that his powers stemmed from the several magical rings that he had made for 
     himself.  His proclaimed "everlasting memory" was a hoax, though his rings 
     continue to be one of the most sought after items in the Realms.
    
     STATISTICS:
    
     Spells:  Doubles the amount of 1st level spells a mage can memorize
     Only usable by:
     Mage
    
    
    RING09
    
     Ring of Free Action:  'Edventar's Gift'
    
     This ring was given to the reef scavenger and hunter known only as Edventar, 
     by a group of aquatic elves long his friends.  His help in routing the 
     "Pirate Queen" of Dambrath was instrumental in their survival, though 
     Yenandra continues to be feared anywhere the water meets land.
    
     STATISTICS:
    
     Special:  The wearer is immune to everything,  magical and otherwise, that 
               effects mobility in any way, although can still be hasted.  Be 
               aware, however, this will also protect the wearer from beneficial 
               effects such as those received from the boots of speed.
    
    
    RING10
    
     Gold Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession.
    
    
    RING11
    
     Silver Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING12
    
     Onyx Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING13
    
     Jade Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING14
    
     Greenstone Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING15
    
     Bloodstone Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING16
    
     Angel Skin Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING17
    
     Flamedance Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING18
    
     Fire Opal Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING19
    
     Ruby Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RING20
    
     Ring of Energy:  'The Victor'
    
     Crafted by Drow mages of the Underdark, this weapon was used in an arranged 
     battle between two rival houses.  Each combatant was allowed to use a single 
     magic item to aid his efforts.  This ring was the weapon used by the victor 
     of the contest, though he never laid hands on it.  It was worn by his sibling 
     and fired from the crowd, striking his opponent squarely in the back.  
     Everyone witnessing agreed it was a brilliant interpretation of the rules.
    
     STATISTICS:
    
     Damage:  2D6 (no save)
     Range:  120 ft
     Area: 1 creature
    
    
    RING21
    
     Ring of Infravision:  'Topsider's Crutch'
    
     Merchants that dare the risks of trading with the Drow of the Great Rift are 
     often given these items to aid in their movements underground.
    
     STATISTICS:
    
     Special:  The wearer gains the ability of infravision up to 120 ft
    
    
    RING22
    
     Ring of Holiness:  'Honorary Ring of Sune'
    
     Rings of this type were given to faithful priests of Sune who demonstrated 
     actions of astounding integrity and kindness.
    
     STATISTICS:
    
     Spells:  Grants an extra spell of each level from 1st to 4th
     Only usable by:
     Cleric
     Druid
    
    
    RING23
    
     Ring of Folly:  'Discipliner'
    
     Oft the bane of the careless mage, this ring was actually used to promote 
     humility.  Hergat Norin, a grand wizard of Narfell, would give the 
     Discipliner to his most skilled, and most egotistical, students.  Through 
     their blind arrogance they would mistake the ring as a reward for their 
     "obvious brilliance," and not the punishment of a disapproving teacher.
    
     STATISTICS:
    
     Intelligence:  set to 3
     Wisdom:  set to 3
     Special:  infects the wearer with feeblemind
       can only be removed with a 'remove curse' spell
    
    
    RING25
    
     Koveras' Ring of Protection
    
     Ring of protection +1:  This magical ring provides the wearer with additional 
     protection.
    
     STATISTICS:
    
     Armor Class:  +1 bonus
     Saving Throws:  +1 bonus
     Not usable by:
    
    
    RINGCOP
    
     Copy of Marketh's Ring
    
     This ring is almost identical to one that Marketh wears.  It was constructed 
     by Norl, a hobbled gem cutter in Dorn's Deep.
    
    
    RINGELF
    
     The Elfbone Ring of Kiran-Hai
    
     Upon cursory examination, this ring appears to be made of ivory.  Study 
     reveals that the thick band is actually made of well-tooled elf bone.  It 
     bears the repeating angular geometric patterns that the long-dead craftsmen 
     of Myth Lharast were known for.  Considered plain by modern elven standards, 
     the ring was a gift to Kiran-Hai, Circle Singer of Angharradh and Ward 
     Mistress of the Arboreal Tombs in Myth Lahl.  The name of its creator has 
     been lost.  It is believed to have been stolen from the Arboreal Tombs some 
     time after Myth Lharast fell.
    
     STATISTICS:
    
     +2 to Save vs. Paralyze, Poison, and Death Magic
     Immunity to Finger of Death and Death Spell
     Not usable by:
       Evil Characters
    
    
    RINGFIR
    
     Ring of Fire Resistance
     
     This magical ring grants the wearer partial immunity to damage by fire.
    
     STATISTICS:
    
     Fire Resistance:  +40%
     Not usable by:
    
    
    RINGJOIA
    
     Joia's Flamedance Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RINGJOS
    
     Joseph's Greenstone Ring
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare
     rings have had enchantments placed upon them that confer various magical
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession.
    
    
    RINGKON
    
     Kontik's Ring of Wizardry
    
     Kontik, a powerful wizard in the service of Auril, claimed this ring from a 
     defeated enemy wizard, Nill the Infernal.  An archmage who specialized in 
     fire magic, Nill created the ring over a period of five years.  The powerful 
     item aided Nill in his far-ranging travels.  Unfortunately for Nill, it did 
     not protect him from Kontik's powerful minions and spells.  It is constructed 
     of an extremely unusual grayish-white metal called tungsten.
    
     STATISTICS:
    
     Doubles the amount of 1st level spells a mage can memorize
     Doubles the amount of 2nd level spells a mage can memorize
     Only usable by:
       Mage (Single, Dual-, and Multi-)
    
    
    RINGPAN
    
     Ring of Pain Amplification
    
     This cursed ring fuses itself to the wearer's finger, only coming off if a 
     Remove Curse spell is used on the wearer.  While it is in use, the wearer 
     suffers extra damage from all melee attacks.  Lovitarians are known to create 
     these items and distribute them throughout the realms for their own 
     amusement.
    
     STATISTICS:
    
     Resistance Penalties:
       -20% Slashing Resistance
       -20% Piercing Resistance
       -20% Crushing Resistance
    
    
    ROBEANG
    
     Robe of Agony
    
     These heavy robes were a gift from Sister Calliana for saving the soul of the 
     Voice of Durdel Anatha.  They were originally worn by a repentant evil 
     sorcerer who had destroyed a village for his own dark purposes.  They are as 
     white as snow and appear soft and supple.
    
     STATISTICS:
    
     Armor Class:  5
     Special:  User is always under the effects of a Symbol of Pain, as though 
               being pierced by thorns at all times.  +15 hit points while 
               equipped.
     Weight: 35
     Only Usable By:
      Good characters
      Cleric (Single, Dual-, and Multi-)
      Mage (Single, Dual-, and Multi-)
    
    
    ROBEINV
    
     Robe of the Good Archmagi
    
     This powerful Mage Robe offers protection from all forms of physical attack 
     while at the same time increasing one's magical resistance and saving throws. 
     Due to the nature of its enchantment, it can only be worn by mages of good 
     alignment.
    
     STATISTICS:
    
     Armor Class:  5
     Magic Resistance:  5%
     Saving Throw:  +1 bonus
     Weight:  6
     Only usable by:
     Mage (single, dual, & multi-class)
     Good-aligned characters
    
    
    SCACID
    
     Acid Storm
     (Evocation)
     Level: 7
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 7
     Area of Effect: 20-foot radius
     Saving Throw: 1/2
     This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit 
     points of damage each round for the first three rounds, 1-6 hit points for
     the next three rounds, and 1-8 hit points for each round thereafter. Moving 
     out of the area of effect does not stop the damage - the acid adheres to the 
     skin, and any creatures in the area of effect when the Acid Storm is cast 
     continue to suffer damage as long as the spell duration lasts. Creatures make 
     a saving throw vs. spell every round after they have been hit by the 
     cloud - if successful, they only take half-damage (for that round only).
    
    
    SCAMS
    
     Antimagic Shell
     (Abjuration)
     Level: 6
     Range: Caster
     Duration: 1 turn/level
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: None
     This spell surrounds the caster with an invisible barrier that moves with 
     him. This barrier makes the wizard immune to any magical attacks, but it 
     prevents the wizard from casting spells out of the shell.
    
    
    SCBLANK
    
     Mind Blank (Abjuration)
     Level: 8
     Range: Caster
     Duration: 1 Day
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: None
     In the interests of one's self-control and privacy, Mind Blank shields a 
     creature's mind from almost any mental effect - Charm, Command, Domination, 
     Fear, Feeblemind, and any scrying by crystal balls or other divination 
     methods.
    
    
    SCBLOO
    
     Beltyn's Burning Blood
     (Necromancy)
     Level: 4
     Range: Sight of Caster
     Duration: 2 rounds
     Casting Time: 4
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell turns a target's blood to flame, doing 3-12 hit points of damage 
     every round. The target gets to save vs. spell every round at -3; if 
     successful, the spell is cancelled. This spell does not work against undead 
     or extraplanar creatures that do not have blood (such as elementals). If the 
     creature is resistant to fire, this resistance will lower or nullify the 
     damage from this spell.
    
    
    SCCEE
    
     Conjure Earth Elemental
     (Conjuration/Summoning)
     Level: 5
     Range: Sight of Caster
     Duration: 1 turn/level
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     This spell allows the caster to summon an elemental from the Elemental Plane 
     of Earth and bind it to his will. This elemental will fight on behalf of the 
     caster until the spell duration expires or the elemental is destroyed.
    
    
    SCCFE
    
     Conjure Fire Elemental
     (Conjuration/Summoning)
     Level: 5
     Range: Sight of Caster
     Duration: 1 turn/level
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     This spell allows the caster to summon an elemental from the Elemental Plane 
     of Fire and bind it to his will. This elemental will fight on behalf of the 
     caster until the spell duration expires or the elemental is destroyed.
    
    
    SCCHAO
    
     Chaos (Enchantment/Charm)
     Level: 5
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 5
     Area of Effect: 20-foot radius
     Saving Throw: Special
     The effects of this spell are identical to the 4th level spell Confusion in 
     all respects.  The victims wander around as if in a daze, sometimes wandering 
     away, sometimes attacking, either friend or foe.  If the victim is 4th level 
     or lower, he does not receive a saving throw versus the effects.  However if 
     the victim is 5th level or higher, he receives a save vs. spell at -4.  The 
     spell lasts for the duration or until a successful dispel magic is cast.
    
    
    SCCLITE
    
     Chain Lightning
     (Evocation)
     Level: 6
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 5
     Area of Effect: Special
     Saving Throw: 1/2
     This spell releases a burst of electrical energy at a target; unlike the 
     Lightning Bolt spell, however, once the bolt strikes the initial target, the 
     electricity then jumps to the next nearest creature (friend or foe), losing a 
     small amount of energy with each additional strike until it is expended. The 
     bolt initially inflicts 1-6 hit points of electrical damage/level of the 
     caster, to a maximum of 12-72 points of damage. Each 'jump' the bolt makes 
     reduces the damage by 1-6. Each creature that is hit is allowed a saving 
     throw vs. spell for half damage.
    
    
    SCCOUR
    
     Emotion: Courage
     (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 5 turns
     Casting Time: 4
     Area of Effect: 10-foot radius
     Saving Throw: Neg.
     This spell creates the emotion of courage within the area of effect. All 
     creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and 
     +5 temporary hit points (which can put them above their maximum hit points). 
     This spell nullifies all fear effects within the area of effect at the time 
     of casting.
    
    
    SCCWE
    
     Conjure Water Elemental
     (Conjuration/Summoning)
     Level: 5
     Range: Sight of Caster
     Duration: 1 turn/level
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     This spell allows the caster to summon an elemental from the Elemental Plane 
     of Water and bind it to his will. This elemental will fight on behalf of the 
     caster until the spell duration expires or the elemental is destroyed.
    
    
    SCDECA
    
     Decastave
     (Evocation)
     Level: 2
     Range: Caster
     Duration: 1 round/level
     Casting Time: 2
     Area of Effect: Caster
     Saving Throw: None
     This spell creates a staff of force in the caster's hand. It is treated as a 
     magical weapon, doing 1-6 hit points of damage per hit, and it can hit 
     creatures immune to normal weapons. It is a staff, however, so if the caster 
     does not have a proficiency in staff weapons, then the Decastave is used at a 
     penalty. The staff also has the power to drain a target of 1-2 hit points on 
     the first strike. These hit points are added to the caster's, but they can 
     only heal damage the caster has taken; they will not raise his hit points 
     beyond his normal maximum.
    
    
    SCDFOG
    
     Death Fog
     (Alteration, Evocation)
     Level: 6
     Range: Sight of Caster
     Duration: 15 rounds
     Casting Time: 6
     Area of Effect: 20-foot radius Fog
     Saving Throw: None
     This spell brings forth a billowing cloud of acidic fog. This fog does one 
     hit point of acid damage to creatures (living or dead) on the first round of 
     contact, two hit points on the second round, four on the third, and eight on 
     the fourth and succeeding rounds. Any creature caught in the area effect that 
     fails its saving throw moves at 1/2 speed until they exit the cloud.
    
    
    SCDISI
    
     Disintegrate (Alteration)
     Level: 6
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 6
     Area of Effect: 1 Creature
     Saving Throw: Neg.
     The spell makes a creature... vanish. When cast, a thin green ray shoots 
     forth from the caster to the target, who will be disintegrated unless they 
     make a saving throw vs. spell. This spell works on undead creatures. 
     Disintegrated characters cannot be resurrected - they are gone forever.
    
    
    SCDMS
    
     Demi-Shadow Monsters
     (Illusion/Phantasm)
     Level: 5
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 5
     Area of Effect: 20-foot cube
     Saving Throw: None
     This spell is similar to the 4th level wizard spell, Shadow Monsters, except 
     the summoned creatures are much more powerful, with 40% of the hit points of
     their real-world counterpart.
    
    
    SCDOMI
    
     Domination
     (Enchantment/Charm)
     Level: 5
     Range: Sight of Caster
     Duration: 12 hours
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: Neg.
     The domination spell enables the caster to control the actions of any 
     creature while the spell is in effect.  This control is maintained through a 
     telepathic link between the caster and the victim.  Unlike the 4th level 
     priest spell mental domination, the target has no option for release, even if 
     made to do something against his morals, except of course a dispel magic.  
     The target gets a saving throw vs. spell at -2 in order to avoid the effect.
    
    
    SCDSPEL
    
     Death Spell
     (Necromancy)
     Level: 6
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 6
     Area of Effect: 30-foot radius
     Saving Throw: None
     This spell snuffs out the lives of creatures in the area of effect. The 
     weaker the creatures, the more are affected. For example, this spell could 
     kill 4-80 goblins within the area of effect, 2-40 lizard men, 2-8 ogres, or 
     1-4 trolls. This spell does not affect undead creatures. Characters slain by 
     a Death Spell cannot be resurrected - they are gone forever.
    
    
    SCEMOT
    
     Emotion: Hope
     (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 5 turns
     Casting Time: 4
     Area of Effect: 10-foot radius
     Saving Throw: Neg.
     This spell creates the emotion of hope within the area of effect. All 
     creatures affected by the spell gain a morale boost, and +2 on their saving 
     throws, attack rolls and damage rolls.
    
    
    SCFEAR
    
     Emotion: Fear
     (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 5 rounds
     Casting Time: 4
     Area of Effect: 10-foot radius
     Saving Throw: Neg.
     This spell creates the emotion of fear within the area of effect. All 
     creatures affected by the spell flee for 5 rounds.
    
    
    SCFEEB
    
     Feeblemind (Enchantment/Charm)
     Level: 5
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: Neg
     This spell turns a target into a gibbering idiot,which lasts until a Dispel
     Magic is cast upon him.  The victim is allowed a saving throw vs. spells at 
     -2 to resist being stupefied.  Feebleminded individuals cannot cast spells.  
     The priest spell Heal will remove Feeblemind from an afflicted character.
    
    
    SCFING
    
     Finger of Death
     (Necromancy)
     Level: 7
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: Neg.
     The caster utters the finger of death incantation, points his index finger at 
     the creature to be slain, and unless the victim fails a saving throw vs. 
     spells, the victim dies instantly.  Even if the save is successful, however, 
     the brush with death still inflicts 3-17 points of damage.  Characters slain 
     by a Finger of Death cannot be resurrected - they are gone forever.
    
    
    SCFTS
    
     Flesh to Stone (Evocation)
     Level: 6
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 6
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell turns a creature to stone.  They are allowed a saving throw vs. 
     spell to avoid the effect.  The effects of this spell may be reversed with 
     the 6th level wizard spell, Stone to Flesh.  This spell works on undead 
     creatures.
    
    
    SCGLOB
    
     Globe of Invulnerability (Abjuration)
     Level: 6
     Range: Caster
     Duration: 1 round/level
     Casting Time: 1 round
     Area of Effect: Caster
     Saving Throw: None
     This spell is similar to the 4th level wizard spell, Minor Globe of
     Invulnerability, except that it protects the caster from 4th level spells as
     well.
    
    
    SCHMON
    
     Hold Monster
     (Enchantment/Charm)
     Level: 5
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 5
     Area of Effect: 20-foot radius
     Saving Throw: Neg.
     This spell holds 1-4 creatures of any type (except for undead creatures) in 
     place unless they make a save vs.spells.  The effect is centered on a point 
     on the ground selected by the caster, and any other creatures within 5 feet 
     of the target has a chance to be affected as well.While paralyzed, the target 
     is helpless and cannot defend themselves from attacks.
    
    
    SCHOPE
    
     Emotion: Hopelessness
     (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 4
     Area of Effect: 10-foot radius
     Saving Throw: Neg.
     This spell creates the emotion of hopelessness within the area of effect. All 
     creatures affected by the spell just stand and do nothing for the duration of 
     the spell.
    
    
    SCICE
    
     Icelance (Evocation)
     Level: 3
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: Special
     This spell fires a magical lance of ice at a target of the caster's choosing.  
     It automatically hits, inflicting 5-30 points of damage and forcing the 
     target to make a saving throw vs. spell or be stunned for 1-4 rounds.
    
    
    SCIMITA
    
     Scimitar
    
     The scimitar is closely related to the sabre, a single edged curved sword 
     with protective hilt. The blade has a greater curve to it and is tapered to 
     an elongated, sharp point. The origins of the scimitar are largely unknown 
     however they have been very popular in the southern region of the Forgotten 
     Realms.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight:  4
     Proficiency type:  Large Swords
     Speed Factor:  5
     Type:  1-handed
     Not usable by:
       Mage
       Cleric
    
    
    SCINCIN
    
     Incendiary Cloud
     (Alteration, Evocation)
     Level: 8
     Range: Sight of Caster
     Duration: 4 rounds + 1-6 rounds
     Casting Time: 2
     Area of Effect: 10-foot radius
     Saving Throw: 1/2
     This spell brings forth a dense, smoky cloud in a 10-foot radius. For the
     first two rounds it's harmless, but on the third round, it begins to spark 
     and flame, doing 1-2 hit points of damage/level of the caster. On the fourth
     round, it inflicts 1-4 hit points/level of the caster, then drops back to 1-2 
     hit points per level on the fifth round. If creatures make a saving throw vs. 
     spell, they take only half-damage from the cloud's effects.
    
    
    SCISTAL
    
     Invisible Stalker
     (Conjuration/Summoning)
     Level: 6
     Range: Sight of Caster
     Duration: 2 hours
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     This spell summons an invisible stalker, a creature native to the Elemental 
     Plane of Air. This creature will obey the orders of the caster and remain 
     until the spell duration expires or it is slain.
    
    
    SCKILL
    
     Power Word: Kill
     (Conjuration/Summoning)
     Level: 9
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 1
     Area of Effect: 10-foot radius
     Saving Throw: None
     Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is 
     perhaps the deadliest word of power. It kills one creature with up to 60 hit 
     points, or multiple creatures with 30 or fewer hit points, up to a maximum of 
     120 hit points. The hit point checks are done against the creature's current 
     hit points, not their maximum, so it will affect extremely tough creatures 
     that have been wounded.
    
    
    SCLICH
    
     Lich Touch
     (Necromancy)
     Level: 6
     Range: Touch
     Duration: 1 round/level
     Casting Time: 6
     Area of Effect: Caster
     Saving Throw: Special
     This spell confers the powers of a lich's touch and a lich's immunities upon 
     the caster. The wizard gains immunity to paralysis and fear while the spell 
     is in effect, and his hands glow with an unearthly green radiance that does 
     1-10 hit points of damage to a target and paralyzes them unless a saving
     throw vs. paralyzation is made. This spell has no effect on undead.
    
    
    SCMALA
    
     Malavon's Rage
     (Evocation)
     Level: 7
     Range: Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 15-foot radius
     Saving Throw: 1/2
     Malavon's Rage was created by the dark elf sorcerer Malavon.  It shoots darts 
     of pure energy out from the caster's body in all directions, harming friend 
     and foe alike.  The small wedges of magic do 20-80 points of piercing damage 
     to everything caught in their path.  This spell is especially useful when a 
     mage is surrounded by enemies.
    
    
    SCMALI
    
     Greater Malison (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 2 rounds/level
     Casting Time: 4
     Area of Effect: 30-foot radius
     Saving Throw: None
     This spell causes all enemy targets in the area of effect to suffer a -2 on
     all their saving throws as long as the spell is in effect.
    
    
    SCMINVI
    
     Mass Invisibility
     (Illusion/Phantasm)
     Level: 7
     Range: Sight of Caster
     Duration: Special
     Casting Time: 7
     Area of Effect: 30-foot radius
      Saving Throw: None
     An improved version of invisibility with battlefield applications, Mass 
     Invisiblility can hide all creatures within its area of effect. Unlike 
     improved invisibility, the invisibility is broken as soon as a target 
     attacks.
    
    
    SCMORD
    
     Mordenkainen's Sword
     (Evocation)
     Level: 7
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 7
     Area of Effect: Special
     Saving Throw: None
     This spell summons a shimmering sword of force that can be mentally wielded 
     by the caster. It strikes as if it were being used by a fighter at half the 
     level of the caster, and despite the fact it is held in the hand, it can hit 
     creatures anywhere within the sight of the caster. Although the sword has no 
     bonus to attack, it can hit creatures normally hit only by +2 weapons or 
     greater and inflicts 5-30 hit points with every strike.
    
    
    SCMSIV
    
     Monster Summoning IV
     (Conjuration/Summoning)
     Level: 6
     Range: 40 yards
     Duration: 5 rounds + 1 round/level
     Casting Time: 6
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 1-3 4th level monsters.  
     These appear within spell range and may be commanded to attack the caster's 
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCMSV
    
     Monster Summoning V
     (Conjuration/Summoning)
     Level: 7
     Range: 40 yards
     Duration: 6 rounds + 1 round/level
     Casting Time: 6
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 1-3 5th level monsters.  
     These appear within spell range and may be commanded to attack the caster's 
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCMSVI
    
     Monster Summoning VI
     (Conjuration/Summoning)
     Level: 8
     Range: 40 yards
     Duration: 7 rounds + 1 round/level
     Casting Time: 8
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 1-3 6th level monsters.  
     These appear within spell range and may be commanded to attack the caster's 
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCMSVII
    
     Monster Summoning VII
     (Conjuration/Summoning)
     Level: 9
     Range: Special
     Duration: 7 rounds + 1 round/level
     Casting Time: 9
     Area of Effect: 80 yard radius
     Saving Throw: None
     With the casting of this spell the wizard summons 1-2 7th or 8th level 
     monsters.  These appear within spell range and may be commanded to attack the 
     caster's opponents until the spell duration expires or the monsters are 
     slain.
    
    
    SCOFS
    
     Otiluke's Freezing Sphere
     (Alteration, Evocation)
     Level: 6
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 6
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell fires an orb of cold at a creature that inflicts 3-6 points of 
     cold damage/level of the caster. If the target makes its saving throw, 
     however, they have dodged the orb and avoided all damage.
    
    
    SCOTIL
    
     Otiluke's Resilient Sphere (Alteration)
     Level: 4
     Range: Sight of Caster
     Duration: 7 rounds
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: Neg.
     When this spell is cast, the result is a globe of shimmering force that 
     encloses the subject creature (if it fails to successfully save vs. spell). 
     The resilient sphere will contain its subject for the duration of the spell. 
     The sphere is completely immune to all damage; the only method of removing 
     the sphere is by the use of a Dispel Magic spell. Hence the creature caught 
     inside the globe is completely safe from all attacks, but at the same time is 
     completely unable to affect the outside world.
    
    
    SCPRISM
    
     Prismatic Spray
     (Conjuration/Summoning)
     Level: 7
     Range: Caster
     Duration: Instantaneous
     Casting Time: 7
     Area of Effect: 70 x 15-foot spray
     Saving Throw: Special
     This spell causes shimmering rays of light to flash from the wizard's hand, 
     in a cone 70 feet long and 15 wide at its end. Any creature touched by the 
     rays may be inflicted with a random effect depending on the color (see 
     below), but any creature less than 8 hit dice is blinded for 2-8 rounds, 
     regardless of any additional effect. The colors of the prismatic spray do the 
     following: red (inflicts 20 hit points of damage, save vs. spell for half), 
     orange (40 hit points of damage, save vs. spell for half), yellow (80 hit 
     points of damage, save vs. spell for half), green (save vs. poison or 
     die - survivors still take 20 hit points of poison damage), blue (save vs. 
     petrification or turn to stone), or indigo (save vs. wand or go insane).
    
    
    SCPWS
    
     Power Word: Silence
     (Conjuration/Summoning)
     Level: 6
     Range: Sight of Caster
     Duration: 2 rounds
     Casting Time: 1
     Area of Effect: 1 Creature
     Saving Throw: None
     This spell allows the caster to utter one of the words of power. When spoken, 
     Power Word: Silence can be invoked against any creature in range, preventing 
     them from making a sound.  No saving throw is allowed.
    
    
    SCREM
    
     Remove Curse (Abjuration)
     Level: 4
     Range: Touch
     Duration: Permanent
     Casting Time: 4
     Area of Effect: Special
     Saving Throw: Special
     Upon casting this spell, the wizard is usually able to remove a curse on an 
     object, on a person, or in the form of some undesired sending or evil 
     presence. Note that the Remove Curse does not remove the curse from a cursed 
     shield, weapon, or suit of armor, although the spell typically enables the 
     person afflicted with the cursed item to get rid of it. Certain special 
     curses may not be countered by this spell, or may be countered only by a 
     caster of a certain level or more.
    
    
    SCRL03
    
     Protection from Acid
    
     A Protection from Acid scroll offers protection to the target from all forms 
     of acid, be they of a natural or magical nature. The effect is not permanent,
     however, and will wear off after 12 hours.
    
     STATISTICS:
    
     Acid Resistance:  +50% bonus
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL04
    
     Protection from Cold
    
     A Protection from Cold scroll offers protection to the target from all forms 
     of cold, be they of a natural or magical nature.  This effect is not 
     permanent, however, and will wear off after 12 hours.
    
     STATISTICS:
    
     Cold Resistance:  +50% bonus
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL05
    
     Protection from Electricity
    
     A Protection from Electricity scroll offers protection to the target from all 
     forms of electrical damage, be it of a natural or magical nature.  The effect 
     is not permanent, however, and will wear off after 12 hours.
    
     STATISTICS:
    
     Electricity Resistance:  +50% bonus
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL06
    
     Protection from Fire
    
     A protection from fire scroll offers protection to the target from all forms 
     of fire, even that of magical or elemental nature. The effect is not 
     permanent, however, and will wear off after 12 hours.
    
     STATISTICS:
    
     Fire Resistance:  +50% bonus
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL07
    
     Protection from Magic
    
     A Protection from Magic scroll invokes a very powerful, invisible globe of 
     anti-magic in a 3' radius from the target. No form of magic can pass into or 
     out of it but physical matter is not hindered.  This will remove spell 
     effects that the caster is currently under.  The effect is not permanent, 
     however, and will wear off within 10 turns.
    
     STATISTICS:
    
     Spells:  Cannot be cast
     Magic:  Does not funtion within sphere, with the exception of magical 
             weapons.
     Special:  Dispel all current magical effects upon casting
     Range:  30 ft
     Area:  1 creature
     Duration:  10 turns
     Not usable by:
    
    
    SCRL08
    
     Protection from Poison
    
     A Protection from Poison scroll offers protection to the target from all 
     forms of poison, be they of a natural or magical nature. The effect is not 
     permanent, however, and will wear off after 6 hours.
    
     STATISTICS:
    
     Poison:  Will not effect the target
     Special:  Removes poison already in the targets system
     Range:  30 ft
     Area:  1 creature
     Duration:  6 hours
     Not usable by:
    
    
    SCRL09
    
     Protection from Undead
    
     A Protection from Undead scroll invokes a 3' radius circle of protection 
     around the target. It protects the person within from all physical attacks 
     made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, 
     etc. It does not offer any protection from magical attacks, however, and will 
     wear off with the passage of 10 turns.
    
     STATISTICS:
    
     Special:  Immune to all undead
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL10
    
     Cursed Scroll of Weakness
    
     This scroll is cursed.  It would be unwise to read it, as the effects could 
     prove fatal.
    
    
    SCRL11
    
     Cursed Scroll of Clumsiness
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL12
    
     Cursed Scroll of Foolishness
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL13
    
     Cursed Scroll of Ugliness
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL15
    
     Protection from Petrification
    
     A Protection from Petrification scroll offers protection to the reader from 
     all forms of attack, magical or otherwise, that turn flesh into stone. The 
     effect is not permanent, however, and will wear off with the passage of 6 
     hours.
    
     STATISTICS:
    
     Special:  Target is immune to petrification
     Range:  30 ft
     Area:  1 creature
     Duration:  12 hours
     Not usable by:
    
    
    SCRL16
    
     Cursed Scroll of Petrification
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL17
    
     Cursed Scroll of Ailment
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL18
    
     Cursed Scroll of Stupidity
    
     This scroll is cursed.  It would be unwise to read it, as the effects could
     prove fatal.
    
    
    SCRL1B
    
     Agannazar's Scorcher (Evocation)
     Level: 2
     Range: Sight of Caster
     Duration:  Instantaneous
     Casting Time: 3
     Area of Effect: 2-foot by 60-foot jet.
     Saving Throw: None
     Upon casting this spell a jet of flame appears at the caster's fingertips and 
     shoots toward a target of the caster's choice. The flame causes 3-18 points 
     of fire damage to the target, no saving throw allowed -- anyone in the 
     flame's path takes 2-16, but they are allowed a saving throw vs. spells for 
     half damage.
    
    
    SCRL1C
    
     Ghoul touch (Necromancy)
     Level: 2
     Range: Caster
     Duration: 6 rounds
     Casting Time: 2
     Area of Effect: Caster
     Saving Throw: Neg.
     When the caster completes this spell, a green glow encompasses his hand. If 
     the wizard makes a successful melee attack against a creature, the creature
     must make a saving throw vs. spell or be paralyzed for six rounds.
    
    
    SCRL1D
    
     Clairvoyance (Divination)
     Level: 3
     Range: Special
     Duration: Instant
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: None
     The Clairvoyance spell empowers the wizard to see in his mind the 
     geographical features and buildings of the region he is currently exploring.  
     It extends to a great range, but cannot reveal creatures or their movements. 
     This spell does not function indoors or underground.
    
    
    SCRL1E
    
     Dispel Magic (Abjuration)
     Level: 3
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 3
     Area of Effect: 15-foot radius
     Saving Throw: None
     A Dispel Magic spell removes magical effects upon anyone within the area of 
     effect. This includes the effects of spells, potions and magical items. It 
     does not, however, affect magical items themselves.
    
    
    SCRL1F
    
     Flame Arrow (Conjuration/Summoning)
     Level: 3
     Range: Sight of Caster
     Duration: 1 round
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: None
     This spell enables the caster to hurl fiery arrows at his enemies. Each bolt 
     inflicts 1-6 points of piercing damage, plus 4-24 points of fire damage. Only 
     half of the fire damage is inflicted if the creature struck saves vs. spell. 
     The caster can fire one bolt for every five experience levels (two bolts at 
     10th level, three at 15th level, etc.).
    
    
    SCRL1G
    
     Fireball (Evocation)
     Level: 3
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 3
     Area of Effect: 20-foot radius
     Saving Throw: 1/2
     Fireball is one of the reasons that mages gained acceptance in the field of 
     adventuring. To cast it, the wizard points his finger and speaks the range 
     (distance and height) at which the fireball is to burst. A streak flashes 
     from the pointing digit and, unless it impacts upon a material body or solid 
     barrier prior to attaining the prescribed range, blossoms into the fireball 
     (an early impact results in an early detonation), delivering damage 
     proportional to the level of the wizard who cast it: 1-6 points of damage for 
     each level of the spellcaster (up to a maximum of 10-60). Those who roll 
     successful saving throws manage to dodge, fall flat, or roll aside, taking 
     only half damage.
    
    
    SCRL1H
    
     Haste (Alteration)
     Level: 3
     Range: Sight of Caster
     Duration: 3 rounds + 1 round/level
     Casting Time: 3
     Area of Effect: 20-foot radius
     Saving Throw: None
     Haste doubles the base movement and attack rates of all friendly creatures 
     within the area of effect. (Spellcasting and spell effects are not sped up.) 
     All affected by the Haste spell must be in the designated area of effect. 
     Note that this spell negates the effects of a Slow spell. This spell is not 
     cumulative with itself or with other similar magic.
    
    
    SCRL1I
    
     Hold Person (Enchantment/Charm)
     Level: 3
     Range: Sight of Caster
     Duration: 2 rounds/level
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: Neg.
     This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
     five rounds or longer. The Hold Person spell affects any bipedal human, 
     demihuman, or humanoid of mansize or smaller, including dwarves, elves, 
     gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, 
     humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter 
     could be held, while an ogre could not. The effect selects the enemies 
     closest to the target and holds them. Enemies making their saving throws are 
     totally unaffected by the spell. Undead creatures cannot be held. Held 
     creatures cannot move or speak, but they remain aware of events around them 
     and can use abilities not requiring motion or speech. Being held does not 
     prevent the worsening of the subject's condition due to wounds, disease, or 
     poison.
    
    
    SCRL1K
    
     Lightning Bolt (Evocation)
     Level: 3
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: 1/2
     Upon casting this spell, the wizard releases a powerful stroke of electrical 
     energy that inflicts 1-6 points of damage per level of the spellcaster to 
     each creature within its area of effect (maximum damage of 10-60). A 
     successful saving throw vs. spell reduces this damage to half (round 
     fractions down). When the lightning bolt intersects with a wall it will 
     rebound until it reaches its full length - hitting the same enemy multiple 
     times, or even members of your own party.
    
    
    SCRL1L
    
     Monster Summoning I
     (Conjuration/Summoning)
     Level: 3
     Range: 40 yards
     Duration: 2 rounds + 1 round/level
     Casting Time: 4
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 2-8 1st level monsters.  
     These appear within spell range and may be commanded to attack the caster's 
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCRL1M
    
     Non-Detection (Abjuration)
     Level: 3
     Range: Touch
     Duration: 7 turns/level
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: None
     By casting this spell, the wizard makes the creature or object touched 
     undetectable by divination spells such as Clairaudience, Clairvoyance, Locate 
     Object, ESP, and detect spells. It also prevents spells that reveal a hidden 
     or invisible (such as Detect Invisibility and Invisibility Purge) from 
     working on the target.
    
    
    SCRL1N
    
     Protection From Normal Missiles
     (Abjuration)
     Level: 3
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: None
     This spell gives a target total invulnerability to hurled and projected 
     missiles including arrows, axes, bolts, javelins, small stones, and spears. 
     This spell does not provide protection from magical attacks such as 
     Fireballs, Lightning Bolts, or Magic Missiles.
    
    
    SCRL1O
    
     Slow (Alteration)
     Level: 3
     Range: Sight of Caster
     Duration: 3 rounds + 1 round/level
     Casting Time: 3
     Area of Effect:  20-foot radius
     Saving Throw: Neg.
     Slow causes creatures to move and attack at 1/2 of their normal rates. It 
     negates Haste, but does not otherwise affect magically speeded or slowed 
     creatures. Slowed creatures gain +4 penalty to AC, and suffer a -4 to attack.
     To make matters worse, creatures save at -4 vs. this spell.
    
    
    SCRL1P
    
     Skull Trap (necromantic)
     Level: 3
     Range: Sight of Caster
     Duration:  Special
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: 1/2
     Upon casting this spell, a skull is thrown by the caster at the target area. 
     The skull floats in the area until a creature comes within 5 feet of it. When 
     this happens the skull is triggered and explodes, damaging everyone within a 
     10-foot radius. The damage inflicted is equal to 1-6 hit points per level of 
     the caster. When casting this spell it is wise to set it far away from the 
     party, lest they set it off accidentally.  Resting or leaving the area 
     the Skull Trap is in will make it disappear harmlessly.
    
    
    SCRL1Q
    
     Vampiric Touch
     (Necromancy)
     Level: 3
     Range: Touch
     Duration: Instantaneous
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: None
     When the caster successfully touches an opponent in melee, the opponent loses
     1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a
     12th-level caster. These hit points are added to the caster's total, with any
     hit points over the caster's normal maximum total treated as temporary bonus
     hit points. The temporary hit points last for an hour.
    
    
    SCRL1S
    
     Dire Charm
     (Enchantment/Charm)
     Level: 3
     Range: Sight of Caster
     Duration: 2 turns
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell is similar to the Charm Person spell. However, the affected 
     creature goes into a berserk state, wanting no one to harm his master (the 
     spell caster). Thus, the creature will fight enemies of the caster, even 
     former allies. The spell is limited in the same manner as Charm Person Spell. 
     The spell can affect any bipedal human, demihuman, or humanoid of man-size or 
     smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, 
     halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and 
     others. Thus, a 10th-level fighter could be charmed, but an ogre could not.
    
    
    SCRL1T
    
     Ghost Armor
     (Conjuration/Summoning)
     Level: 3
     Range: Touch
     Duration: 1 round/level
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     This spell creates a magical field of force with the strength of plate armor 
     (AC 3). It is cumulative with Dexterity effects and, in the case of 
     fighter/mages, with the shield bonus. The Ghost Armor spell does not hinder 
     movement, adds no weight or encumbrance, nor does it prevent spellcasting. It 
     lasts until dispelled or until the duration runs out.
    
    
    SCRL1U
    
     Confusion (Enchantment/Charm)
     Level: 4
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 4
     Area of Effect: 30-foot radius
     Saving Throw: Special
     This spell causes confusion in one or more creatures within the area, 
     creating indecision and the inability to take effective action. All creatures 
     within the area of affect are allowed saving throws vs. spell with a -2 
     penalty. Those successfully saving are unaffected by the spell. Those who 
     fail either go berserk, stand confused, or wander about for the duration of 
     the spell. Wandering creatures move as far from the caster as possible; any 
     confused creature that is attacked perceives the attacker as an enemy and 
     reacts accordingly.
    
    
    SCRL1V
    
     Dimension Door (Alteration)
     Level: 4
     Range: Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: None
     This spell transports the caster to any place within the visual range of the 
     caster. When the spell is cast a dimensional portal opens up in front of the 
     caster, which he immediately steps through.
    
    
    SCRL1Y
    
     Improved Invisibility
     (Illusion/Phantasm)
     Level: 4
     Range: Touch
     Duration: 4 rounds + 1 round/level
     Casting Time: 4
     Area of Effect: 1 creature
     Saving Throw: None
     This spell is similar to the Invisibility spell, but the recipient is able to 
     attack, either with missile, melee weapons or spells, and remain unseen. 
     However, telltale traces, a shimmering, allow an observant opponent to attack 
     the invisible spell recipient. These traces are only noticeable when 
     specifically looked for (after the invisible character has made his presence 
     known). Attacks against the invisible character suffer a -4 penalty to attack 
     rolls, and the invisible character's saving throws are made with a +4 bonus.
    
    
    SCRL1Z
    
     Minor Globe of Invulnerability
     (Abjuration)
     Level: 4
     Range: Caster
     Duration: 1 round/level
     Casting Time: 4
     Area of Effect: Caster
     Saving Throw: None
     This spell creates an immobile, faintly shimmering magical sphere around the 
     caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from 
     penetrating (i.e., the area of effect of any such spell does not include the 
     area of the Minor Globe of Invulnerability). This includes innate abilities 
     and effects from devices. However, any type of spell can be cast out of the 
     magical sphere with no penalty. The globe can be brought down by a successful 
     Dispel Magic spell.
    
    
    SCRL2A
    
     Monster Summoning II
     (Conjuration/Summoning)
     Level: 4
     Range: 40 yards
     Duration: 3 rounds + 1 round/level
     Casting Time: 4
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 1-6 2nd level monsters.  
     These appear within spell range and may be commanded to attack the caster's 
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCRL2D
    
     Animate Dead (Necromancy)
     Level: 5
     Range: Sight of Caster
     Duration: 8 hours
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     This spell creates the lowest of the undead monsters,skeletons or zombies, 
     usually from the bones or bodies of dead humans, demihumans, or humanoids.
     The spell causes these remains to become animated and obey the simple verbal 
     commands of the caster.The undead remain animated until they are destroyed in 
     combat or are turned; they cannot be dispelled.  The caster can animate one 
     skeleton or one zombie for each experience level he has attained.
    
    
    SCRL2E
    
     Cloudkill (Evocation)
     Level: 5
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 5
     Area of Effect: 15-foot radius
     Saving Throw: None
     This spell generates a billowing cloud of ghastly yellowish green vapors that 
     is so toxic as to slay any creature with fewer than 4 + 1 Hit Dice, cause 
     creatures with 4 + 1 to 6 Hit Dice to roll saving throws vs. poison with - 4 
     penalties or be slain.  Holding one's breath has no effect on the lethality 
     of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud 
     immediately or suffer 1d10 points of poison damage each round while in the 
     area of effect.
    
    
    SCRL2F
    
     Cone of Cold (Evocation)
     Level: 5
     Range: Caster
     Duration: Instantaneous
     Casting Time: 5
     Area of Effect: 35 feet long, 20 foot diameter
     Saving Throw: 1/2
     This spell releases a cone-shaped blast of extreme cold from the caster, 
     doing 2-5 hit points of cold damage per level of the caster.  The cone is 35 
     feet long and 20 feet in diameter.
    
    
    SCRL2G
    
     Monster Summoning III
     (Conjuration/Summoning)
     Level: 5
     Range: 40 yards
     Duration: 4 rounds + 1 round/level
     Casting Time: 5
     Area of Effect: Special
     Saving Throw: None
     With the casting of this spell the wizard summons 1-4 3rd level monsters.  
     These appear within spell range and may be commanded to attack the caster's
     opponents until the spell duration expires or the monsters are slain.
    
    
    SCRL2I
    
     Letter
    
     [Clue in library]Why does a chair have arms and legs like a man but cannot
     walk or hold things.
    
    
    SCRL2J
    
     Gorion's Note
    
     [Gorion's Note]Hello <CHARNAME>,
     If you are reading this, it means I have met an untimely death.  I would tell 
     you not to grieve for me, but I feel much better thinking that you would.  
     There are things I must tell you in this letter that I might have told you 
     before.  However, if my death came too soon then I would have never been 
     given the chance.  First off, I am not your biological father, for that 
     distinction lies with an entity known as Bhaal.  The Bhaal that I speak of is 
     the one you know of as a divinity.  In the crisis known as the Time of 
     Troubles, when the Gods walked Faerun, Bhaal was also forced into a mortal 
     shell.  He was somehow forewarned of the death that awaited him during this 
     time.  For reasons unknown to me, he sought out women of every race and 
     forced himself upon them.  Your mother was one of those women, and as you 
     know, she died in childbirth. I had been her friend and on occasion, lover.  
     I felt obligated to raise you as my own.  I have always thought of you as my 
     child and I hope you still think of me as your father.  You are a special 
     child.  The blood of the Gods runs through your veins.  If you make use of 
     our extensive library you will find that our founder, Alaundo, has many 
     prophecies concerning the coming of the spawn of Bhaal.  There are many who 
     will want to use you for their own purposes.  One, a man who calls himself 
     Sarevok, is the worst danger.  He has studied here at Candlekeep and thus 
     knows a great deal about your history and who you are.
    
     Gorion
    
    
    SCRL2K
    
     [Letter from Sarevok to Slythe]
     
     Slythe,
     The time to strike is now.  When the party commences on the night of my 
     coronation, you will join up with my doppelganger assassins at the sewer 
     entrance to the palace.  You are to insinuate yourself into the crowd in the 
     ballroom.  When I am finished my speech you will strike.  If you aren't there 
     my doppelgangers will proceed without you, and your payment will be forfeit.  
     Make sure to keep a leash on your little bitch of a wife.  An invitation to 
     the party is included with this note.
    
     Sarevok.
    
     (This looks to be an important note, one that you should hold on to.)
    
    
    SCRL2L
    
     [Letter from Slythe to Sarevok 1]
     
     Sarevok,
    
     I have received your letter and am quite overjoyed by your proposition.  I 
     have told my wife, and she is as excited as I am.  I accept your mission and 
     think that your payment is very adequate.  This will be our greatest feat 
     yet!  To kill three Grand Dukes of Baldur's Gate!  We will be arriving in 
     Baldur's Gate within a week, and should be taking up our usual residence at 
     the Undercellar.  If you wish to contact us, you will find us there.  Use 
     the access points through the sewers.
    
     Joyfully yours,
     Slythe.
    
    
    SCRL2M
    
     [Letter from Slythe to Sarevok 2]
     
     Sarevok,
    
     I must say that our first victim was not the challenge that my wife and I had 
     expected.  The foppish idiot had only the most token of defense.  However, I 
     can assure you that Entar screamed quite deliciously all the way to the end.  
     I hope that this next mission is much more difficult; from what you have told 
     me it would seem to be.  Assassinating two Grand Dukes in their own palace, 
     while they harangue the high nobles of Baldur's Gate no less!  I can't wait!  
     You still know where to find us.  You should come down and enjoy the 
     pleasures of the Undercellar for yourself; but if I know you, that'll never 
     happen.
    
     Your obedient servant,
     Slythe.
    
    
    SCRL2N
    
     [Message from Sarevok to Prat]
     
     Prat,
    
     My schemes have come together in a most satisfying manner.  The mercenaries 
     who have plagued my every step are now imprisoned, accused with the murder of 
     Reiltar, Brunos and Thaldorn.  Learn as much as you can about the fate of the 
     mercenaries and then meet me back at Baldur's Gate.  I apologize for leaving 
     you here alone, but it was necessary to return to the city so as to take 
     Rieltar's position as chief of operations.  If things proceed smoothly I will 
     be a Grand Duke within a few weeks.
    
     Sarevok.
    
    
    SCRL2O
    
     [Message from Sarevok to Zorl 1]
     
     Shalak,
    
     I am glad to hear that you were successful in disposing of Zorl.  With his 
     identity you should be able to infiltrate more of your kindred into the 
     Merchant's League.  Kill Irlentree as soon as possible and then that fop 
     Aldeth.
    
     Your Friend
    
    
    SCRL2P
    
     [Message from Sarevok to Zorl 2]
     
     Shalak,
    
     As long as Aldeth lives he is a great threat to all of us.  He is friends 
     with the mercenaries who have been stirring up so much trouble in the south.  
     If he were to confide his fears with them, it could be disastrous.  Kill him, 
     soon!
    
     Your Friend
    
    
    SCRL2Q
    
     [Message from Sarevok to Zorl 3]
     
     Shalak,
    
     It pleases me that you now count Irlentree among your number, but you must
     kill Aldeth Sashenstar.  He is a foppish dilettante, with no skill and little 
     intellect.  It confuses me that you have not killed him yet; have your skills 
     withered?  Write back soon - when you have killed Aldeth.
    
     Your Friend.
    
    
    SCRL2R
    
     [Message from Sarevok to Rashad the doppelganger]
     
     Kizska,
    
     I must commend you for a job well done.  Without your careful ministrations, 
     Eltan would have remained my most potent foe.  I must now ask for another 
     favor.  Some of your brethren are gathering at the sewer entrance to the 
     palace; they are preparing to assassinate Grand Duchess Liia Jannath, and 
     Grand Duke Belt.  I need you to assist them in their efforts, for you are the 
     craftiest of your kind.  This is the moment I have long waited for, as I hope 
     you have as well.  The bloodshed that will result when I declare war on Amn 
     will be most glorious.  Meet Krystin and Slythe at the Undercellars, they are 
     my best assassins.  There are many access points to the Undercellars through 
     the sewers.
    
     Sarevok.
    
    
    SCRL2S
    
     [Note for Daveaorn 1]
     
     Davaeorn,
    
     I have received your request for extra slaves.  They will be sent as soon as 
     possible.  Events go well in Baldur's Gate.  We have purchased one of the 
     western noble estates to use as our base of operations.  It is an ancient 
     building, most likely constructed before the erection of the second wall.
     Its construction makes it very defensible against those who would thieve it.  
     Remember to ask Yeslick if he enjoys his new accommodations.
    
     Rieltar.
     Alturiak, 1367
    
    
    SCRL2T
    
     [Note for Daveaorn 2]
     
     Davaeorn,
    
     Our plans go smoothly.  Sarevok has arrived from our headquarters in Ordulin.  
     He brings news from our superiors; they are pleased with our progress so far.  
     I plan to place Sarevok as the commander of our mercenary forces in the 
     region.  He has already sent his subordinate, Tazok, to the Wood of Sharp 
     Teeth to take command of the forces located there.  Things go apace here in 
     Baldur's Gate.  We have placed our first agent among the ranks of the Seven 
     Suns trading coster.
    
     Rieltar.
     Flamerule, 1368
    
    
    SCRL2U
    
     [Note for Daveaorn 3]
     
     Davaeorn,
    
     As you have probably heard, the iron poison has begun to take affect around 
     the coast.  With the majority of iron imports being disrupted by Tazok, 
     almost all of it comes from the tainted source in Nashkel.  The Sythillisian 
     uprising in Amn has ensured that no forces from that nation will be able to 
     take action against our mercenary forces.  However, the Flaming Fist has 
     caught several of the Black Talon mercenaries.  All of those captured have
     claimed allegiance with the Zhentarim and have thus shifted any suspicion 
     away from the Iron Throne.  I have sent Tranzig to work with the mercenaries 
     in transporting the iron to your base in Cloakwood.  He has brought several 
     bags of holding so that he, alone, will make trips into Cloakwood, thereby 
     lessening the chance that Flaming Fist trackers might find your stronghold.
    
     Rieltar.
     Elient, 1370
    
    
    SCRL2V
    
     [Note for Mulahey 1]
     
     My servant Mulahey,
    
     Your progress in disrupting the flow of iron ore does not go as well as it 
     should.  How stupid can you be to allow your kobolds to murder the miners? !   
     With your presence revealed you should be wary of enemies sent to stop your 
     operation.  Your task is a very simple one; if you continue to show that you 
     can't do the job, you will be replaced.  I will not send the kobolds you have 
     requested as I need all the troops I possess to stop the flow of iron into 
     this region.  With this message I have sent more of the mineral poison that 
     you require.  If you have any problems then send a message to my new contact 
     in Beregost.  His name is Tranzig, and he'll be staying at Feldpost's inn.
    
     TAZOK
    
    
    SCRL2W
    
     [Note for Mulahey 2]
     
     My servant Mulahey,
    
     I have sent you the kobolds and mineral poison that you require.  Your task 
     is to poison any iron ore that leaves this mine.  Don't reveal your presence
     to the miners or you will find yourself swamped by soldiers from the local 
     Amnish garrison.  My superiors have recently hired on the services of the 
     Black talon mercenaries and the Chill.  With these soldiers at my disposal, I 
     should be able to destroy any iron caravans entering the region from the 
     south and east.  I don't want to deal with iron coming from the Nashkel mines 
     so don't fail in your duty.
    
     TAZOK
    
    
    SCRL2X
    
     [Note for Tranzig]
     
     Tranzig,
    
     I am perplexed as to why Mulahey has not communicated with us in some while.  
     You are to go to the mines and find out the condition of his operation.  You 
     are also to collect any iron that may have been stolen by the kobolds.  Our 
     next raid will most likely take place at Peldvale, or Larswood, so visit 
     either of those areas and track us back to our camp.
    
     TAZOK
    
    
    SCRL2Y
    
     [Note from Davaeorn to Tazok 1]
     
     Tazok,
    
     I hope that everything moves along smoothly.  I have written to give you 
     instructions from our superiors.  I have been told that a small band of 
     mercenaries might cause the Iron Throne some trouble in the future.  You are 
     to insure that they don't live to upset our operations.  Obtain the services 
     of the assassin Nimbul, he should serve you well.
    
     DAVAEORN
    
    
    SCRL2Z
    
     [Note from Davaeorn to Tazok 2]
     
     Tazok,
    
     I have noticed that your shipments of iron have slowed as of late.  It is 
     imperative that we receive another ton of ore.  Step up your raids, and get a 
     shipment to our base in Cloakwood within the next week.  We need to stockpile 
     as much ore as possible before our ultimatum is given.   Also, Sarevok wants 
     to know what has happened with the band of mercenaries.  Have they been 
     killed?  You had better insure that they have been, as Sarevok will not take 
     kindly to any other news.
    
     DAVAEORN
    
    
    SCRL3A
    
     [Note from Sarevok to Reiltar]
     
     Father,
    
     I received your letter, and I can assure you that the mercenaries led by 
     <CHARNAME> will no longer trouble our operations.  I have dealt with them 
     personally.  Before dying, they were most forthcoming in their revelations; 
     it is as you had surmised; they were agents of the Zhentarim.  I am also 
     writing to tell you that I cannot attend the meeting at Candlekeep.  Some 
     problems have arisen with The Chill and the Black Talons.  They have had 
     trouble working with each other, and I am needed there to smooth over any 
     dissension.  I am sorry that I will not be at your side.
    
     SAREVOK
    
    
    SCRL3B
    
     [Note from Tazok to Nimbul]
     
     Nimbul,
    
     The money you have received from Tranzig should cover your usual fee. Your 
     assignment is a difficult one, but I'm sure that you are up to the task. 
     There is a group of mercenaries who should be coming through Nashkel in the 
     next few days. They are led by a whelp named <CHARNAME>. You are to kill 
     <CHARNAME>, and all that travel with them. I warn you; they might not look 
     like much, but they are very dangerous. Good hunting!
    
     TAZOK
    
    
    SCRL3C
    
     [Note from Tuth to Reiltar]
     
     Reiltar,
    
     My superiors are intrigued by your proposal.  I would like to discuss it 
     further, but not through correspondence such as this.  The Harpers and Zhents 
     have been very active in this region as of late; it would be very unfortunate 
     if they tried to disrupt an alliance between our two organizations.  If you, 
     Bruno, and Thaldorn were to meet with us in the safety of Candlekeep, my 
     superiors would be much relieved.  Please send a response ASAP.
    
     TUTH
    
    
    SCRL3D
    
     [Prophecy found in library book]
    
     During the days of the Avatars, the Lord of Murder will spawn a score of 
     mortal progeny.  These offspring will be aligned good and evil, but chaos 
     will flow through them all.  When the Beast's bastard children come of age, 
     they will bring havoc to the lands of the Sword Coast.  One of these children 
     must rise above the rest and claim their father's legacy.  This inheritor 
     will shape the history of the Sword Coast for centuries to come......
    
    
    SCRL3E
    
     [Prophecy found in library]
     
     The spawn of the Lord of Murder are fated to come into their inheritance 
     through bloodshed and misery.  It is the hope of their father that only one 
     shall remain alive to inherit his legacy.  I foresee that the children of 
     Bhaal shall kill each other in a bloody massacre.
    
    
    SCRL3F
    
     [The Personal Diary of Sarevok] Diary
    
     14th of Eleint, 1367:  Today Cormyr has instituted a ban against the Iron 
     Throne from operating within their borders.  While this is a great blow to 
     the Iron Throne, it is the perfect opportunity for Reiltar to approach the
     Throne high council with his proposal.  If things go well, we could begin the 
     operation within the year.
    
     25th of Marpenoth, 1367:  Davaeorn has sent a message to Reiltar, informing
     him that the mines at Cloakwood have been drained and are ready for use.  
     This revelation should help greatly in convincing the Throne high council.
    
     2nd of Nightal, 1367:  The Iron Throne council has agreed to support 
     Reiltar's plan.  He has been given all the resources he needs, as well as 
     leadership of the project.  I have expressed interest to my 'father', and he
     had promised to include me within the operations along the Sword Coast.  He
     mentioned mother in our conversation: how I wasn't to be unfaithful to him as
     she had.  He made it clear that I would suffer her fate if I was.  His
     threats are weak and hollow, and I shall listen to them for only so long.  I
     have decided to take this time to make my visit to Candlekeep.  I have waited
     a long time to research the prophecies of Alaundo, and I must know if the
     dreams speak the truth.  I will not believe the words of phantoms without
     proof, and the Priest of Bhaal I confronted gave me nothing. He was old and
     died quickly in my grasp.  If the words are true, I shall surely groom
     stronger acolytes than this.
    
     11th of Ches, 1368:  My research has gone well.  The monks here at Candlekeep
     have been quite helpful.  From what I have read, it would seem certain that
     the blood of Bhaal does indeed flow through my veins.  His prophecies are (of
     course) ambiguous, but I think I understand them.  He foresaw his coming
     death, and seeded his essence across the land. The children born as a result
     bear the marks of chaos, have power with no direction, and shall feel the
     blood of a god within them. The deaths they bring shall awaken the father,
     and through them he will rise. It does not explicitly say, but obviously this
     means that death wrought by the children will cause them to ascend. Fitting,
     and since the father was the Lord of Murder, proving one's worth must involve
     an act in accordance with his portfolio.  I begin to see what I must do.
     Death on a god-like scale.
    
     3rd of Tarsahk, 1368:  The monk Gorion troubles me.  He seems to have taken
     an interest in my readings.  I must be careful to be more clandestine in my
     research.  I wish I could simply kill him, but I doubt I could safely murder
     him within this damnable library.
    
     11th of Tarsahk, 1368:  I had a dream this night.  My mother was talking to
     me, but as she did her face became bloated and discolored.  Her voice became
     weaker as she spoke to me, telling me to save her from Reiltar.  I could see
     the garrote cutting into her neck, but I did nothing.  It was only a dream.
    
     27th of Tarsahk, 1368:  I take my leave of Candlekeep now, and not a moment
     too soon, for I am sure that Gorion has perceived my heritage.  One thing
     that I am certain of: <CHARNAME> is, in actuality, one of Bhaal's brood as
     well.  <CHARNAME> has all the markings, and it would explain Gorion's
     curiosity of my studies.  Though there is nothing I can do now, I will have
     to make certain to return and kill the little brat.  It would be foolish of
     me to let one of my siblings live, especially one being brought up by the
     Harpers (and I am sure that is where Gorion's allegiances lay).
    
     5th of Mirtul, 1368:  Today I met with Reiltar in Baldur's Gate.  The fool
     still insists on calling me his son, and for now I will let him.  He assumes
     that I am loyal to him because he raised me.  Well, loyal I am, but only as
     long as he is useful.  He's set up a base in the mansion of a destitute noble
     family and says that everything is running smoothly.  Mulahey has established
     himself at the mines of Nashkel, and his kobold minions should be already
     busily contaminating the iron ore.  Only a few slaves have begun to mine out
     the ore at Cloakwood, though Reiltar assures me that once the bandit raids
     begin we'll have a steady supply of new slaves.
    
     8th of Hammer, 1369:  I met with the leaders of the Chill, and Black Talons.
     I have little liking for Ardenor, the leader of the Chill, but Taugosz seems
     to be a man of his word.  It is a good thing, as I'll have to work with these
     mercenaries for the rest of the year.
    
     3rd of Tarsahk, 1370:  Everything proceeds well.  The ore coming from Nashkel
     has started to deteriorate, and my mercenaries have been doing a fine job at
     destroying any iron caravans on route to Baldur's Gate.  Though some of my
     mercenaries have been captured, most think they work for the Zhents, so no
     trouble has fallen on the Iron Throne.  I am sure that the Zhents at Darkhold
     won't be pleased to know that their name has been falsely used.  I will have
     to be wary for Zhentish agents in the coming months.
    
     28th of Tarsahk, 1370:  I think I now have the time to deal with that old
     codger Gorion, and his little whelp.  I will have to inform my men that I'll
     be gone for the next few weeks.
    
     ? of Myrtle
     No time to write, but I must not neglect my journals so.  The future dead
     must know of how the Lord of Murder again came to them.  I shall hire a
     scribe when time allows.  Things have not gone completely as I have planned,
     but I will still be able to salvage the situation.  <CHARNAME> is on the move
     to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would
     have the perfect scapegoat for my plan.  My mortal 'father,' Rieltar, is
     there to meet with the Knights of the Shield.  He has been blocking all my
     attempts to escalate the hostilities between Amn and Baldur's Gate, and these
     meetings will only serve to smooth relations.  I must rid myself of them all
     and assume control of the Iron Throne myself.  I cannot allow petty business
     and monetary concerns to interfere.  Terribly sorry, 'father,' but my true
     parentage calls and you are in my way.  I shall be sure to instruct the
     dopplegangers in the exact manner Reiltar should die.  I think a garrote
     would be perfect for the task.
    
     This diary looks to be important.  You should probably keep it on your
     person.
    
    
    SCRL3G
    
     Vocalize (Alteration)
     Level: 2
     Range: Touch
     Duration: 1 turn
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: None
     The recipient of this spell can cast spells with a verbal component without 
     having to make any noise, so long as the casting takes place entirely within 
     the duration of the Vocalize spell. This spell has no effect on other noises 
     or speech - it simply removes a spell's verbal component. This spell is a 
     great counter for Silence 15' Radius.
    
    
    SCRL3H
    
     Protection From Evil (Abjuration)
     Level: 1
     Range: Touch
     Duration: 2 rounds/level
     Casting Time: 1
     Area of Effect: Creature touched
     Saving Throw: None
     When this spell is cast, it creates a magical barrier around the recipient at 
     a distance of one foot. The barrier moves with the recipient and has two 
     major effects: first, all attacks made by evil or evilly enchanted creatures 
     against the protected creature receive a penalty of - 2 to each attack roll, 
     and second, any saving throws caused by such attacks are made by the 
     protected creature with a +2 bonus.
    
    
    SCRL3I
    
     Scroll
    
     My dearest Mirianne,
        The road has been difficult but I have arrived safely here in Amn. I think 
        it would be wisest if I returned by sea, however, perhaps sometime after 
        the first snows have fallen. I trust this letter reaches you. The halfling 
        I hired to carry it struck me as an honest enough chap.
                      Always and forever,
                             Roe...
    
    
    SCRL3Z
    
     Gorion's Scroll
    
     My friend Gorion,
    
     Please forgive the abruptness with which I now write, but time is short and 
     there is much to be done.  What we have long feared may soon come to pass, 
     though not in the manner foretold, and certainly not in the proper time 
     frame.  As we both know, forecasting these events has proved increasingly 
     difficult, leaving little option other than a leap of faith.  We have done 
     what we can for those in thy care, but the time nears when we must step back 
     and let matters take what course they will.  We have, perhaps, been a touch 
     too sheltering to this point.
    
     Despite my desire to remain neutral in this matter, I could not, in good 
     conscience, let events proceed without some measure of warning.  The other 
     side will move very soon, and I urge thee to leave Candlekeep this very 
     night, if possible.  The darkness may seem equally threatening, but a moving 
     target is much harder to hit, regardless of how sparse the cover.  A fighting 
     chance is all that can be asked for at this point
    
     Should anything go awry, do not hesitate to seek aid from travelers along the 
     way.  I do not need to remind thee that it is a dangerous land, even without 
     our current concerns, and a party is stronger than an individual in all 
     respects.  Should additional assistance be required, I understand that 
     Jaheira and Khalid are currently at the Friendly Arm Inn.  They know little 
     of what has passed, but they are ever thy friends and will no doubt help 
     however they can.
    
     Luck be with us all.
     I'm getting too old for this.
    
    
                    E
    
    
    SCRL56
    
     Cure Serious Wounds (Necromancy)
     Level: 4
     Sphere: Healing
     Range: Touch
     Duration: Instantaneous
     Casting Time: 7
     Area of Effect: 1 creature
     Saving Throw: None
     This spell is a more potent version of the Cure Light Wounds spell.  When 
     laying his hand upon a creature, the priest heals 17 points of damage.  This 
     healing cannot affect undead or extraplanar creatures.
    
    
    SCRL58
    
     Free Action (Abjuration)
     Level: 4
     Sphere: Charm
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 7
     Area of Effect: 1 creature
     Saving Throw: None
     This spell gives the affected creature an immunity to magic that impedes 
     movement (such as Grease, Web or Slow spells) and negates the effects of 
     paralysis and hold spells.
    
    
    SCRL59
    
     Neutralize Poison (Necromancy)
     Level: 4
     Sphere: Healing
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     When this spell is placed upon a poisoned individual, it immediately 
     neutralizes any poison and restores 10 lost hit points.
    
    
    SCRL61
    
     Cure Critical Wounds (Necromancy)
     Level: 5
     Sphere: Healing
     Range: Touch
     Duration: Permanent
     Casting Time: 8
     Area of Effect: Creature Touched
     Saving Throw: None
     The Cure Critical Wounds spell is a potent version of the Cure Light Wounds 
     spell.  The priest lays his hands upon a creature and heals 27 points of 
     damage from wounds or other injuries.  The spell does not affect creatures 
     without corporeal bodies, those of extraplanar origin, or those not living.
    
    
    SCRL62
    
     Flame Strike (Evocation)
     Level: 5
     Sphere: Combat
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 8
     Area of Effect: 5-foot radius
     Saving Throw: 1/2
     When the priest casts Flame Strike, a vertical column of fire roars downward 
     onto a victim chosen by the caster.  The target must roll a saving throw vs. 
     spell.  Failure means the creature sustains 6-48 points of fire damage; 
     otherwise, the damage is halved.
    
    
    SCRL63
    
     Raise Dead (Necromancy)
     Level: 5
     Sphere: Necromantic
     Range: Sight of the Caster
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: Special
     When the priest casts a Raise Dead spell, he can restore life to one of his 
     companions.  Note that this spell does not work on elven characters, and the
     corpse to be raised must be intact (if the party member suffered an explosive 
     death, then raising is impossible).  The person has but 1 hit point when 
     raised and must regain the rest by natural healing or curative magic.  Raise 
     Dead will not work on someone killed by a Death Spell, Finger of Death, or 
     Disintegrate.
    
     Note that when this spell is inscribed on a scroll, its power and range is 
     diminished.  A scroll of Raise Dead only works when invoked at the place 
     where the target died; if the caster leaves the area and attempts to Raise 
     his companion, the scroll will not work.
    
    
    SCRL66
    
     Grease (Conjuration)
     Level: 1
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 1
     Area of Effect: 5-foot radius
     Saving Throw: Special
     A Grease spell covers the ground with a slippery layer of a fatty, greasy 
     nature. Any creature entering the area or caught in it when the spell is cast 
     must save vs. spell every round or have their movement rate slowed to a crawl 
     as long as they are in the area of effect. Those who successfully save can 
     move normally.
    
    
    SCRL67
    
     Armor (Conjuration)
     Level: 1
     Range: Caster
     Duration: 9 hours
     Casting Time: 1 round
     Area of Effect: Caster
     Saving Throw: None
     By means of this spell, the wizard creates a magical field of force that 
     serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity 
     and, in the case of fighter/mages, with the shield bonus. The armor spell 
     does not hinder movement, adds no weight or encumbrance, nor does it prevent 
     spellcasting. It lasts until successfully dispelled or until the duration 
     runs out.
    
    
    SCRL68
    
     Burning Hands (Alteration)
     Level: 1
     Range: Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: 1/2
     When the wizard casts this spell, a jet of searing flame shoots from his 
     fingertips. The flame jets are five feet in length and spread out in a 
     horizontal arc of about 120 degrees in front of the wizard. Any creature in 
     the area of effect suffers 1-3 hit points of damage, plus 2 points per level 
     of experience of the spellcaster, to a maximum of 1-3 + 20 points of fire 
     damage. If the target saves vs. spell, they only take half damage.
    
    
    SCRL69
    
     Charm Person (Enchantment/Charm)
     Level: 1
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 1
     Area of Effect: 1 person
     Saving Throw: Neg.
     This spell affects any single person it is cast upon. The term person includes 
     any bipedal human, demihuman, or humanoid of man-size or smaller, such as 
     brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves,
     halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, 
     pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be 
     charmed, but an ogre could not. The person receives a saving throw vs. spell 
     to avoid the effect.  If the spell recipient fails his saving throw, he 
     regards the caster as a trusted friend and ally to be heeded and protected.  
     The caster may give him orders, and the charmed individual will carry them 
     out as quickly as possible.
    
     If the caster harms, or attempts to harm, the charmed person by some overt 
     action, or if a dispel magic spell is successfully cast upon the charmed 
     person, the charm spell is broken.  If two or more charm effects 
     simultaneously affect a creature, the most recent charm takes precedence.  
     Note that the subject has full memory of the events that took place while he 
     was charmed. Also note that you cannot have a charmed creature leave the area 
     where he was charmed.
    
    
    SCRL70
    
     Color Spray (Alteration)
     Level: 1
     Range: Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 5' x 20' x 20' wedge
     Saving Throw: Special
     This spell creates a vivid, fan-shaped spray of clashing colors to spring 
     forth from the caster's hand. From one to six creatures within the area are 
     affected in order of increasing distance from the wizard. All creatures in 
     the area above the level of the caster or ones that have greater than 6 Hit 
     Dice (or are greater than 5th level) must make a saving throw vs. spells. The 
     spell's effects depend on the caster - creatures with Hit Dice/levels less 
     than or equal to the caster are knocked unconscious for 2-8 turns, those with 
     Hit Dice/levels one or two greater than the wizard are blinded for 1-4 turns, 
     and any other creatures are stunned for 1 turn.
    
    
    SCRL71
    
     Blindness
     (Illusion/Phantasm)
     Level: 2
     Range: Sight of Caster
     Duration: 8 hours
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell blinds its target. A saving throw is allowed, and if successful, 
     there are no harmful effects. If a victim is blinded he receives -4 to his 
     attack rolls, and a -4 to his Armor Class.
    
    
    SCRL72
    
     Friends (Enchantment/Charm)
     Level: 1
     Range: Caster
     Duration: 1d4 rounds + 1 round/level
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: Special
     A Friends spell causes the wizard to temporarily gain 5 points of Charisma.  
     While cast, those who view the caster tend to be very impressed and will 
     generally make an effort to help him.
    
    
    SCRL73
    
     Protection from Petrification
     (Abjuration)
     Level: 2
     Range: Touch
     Duration: 3 rounds/level
     Casting Time: 1
     Area of Effect: Target
     Saving Throw: None
     This spell grants the recipient immunity to all petrification attacks.  This 
     includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
    
    
    SCRL75
    
     Identify (Divination)
     Level: 1
     Range: Touch
     Duration: Instantaneous
     Casting Time: Special
     Area of Effect: 1 item
     Saving Throw: None
     When this spell is memorized, the caster may identify the magical properties 
     of one item in the caster's inventory.  Go to the history page of an 
     unidentified item and press the identify button to use the spell.  The chance 
     of identifying the item is 100%.  The spell identifies the item's name, what 
     it does, and if it is cursed.
    
    
    SCRL76
    
     Infravision (Divination)
     Level: 1
     Range: Touch
     Duration: 8 hours
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     The recipient of this spell gains the ability to see with infravision, just 
     as an elf or dwarf.
    
    
    SCRL77
    
     Magic Missile (Evocation)
     Level: 1
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     Use of the Magic Missile spell, one of the most popular first level spells, 
     creates up to five missiles of magical energy that dart forth from the 
     wizard's fingertip and unerringly strike their target, which must be a 
     creature of some sort. Each missile inflicts 1d4+1 points of damage. For 
     every two extra levels of experience, the wizard gains an additional 
     missile - he has two at 3rd level, three at 5th level, four at 7th level, 
     etc., up to a maximum of five missiles at 9th level.
    
    
    SCRL78
    
     Protection From Evil (Abjuration)
     Level: 1
     Range: Touch
     Duration: 2 rounds/level
     Casting Time: 1
     Area of Effect: Creature touched
     Saving Throw: None
     When this spell is cast, it creates a magical barrier around the recipient at 
     a distance of one foot. The barrier moves with the recipient and has two 
     major effects: first, all attacks made by evil or evilly enchanted creatures 
     against the protected creature receive a penalty of - 2 to each attack roll, 
     and second, any saving throws caused by such attacks are made by the 
     protected creature with a +2 bonus.
    
    
    SCRL79
    
     Shield (Evocation)
     Level: 1
     Range: Caster
     Duration: 5 rounds/level
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: None
     When this spell is cast, an invisible barrier comes into being in front of 
     the wizard. It sets the caster's Armor Class to 4 against normal weapons, 2 
     against missile weapons and makes the wizard immune to any magical missiles 
     cast at him.
    
    
    SCRL80
    
     Shocking Grasp (Alteration)
     Level: 1
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     When the wizard touches a creature while this spell is in effect, an 
     electrical charge will deal 1-8 + 1/level of the caster damage to the 
     creature. The wizard only has one charge, and once an opponent has been 
     touched the spell's energies have been used. The spell always hits unless the 
     mage is disrupted.
    
    
    SCRL81
    
     Sleep (Enchantment/Charm)
     Level: 1
     Range: Sight of Caster
     Duration: 5 rounds/level
     Casting Time: 1
     Area of Effect: 15-foot radius
     Saving Throw: Neg
     Sleep causes a comatose slumber to come upon 2-8 hit dice/levels of creatures
     (other than undead and certain other creatures specifically excluded from the 
     spell's effects). All creatures to be affected by the Sleep spell must be 
     within 30 feet of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 
     hit points) or more are unaffected. The center of the area of effect is
     determined by the spellcaster. Though it's not the stuff of which legends are 
     made, magically sleeping opponents can be attacked with substantial 
     bonuses - although they will awaken after the first hit.
    
    
    SCRL82
    
     Chill Touch (Necromancy)
     Level: 1
     Range: Touch
     Duration: 3 rounds + 1 round/level
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: Neg.
     When the caster completes this spell, a blue glow encompasses his hand. This 
     energy attacks the life force of any creature upon which the wizard makes a 
     successful melee attack. The touched creature must make a saving throw vs. 
     spell or suffer 1-4 points of cold damage and receive a -1 THACO modifier for 
     one hour after being struck. If the creature is an undead creature, they are 
     affected by panic for 1-4 + 1 turns per level of the caster. Undead suffer no 
     damage or to hit penalty from Chill Touch.
    
    
    SCRL83
    
     Chromatic Orb (Evocation)
     Level: 1
     Range: Sight of Caster
     Duration: Special
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell creates a 4-inch-diameter sphere that can be hurled unerringly to
     its target. The orb's effect depends on the level of the wizard: a 1st-level 
     sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level 
     sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level 
     sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 
     damage and blinds the target for four turns. A 5th to 6th-level sphere deals 
     1-12 damage and stuns the target for three rounds. The 7th to 9th-level 
     sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 
     11th level sphere turns the target to stone if they fail their saving throw, 
     and slows them for five rounds if they succeed. A 12th level sphere causes 
     death if the target fails their saving throw, or paralysis for four rounds if 
     they succeed. Unless stated otherwise in the above description, a save 
     against this spell negates both the damage and the other effects.
    
    
    SCRL84
    
     Larloch's Minor Drain
     (Necromancy)
     Level: 1
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     With this spell the wizard drains the life force from a target and adds it to 
     his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 
     hit points. If the wizard goes over his maximum hit point total with this 
     spell, he loses them after a turn.
    
    
    SCRL85
    
     Blur (Illusion/Phantasm)
     Level: 2
     Range: Caster
     Duration: 3 rounds + 1 round/level
     Casting Time: 2
     Area of Effect: Caster
     Saving Throw: None
     Blur causes the wizard's body to become blurred, shifting and wavering. This 
     distortion gives the wizard +1 to all saving throws, and all missile and 
     melee attacks have a -3 to hit him.
    
    
    SCRL86
    
     Detect Evil (Divination)
     Level: 1
     Range: Current Area
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: Sight of Caster
     Saving Throw: None
     This spell is similar to the 1st level priest spell, Detect Evil. Any evil 
     creature within the range of the spell will glow red briefly.
    
    
    SCRL87
    
     Detect Invisibility (Divination)
     Level: 2
     Range: Sight of Caster
     Duration: 5 rounds/level
     Casting Time: 2
     Area of Effect: Sight of Caster
     Saving Throw: None
     When the wizard casts a Detect Invisibility spell, he dispels any 
     invisibility and reveals any hidden characters in the area of effect (i.e., 
     thieves using stealth). Note: if an invisible creature enters the area of 
     effect after the spell has already been cast, the creature will remain 
     invisible.
    
    
    SCRL89
    
     Horror (Necromancy)
     Level: 2
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 2
     Area of Effect: 15-foot radius
     Saving Throw: Neg.
     All enemies within the area of effect must save vs. spell or flee in terror. 
     Certain creatures, such as undead, are immune to this spell.
    
    
    SCRL90
    
     Invisibility (Illusion/Phantasm)
     Level: 2
     Range: Touch
     Duration: Special
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: None
     This spell turns a creature invisible and makes it undetectable by normal 
     vision or infravision. Items dropped or put down by the invisible creature 
     become visible, items picked up disappear if tucked into the clothing or 
     pouches worn by the creature. The spell remains in effect until it is 
     magically broken or dispelled, until the recipient talks to or attacks any 
     creature, or until 4 hours have passed. Thus the invisible being can open 
     doors, eat, climb stairs, etc., but if he attacks or casts a spell, he 
     immediately becomes visible (although the invisibility enables him to attack 
     first).
    
    
    SCRL91
    
     Knock (Alteration)
     Level: 2
     Range: Sight of Caster
     Duration: Special
     Casting Time: 1
     Area of Effect: Locked door or chest
     Saving Throw: None
     The Knock spell opens locked, held or wizard locked doors.  It opens secret 
     doors, as well as locked boxes or chests.  It does not raise barred gates or 
     similar impediments.
    
    
    SCRL92
    
     Know Alignment (Divination)
     Level: 2
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: Neg.
     A Know Alignment spell enables the mage to read a creature's aura. If the 
     creature rolls a successful saving throw vs. spell, the caster learns nothing 
     about that particular creature from the casting. Certain magical devices 
     negate the power of the Know Alignment spell. Evil creatures will glow red, 
     neutrals blue, and friendly creatures will glow green for a brief period.
    
    
    SCRL93
    
     Luck (Enchantment/Charm)
     Level: 2
     Range: Sight of Caster
     Duration: 3 rounds
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: None
     The recipient of this spell gains superhuman luck for the next 3 rounds. He 
     receives a +1 bonus to his saving throws, attack rolls, thieving skills, etc.
    
    
    SCRL94
    
     Resist Fear
     (Abjuration)
     Level: 2
     Range: Sight of Caster
     Duration: 1 hour
     Casting Time: 1
     Area of Effect: 30-foot radius
     Saving Throw: Special
     This mage spell instills courage in the spell's recipients, raising their 
     morale to maximum. The recipients' morale will gradually reset to normal as 
     the duration runs out. If the recipients are under the effects of magical 
     fear, the effect is negated.
    
    
    SCRL95
    
     Melf's Acid Arrow (Conjuration)
     Level: 2
     Range: Sight of Caster
     Duration: Special
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: Special
     This spell creates a magical arrow that speeds unerringly to its target. The 
     arrow has no attack or damage bonus, but it inflicts 2-8 points of acid 
     damage. (There is no splash damage.) For every three levels the caster has 
     achieved, the acid lasts another 1 round, inflicting another 2-8 points of 
     damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the 
     acid lasts for 3 rounds, etc.
    
    
    SCRL96
    
     Mirror Image (Illusion/Phantasm)
     Level: 2
     Range: Caster
     Duration: 3 rounds/level
     Casting Time: 1
     Area of Effect: 6-foot radius
     Saving Throw: None
     When a Mirror Image spell is invoked, the spellcaster causes two to eight 
     duplicates of himself to come into being around him. These images do exactly 
     what the wizard does. Since the spell causes a blurring and slight distortion 
     when it is cast, it is impossible for opponents to be certain which ones are 
     the illusions and which is the actual wizard. When an image is struck by a 
     melee or missile attack, magical or otherwise, it disappears, but any other 
     existing images remain intact until struck. The images shift from round to 
     round so that an enemy must first hit every image before being able to hit 
     the wizard.
    
    
    SCRL97
    
     Stinking Cloud (Evocation)
     Level: 2
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 2
     Area of Effect: 10-foot radius
     Saving Throw: Special
     Stinking Cloud creates a billowing mass of nauseous vapors up to 30 yards 
     away from the wizard. Any creature caught within the cloud must roll a 
     successful saving throw vs. poison or be reeling and fall unconscious for the 
     next round. Those who make successful saving throws can leave the cloud 
     without suffering any ill effects, although those remaining in the cloud must 
     continue to save every round.
    
    
    SCRL98
    
     Strength (Alteration)
     Level: 2
     Range: Touch
     Duration: 1 hour/level
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: None
     Upon application of this spell the target's strength is magically increased 
     by an amount depending on its class.  Clerics and Thieves gain 1-6 points, 
     Fighters gain 1-8 points, and Mages gain 1-4 points.  For Fighters only, all 
     points above a strength of 18 are converted into a 10% bonus for each extra 
     point, to a maximum of an 18/00 strength.  For other classes 18 strength is 
     the maximum.
    
    
    SCRL99
    
     Web (Evocation)
     Level: 2
     Range: Sight of Caster
     Duration: 15 rounds
     Casting Time: 2
     Area of Effect: 15-foot radius
     Saving Throw: Special
     Web creates a many-layered mass of strong, sticky strands, similar to spider 
     webs, but much larger and tougher. Anyone in the area when the spell is cast 
     must roll a saving throw vs. spells every round. If failed, the creature is 
     paralyzed for one round. If the saving throw is successful, then the creature 
     may move normally.
    
    
    SCRLAUTO
    
     Autograph
    
     To <CHARNAME> and friends, with love.
    
    
    
    
    
     Larry, Darryl, and Darryl.
    
    
    SCRLDRA
    
     Scroll
    
     We have need of your services yet again, Drasus.
    
     We are expecting an incursion at our mine location in the Cloakwood.
    
     You are to accompany Daveorn to the site and prevent entry or assault by 
     anyone that is foolish enough to challenge you.
    
     Your standard fee shall be doubled in this instance.  If all goes well you 
     should look forward to more of the same.
    
     Reiltar
    
    
    SCRLJALA
    
     Geas Removal Scroll
    
    
    SCRLKAR
    
     BOUNTY NOTICE
    
     Be it known to all those of evil intent, that a bounty has been placed upon 
     the head of <CHARNAME>, the foster child of Gorion.
    
     Last seen in the area of Candlekeep, this person is to be killed in quick 
     order.
    
     This offer has been extended to all appropriate guilds.
    
     Those returning with proof of the deed shall receive no less than three 
     hundred and fifty coins of gold.
    
     As always, any that reveal these plans to the forces of law shall join the 
     target in their fate.
    
    
    SCRLNEI
    
     BOUNTY NOTICE
    
     Be it known to all those of evil intent, that a bounty has been placed upon 
     the head of <CHARNAME>, the foster child of Gorion.
    
     Last seen in the region of Beregost, this person is to be killed in quick 
     order.
    
     The subject is to be considered a formidable foe, and is likely to have 
     well-equipped traveling companions.
    
     This offer has been extended to all appropriate guilds.
    
     Those returning with proof of the deed shall receive no less than six hundred 
     and eighty coins of gold.
    
     As always, any that reveal these plans to the forces of law shall join the
     target in their fate.
    
    
    SCRLPET
    
     Stone to Flesh Scroll
    
     This scroll will remove the effects of petrification from anyone to be
     afflicted by such an unfortunate condition. Simply return to the area where 
     the victim has been turned to stone, read the scroll and target the portrait 
     of the afflicted person.
    
    
    SCRLTAR
    
     BOUNTY NOTICE
    
     Be it known to all those of evil intent, that a bounty has been placed upon 
     the head of <CHARNAME>, the foster child of Gorion.
    
     Last seen in the area of Candlekeep, this person is to be killed in quick
     order.
    
     Those returning with proof of the deed shall receive no less than two hundred
     coins of gold.
    
     As always, any that reveal these plans to the forces of law shall join the
     target in their fate.
    
    
    SCRLVAIL
    
     Letter
    
     I enter battle tomorrow with a heavy heart, knowing I may well not survive. 
     Such is life, and many a fool has risked as much for less gold than I will be 
     paid. Still, I cannot bear the possibility of losing the treasures I have 
     worked so hard for. To prevent this, I write this note to myself as a 
     reminder in case I suffer an injury that would impair my faculties. Any 
     battle against a mage always carries such a risk.
    
     Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My 
     helm I will trust only to my guile in hiding it. It rests where people rest, 
     in a building that may as well have been named for the purpose. The cloak 
     should be with it, but that would only be expected. I shall not make their
     theft easy.
    
    
    SCRLZHA
    
     Scroll
    
     I have a task for you and those you have selected.
    
     You, the first of the faithful, are to stand ground in my stead.
    
     Be assured that I would not belittle your devotion with simple guard duty.  
     This chore is of particular interest to me, and thus, to you.
    
     <CHARNAME> has become as a thorn in my side.  I wish it removed.
    
     Do so, and you shall please me greatly.
    
     Such is your charge.
    
     Do not fail in this.
    
     Sarevok
    
    
    SCRLZY, SCRLZZ
    
     Summon Cow (Summoning)
     Level: 2
     Range: Visual range of the caster
     Duration: Instant
     Casting Time: 1
     Area of Effect: 1 Creature
     Saving Throw: None
     The spell speaks for itself baby!
    
    
    SCRNOTE
    
     SCRIBBLED NOTE
    
     If you are reading this note, then obviously you are a thief come to rob me 
     of my hard won riches.  Sorry to disappoint you.  Did you really think I 
     would keep my valuables in such an obvious and unguarded place?  Consider 
     this note a warning.  I do not care much for those who would poke their nose 
     where it doesn't belong, and anyone caught practicing thievery in the town of 
     Easthaven shall answer to me.
    
     - Hrothgar
    
    
    SCSHAD
    
     Shadow Monsters
     (Illusion/Phantasm)
     Level: 4
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 4
     Area of Effect: 20-foot cube
     Saving Throw: Special
     This spell shapes material from the Demiplane of Shadow into illusionary 
     monsters. These monsters are randomly summoned one by one with Hit Dice 
     between 1 and the level of the spellcaster, until the summoned creatures' Hit 
     Dice total the spellcaster's level. (For example, a 15th level wizard could 
     summon a 10th level creature one round, then the next round the next creature 
     appearing would have 1 through 5 Hit Dice, and so on.) These shadowy 
     creatures have only 20% of the hit points of their real-world counterparts, 
     although their attacks do full damage.
    
    
    SCSHDS
    
     Shades (Illusion/Phantasm)
     Level: 6
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 6
     Area of Effect: 20-foot cube
     Saving Throw: None
     Shades is similar to Shadow Monsters and Demishadow Monsters - it allows the 
     caster to shape material from the Demiplane of Shadow into illusionary 
     creatures. These shadows are tougher than the shadows summoned by Shadow 
     Monsters and Demishadow Monsters, and they will obey the caster until the 
     spell expires or they are slain.
    
    
    SCSHRO
    
     Shroud of Flame
     (Evocation)
     Level: 5
     Range: Sight of Caster
     Duration: 1 round/level
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: Neg.
     This spell causes a creature to burst into flames if they fail a saving throw 
     vs. spells. The creature will burn for 2-12 points of damage every round 
     (although they are allowed a new saving throw every round after the first to 
     avoid taking further damage) and as long as the spell is in effect, gouts 
     of flame erupt from the burning target causing any creatures within ten feet 
     of the burning creature take 1-4 hit points of damage from the flames. This 
     spell is particularly useful in dispersing packs of trolls and frost 
     salamanders.
    
    
    SCSNILL
    
     Snilloc's Snowball Swarm
     (Evocation)
     Level: 2
     Range: Sight of caster
     Duration: Instantaneous
     Casting Time:2
     Area of Effect: 25-foot radius
     Saving Throw: 1/2 Damage
     This spell causes a flurry of snowballs to erupt from a point within range. 
     These snowballs will hit everything within the area of effect, doing 1-3 hit 
     points/level, up to a maximum of 8-24 hit points at level 8. Against 
     fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level.
    
    
    SCSPIR
    
     Spirit Armor (Necromancy)
     Level: 4
     Range: Touch
     Duration: 3 turns
     Casting Time: 3
     Area of Effect: 1 creature
     Saving Throw: None
     This spell is very similar to the 3rd level spell Ghost Armor in that it 
     creates a corporeal barrier around the targets body for the duration of the 
     spell.  This spell however, actually taps in to the targets life force in 
     order to create the barrier.  The armor itself is weightless, and does not 
     hinder movement or spell casting at all. The Spirit Armor does not work 
     cumulatively with any other armor, however dexterity bonus' still apply as 
     well as magic rings and a shield.  While in effect the AC (armor class) 
     of the recipient will be 1, as if he was wearing plate mail.  Also, due to 
     the magical nature of the spell, he will also recieve a +3 bonus to save vs. 
     magical attacks. There is a danger however, as when the spell runs out the 
     external portion of the spirit is temporarily lost, inflicting 2d4 points of 
     damage upon the target.
    
    
    SCSSHA
    
     Summon Shadow
     (Conjuration/Summoning, Necromancy)
     Level: 5
     Range: Sight of Caster
     Duration: 1 round + 1 round/level
     Casting Time: 5
     Area of Effect: 10-foot cube
     Saving Throw: None
     This spell summons one shadow for every three levels of the caster. This 
     shadow will obey the orders of the caster, attacking his enemies or 
     performing tasks until the spell expires or the shadows are slain.
    
    
    SCSTF
    
     Stone to Flesh (Evocation)
     Level: 6
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 6
     Area of Effect: 1 creature
     Saving Throw: None
     This spell turns a petrified creature back to normal.  If one of your 
     companions has been victimized by a basilisk or a medusa, this spell will 
     restore them to normal health.
    
    
    SCSTON
    
     Stoneskin (Evocation)
     Level: 4
     Range: Caster
     Duration: Special
     Casting Time: 1
     Area of Effect: Caster
     Saving Throw: None
     Arguably one of the best defensive spells ever, Stoneskin makes the affected
     creature virtually immune to any cut, blow, projectile or the like (although 
     spells and spell damage will still affect the creature as normal). The next 1 
     to 4 attacks (+1 attack/2 levels of the caster) that strike the creature will 
     simply bounce off with no effect. Casting this spell multiple times does not 
     have a cumulative effect.
    
    
    SCSTOR
    
     Ice Storm
     (Evocation)
     Level: 4
     Range: Sight of caster
     Duration: Special
     Casting Time: 4
     Area of Effect: 20-foot radius
     Saving Throw: None
     When this spell is cast, shards of ice smash down on all targets in the area 
     of effect, doing 3-30 points of cold damage.
    
    
    SCSTUN
    
     Power Word: Stun
     (Conjuration/Summoning)
     Level: 7
     Range: Sight of Caster
     Duration: Special
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is 
     another of the words of power. When uttered, it stuns any creature the caster 
     targets, causing them to reel and be unable to think coherently. Creatures 
     with less than 31 hit points are stunned for 4-16 rounds, those with 31 to 60 
     hit points are stunned for 2-8 rounds, those with 61 to 90 hit points are 
     stunned for 1-4 rounds, and those more than 90 hit points are unaffected. The
     spell checks the creature's current hit points, not their maximum, so even 
     the toughest creatures can be affected by this spell if they are wounded.
    
    
    SCTENS
    
     Tenser's Transformation
     (Alteration, Evocation)
     Level: 6
     Range: Caster
     Duration: 1 round/level
     Casting Time: 6
     Area of Effect: Caster
     Saving Throw: None
     Mages need not always be mages -- Tenser's Transformation changes the caster 
     into a heroic fighter, doubling the wizard's hit points, and gives him a +4 
     bonus to his armor class. All damage the caster sustains takes away from the 
     bonus hit points first. All the wizard's attacks have the same chance to hit 
     as a fighter of the same level, and the wizard is allowed to attack twice a 
     round with +2 damage per attack.
    
    
    SEEDS
    
     Seeds
    
     These seeds come from some of the rarest of tropical plants that seem to be 
     able to grow in very unfavorable climates and conditions.
    
    
    SERPSCA
    
     Oil of the Serpent's Scales
    
     The creation of this useful oil is quite dangerous, involving the extraction 
     of venom from five live ophidians and the removal of twenty or more scales 
     from each of the same.  The scales are left to soak in a mixture of venom,
     ground poppies, and a variety of other strange ingredients for a full month.  
     At the end of this time, the scales are burned and rolled in another mixture 
     of oils and powders until it takes on the consistency of thick butter.  A 
     variety of spells are then cast upon the mixture to give the oil its full 
     powers.  When used, the target's skin becomes tough, green, and scaly.  While 
     the oil is extremely useful, it takes a full round to adequately smear it 
     over the recipient's body.
    
     STATISTICS:
    
     Target has +2 AC for six rounds (non-cumulative)
     Takes a full round to use
    
    
    SERRATE
    
     Serrated Bone Blade
    
     Emanating a faint blue aura, this gigantic weapon is a serrated two-handed 
     sword made of bone.  It will occasionally strike with a shocking force of 
     cold, chilling the player to the bone.
    
     STATISTICS:
    
     Damage: 1D10+3
     THAC0: +3
     Damage type: Slashing
     Special: 20% chance +1D10 cold damage
     Weight: 25
     Speed Factor: 10
     Proficiency Type: Great Swords
     Type: 2-Handed
     Note Usable By:
      Cleric
      Mage
      Druid
      Thief
    
    
    SHADOWS
    
     Ring of Shadows
    
     Priests of Mask made this plain silver ring in order to help their more 
     generous worshippers.  In return, the thieves who borrowed the ring gave a 
     portion of their earnings to churches of Mask.  The ring left the church's 
     ownership when an ungrateful thief name Jennick decided to run away with the 
     prized item.  The church of Mask hired assassins to hunt down the man and 
     kill him, but he was never captured.  It is believed that Jennick retired in 
     Waterdeep and lived out the rest of his days in peace.
    
     STATISTICS:
    
     Special:
       +15% Stealth Skill
       Wearer under the effect of the spell, Non-Detection
     Only usable by:
       Ranger
       Thief
    
    
    SHAWM
    
     Owain's Lullabye
    
     Owain's Lullabye was created by a disturbed bard named Owain Piper.  Piper 
     was a worshipper of Auril, born in the town of Silverymoon and raised to 
     embrace the frigid environment of his homeland.  He traveled extensively in 
     the Moonsea, where he met a mage named Pelham of the Moor.  Owain and Pelham 
     became good friends and stayed in contact for over a decade.  Pelham 
     eventually enchanted Owain's Lullabye for the bard in exchange for a small 
     sum of money.  Owain rarely used the instrument in battle, typically 
     employing it when he found late-migrating geese lounging on a lake.  He would 
     blow the horn in such a way that the geese heard it as the sound of their
     cousins heading south for the winter.  As the geese would attempt to take 
     flight, Owain's horn would freeze them in mid-stroke, where he would leave 
     them to die.
    
     STATISTICS:
    
     When played, this instrument casts Cone of Cold for 10d4+10 points of damage.
    
     Only Usable By:
       Bard
    
    
    SHBOOTS
    
     Shadowed Boots
    
     Upon closer inspection of these boots, the fabric seems to be made of some 
     corporeal material.  Wearing these boots causes the user to take on an almost 
     shadowed or ghostly appearance. Additionaly, sound becomes eerily muffled as 
     if heard from a distance.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special: +15% Stealth Skill
     Weight: 5
     Only usable by:
     Thief (single, dual, & multi-class)
    
    
    SHCLOAK
    
     Shadowed Cloak
    
     Upon closer look at this cloak, it is more of a shroud that consists of an 
     unknown corporeal material instead of fabric.  Upon it being worn, it will 
     make the wearer appear as shadowed as the cloak is.
    
     STATISTICS:
    
     Special: +15% Hide in Shadows
     Weight: 5
     Only usable by:
     Thief (single, dual, & multi-class)
    
    
    SHEVARA
    
     Symbol of Shevarash
    
     This magical symbol of the demipower, Solonar Thelandira was given to those 
     who would do battle for the Hand in the dead of night.  The wearer would be 
     given infravision stronger than normal elven eyes.
    
     STATISTICS:
    
     Infravision
    
    
    SHLD01, SHLD11, SHLD12, SHLD99
    
     Small Shield
    
     A small shield is usually round and is carried on the forearm, gripped with 
     the shield hand.  Its light weight as compared to a medium shield permits the 
     user to carry other items in that hand, although he cannot wield or carry 
     another weapon.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special:  No  Missile Weapon Protection
     Weight: 3
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD02
    
     Small Shield +1
    
     A small shield is usually round and is carried on the forearm, gripped with 
     the shield hand.  Its light weight as compared to a medium shield permits the 
     user to carry other items in that hand, although he cannot wield or carry 
     another weapon.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  No  Missile Weapon Protection
     Weight: 3
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD03, SHLD13, SHLD14
    
     Medium Shield
    
     A medium shield is carried in the same manner as a small shield.  Unlike the 
     small shield, however, its weight prevents the character from using his 
     shield hand for anything other than carrying the medium shield.  Medium 
     shields are usually made of metal, range from 3'-4' in diameter, and can be 
     of any shape, from round to square to a spread dragon's wings.  A typical 
     medieval shield resembles a triangle with one point facing downward.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Weight: 7
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD04
    
     Medium Shield +1
    
     A medium shield is carried in the same manner as a small shield.  Unlike the 
     small shield, however, its weight prevents the character from using his 
     shield hand for anything other than carrying the medium shield.  Medium 
     shields are usually made of metal, range from 3'-4' in diameter, and can be 
     of any shape, from round to square to a spread dragon's wings.  A typical 
     medieval shield resembles a triangle with one point facing downward.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Weight: 6
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD05, SHLD15, SHLD16, SHLD18
    
     Large Shield
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip 
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 1
     Special:  +1 vs. Missile Weapons
     Weight: 15
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD06
    
     Large Shield +1
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip 
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  +1 vs. Missile Weapons
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD07
    
     Large Shield +1, +4 vs. Missiles
    
     This large shield has been enchanted to protect the wearer against missiles
     of all types.
    
     STATISTICS:
    
     Armor Class: +2 bonus, +5 vs. Missile Weapons
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD08, SHLD09, SHLD10
    
     Buckler
    
     A buckler, also known as a target shield, is a small round shield of wood or 
     metal that fastens to the forearm.  Because of it's size it is light and can 
     be worn with very little restriction to movement.
    
     STATISTICS:
    
     Armor Class Bonus:  1
     Special:  No Missile/Piercing Attack Protection
     Weight:  2
     Unusable By:
     Mage
    
    
    SHLDBCH
    
     The Bitch Queen's Envoy
    
     Representatives of Umberlee, the so-called Bitch Queen, were given this 
     shield to display to the court of Ishtishia on trips to the Elemental Plane 
     of Water.  It protected its bearers on numerous occasions.  The envoys of the 
     Queen of the Sea rarely abused the powers of the device, but it only took one 
     mischievous priest to lose the item.  Legends say that Herren of Umberlee 
     used the shield's sanctuary to attack and destroy a number of elementals 
     before the water lord Ishtishia shifted the priest to the paraelemental plane 
     of ice, where he froze to death.  From there, it is believed that the shield 
     floated around the planes for many years, only recently resurfacing in 
     Faerun.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Special: Water Elementals ignore the bearer in combat
     Weight: 4
     Not Usable By:
      Lawful Creatures
      Bard
      Druid
      Mage
      Thief
    
    
    SHLDRED
    
     The Red Knight's Shield
    
     Divination about this item reveals little, save that it once belonged to a 
     woman called the Red Knight, a devoted worshipper and soldier of Tempus.  A 
     cult to the Red Knight exists in a few places around Faerun.  The little
     information that is known about the religion indicates that the Red Knight is 
     a quasi-deity representing strategy and tactics in war.  The faith consists 
     entirely of a small groups of Tempurans who favor the Red Knight's emphasis 
     of military structure and order.  The shield is plain in design and 
     construction, with a small icon of a horse's head carved into the back rim of 
     the item.
    
     STATISTICS:
    
     Armor Class Bonus: 4
     Weight: 4
     Not Usable By:
      Chaotic Creatures
      Druid
      Thief
      Mage
      Bard
    
    
    SHLDRNG
    
     Shield Ring
    
     This highly prized ring is made from simple jade to hide its powerful magic.  
     Crafted by the wizard Bil, the shield ring is plain and functional.  Bil, a 
     sardonic mage of otherwise small repute (creator of such spells as Bil's 
     Fantastic Ale and Bil's Blasting Ball), found the ring to be incredibly 
     useful against the enemy mages he frequently fought.  When Bil disappeared 
     from the Realms twenty years ago, his ring was one of many items he left 
     behind to his friends and associates.  Because many of his friends and 
     associates were larcenous thugs, it is assumed that the ring was sold to the 
     highest bidder as soon as possible.
    
     STATISTICS:
    
     Shield spell on wearer
     Only usable by:
       Mage
       Mage/Thief
       Cleric/Mage
    
    
    SHPLATE
    
     Plate Mail Armor
    
     Upon closer look at this suit of plate mail, its metal seems to be in a 
     corporeal state, hence its shadowed look.  Upon it being worn, it will make 
     the wearer appear as shadowed as the armor is.  It will also provide extra 
     protection against missile weapons while the wearer is in its shadowed state.
    
     STATISTICS:
    
     Armor Class: 0
     Special: +3 AC vs. missiles
     Weight: 20
     Not usable by:
      Bard
      Druid
      Mage
      Thief
      Ranger
    
    
    SHROBE
    
     Shadowed Robe
    
     This robe is made up of some unknown corporeal material that gives its wearer 
     a shadowed look.  Besides giving excellent protection, it also provides some 
     resistance against magic.
    
     STATISTICS:
    
     AC: 4
     +15% Magic Resistance
     Weight: 5
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    SHSHLD
    
     Shield of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep.  Etched with elven runes across its face, this shield 
     was made from some of the strongest metals to ever come from Dorn's Deep.  
     Any bearer of this shield is confident in the fact that this shield will 
     deflect any blow brought upon it.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Special:  +1 vs. Missile Weapons
     Weight: 8
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHSSWRD
    
     Short Sword of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep.  The craftsmanship of this short sword is of 
     exceptional dwarven quality and is laden with elvish runes across its glowing 
     blade.  There were swordsman within the Seldarine's Hand who preferred the
     quickness and balance of a short sword.  This was made to accommodate those 
     swordsmen who preferred to deliver death through quickness and grace rather 
     than brute strength.
    
     STATISTICS:
    
     Damage: 1D6 +3
     THAC0: +3
     Damage type: Piercing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Small Sword
     Type: 1-handed
     Not Usable By:
      Druid
      Mage
      Cleric
    
    
    SHSTAFF
    
     Staff of the Hand
    
     Made during the golden age between the elves of the Seldarine's Hand and the 
     dwarves of Dorn's Deep.  This staff was carved and shaped with the utmost 
     care, and then etched with elvish runes across its length.  Although most of 
     the Hand's wizards chose not to engage in melee combat, they wielded this 
     staff as a symbol of power and unity.
    
     STATISTICS:
    
     Damage: 1D6 +3
     THAC0: +3
     Damage type: Crushing
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Quarter Staves
     Type: 2-handed
     Not Usable By:
    
    
    SLAYER
    
     Slayer
    
     A fallen paladin called Matthain "Blackwatch" used this weapon to kill one 
     hundred and one knights of his former king.  Matthain's family, Chamberlain, 
     had a long tradition of producing paladins of Tyr.  Matthain's father, 
     Garlan, slew a powerful high priest of Bane who had been posing a threat to 
     the kingdom.  The priest's evil magic brought him back from the dead.  This 
     priest, called "The Chamberlain Haunt," cursed the Chamberlain family to only 
     produce stillborn children until he had been appeased.  Matthain, as the heir 
     to the family, took it upon himself to remove the curse.  The Chamberlain 
     Haunt told Matthain that he must kill one hundred and one knights of the 
     king.
    
     Matthain began his grim task, slaughtering every knight he came across.  He 
     brought the skull and shield of each warrior to the Chamberlain Haunt as 
     proof of his deed.  The king dispatched bands of knights and heroes to kill 
     Matthain, but he proved too difficult a foe.  Finally, after three years of 
     murdering, Matthain had killed one hundred knights.  He told the Chamberlain 
     Haunt that it was time to end the curse.  The Chamberlain Haunt corrected 
     him, reminding the fallen paladin that he had to kill one hundred and one 
     knights of the king.
    
     Overcome with misery and regret, Matthain nodded and immediately threw 
     himself on his own spear.  With Matthain and Garlan dead, and the letter of 
     his requirements fulfilled, the curse was ended and the Chamberlain Haunt was 
     called to Acheron by Bane, screaming all the way.
    
     STATISTICS:
    
     Damage:  1D6 +5
     THAC0:  +5
     Damage type:  Piercing
     Weight:  2
     Speed Factor:  1
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    SLINGED
    
     Edley's Sling
    
     The halfling warrior-rogue Edley Bramble was the owner of this fine weapon.  
     Edley was a villain to some, but a hero to many more.  Despite the fact that 
     most halflings publicly regard Edley as a scoundrel and bad influence on 
     halfling culture, many secretly revere and admire him.  Edley's pranks and 
     adventures among humans and elves are recorded in some of the folksongs 
     created by Waren Blackbird.
    
     STATISTICS:
    
     Damage:  +2 (Missile Damage)
     THAC0:  +3
     Weight:  0
     Speed Factor:  4
     Proficiency Type:  Missile Weapons
     Type:  1-handed
     Not Usable By:
    
    
    SLNG01
    
     Sling
    
     Slings have existed since the beginning of recorded history.  The basic sling 
     consists of a leather or fabric strap with a pouch for holding the missile.  
     The weapon is held by both ends of the strap and twirled around the wielder's 
     head.  When top speed is attained, the missile is launched by releasing one 
     of the strap's ends.
    
     STATISTICS:
    
     Weight: 0
     Speed Factor: 6
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
    
    
    SLNG02
    
     Sling +1
    
     Slings have existed since the beginning of recorded history.  The basic sling 
     consists of a leather or fabric strap with a pouch for holding the missile, 
     however this one has been imbued with a small magical enchantment.  The 
     weapon is held by both ends of the strap and twirled around the wielder's 
     head.  When top speed is attained, the missile is launched by releasing one 
     of the strap's ends.
    
     STATISTICS:
    
     Damage:  +1 (missile damage)
     THAC0:  +1
     Weight: 0
     Speed Factor: 5
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
    
    
    SOLONOR
    
     Symbol of Solonar Thelandira
    
     This magical symbol of the elven god Solonar Thelandira was given to many of 
     the archers in the Hand of the Seldarine.  Wearing it would increase the 
     archer's prowess to strike true on its target.
    
     STATISTICS:
    
     THAC0: +2 (Missile Weapons Only)
    
     Not Usable By:
      Cleric
      Mage
    
    
    SPENSTAF
    
     Spendelard's Protector
    
     The wizard Spendelard was famous for his extremely utilitarian spells.  While 
     he was not threatened a great deal during his life, his rare but far-reaching 
     travels often took him into dangerous situations.  A staff of his making 
     protected him on those occasions.  He eventually acquired a staff, which he 
     found more to his liking and sold his worn Protector to a traveling druid of 
     Chauntea.
    
     STATISTICS:
    
     Damage:  1D6+1
     THAC0:  +1
     Damage type:  Crushing
     Armor Class Bonus: 1
     Resistance Bonus +1 Save vs. Spells
     Weight:  3
     Speed Factor:  3
     Proficiency Type:  Quarter Staves
     Type:  2-handed
     Not Usable By:
    
    
    SPER01
    
     Spear
    
     One of man's earliest weapons, dating back to the most primitive of times, 
     the first spears were simply wooden poles or sticks sharpened at one end.  
     When man mastered metals, spearheads were made from iron and steel.  Having 
     reached this end, weaponers began experimenting with different types of spear 
     heads, thus leading to the development of certain polearm types.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Piercing
     Weight: 5
     Speed Factor: 6
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    SPER02
    
     Spear +1
    
     One of man's earliest weapons, dating back to the most primitive of times, 
     the first spears were simply wooden poles or sticks sharpened at one end.  
     When man mastered metals, spearheads were made from iron and steel.  Having 
     reached this end, weaponers began experimenting with different types of spear
     heads, thus leading to the development of certain polearm types.  This spear 
     is slightly different though, as it has been imbued with certain magical 
     properties.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0:  +1 bonus
     Damage type:  Piercing
     Weight: 5
     Speed Factor: 5
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    SPER03, SPER04
    
     Spear +3, Backbiter
    
     This cursed spear will appear as a magical spear, however when a combat 
     situation arises, the wielder will attack an enemy and backbiter will attack 
     the wielder.  For every attack made, backbiter will attack the foe and also 
     the wielder.  This is a powerful spear, but one must ask if it is worth it in 
     the end.  The only way that backbiter can be removed is by a Remove Curse 
     spell.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Piercing
     Special:  3 (piercing) damage inflicted upon the wielder upon every 
               successful hit
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    SPINE
    
     Spinesheath
    
     The ghastly name of this weapon is taken from its first owner's fondness for 
     burying it in the backs of his enemies.  The long stiletto blade of this 
     weapon was designed specifically to punch through armor.  The assassin 
     Beledor of Calimport used this weapon to kill dozens of people before he 
     succumbed to the poison of an easily bribed servant.
    
     STATISTICS:
    
     Damage:  1D4+1
     THAC0:  +5
     Damage type:  Piercing
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    SPIRIT
    
     Spirit Essence
    
     This valuable potion is made by capturing and distilling the spirits of 
     trolls.  Normally only attempted by powerful necromancers and enchanters, the 
     process results in a powerful healing potion able to instantly regenerate 
     even severe wounds.
    
     STATISTICS:
    
     Heals 25 hit points
    
    
    SPPR103C
    
     Cure Light Wounds (Necromancy)
     Level: 1
     Sphere: Healing
     Range: Touch
     Duration: Permanent
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: None
     When casting this spell and laying his hand upon a creature, the priest heals 
     8 points of damage to the creature's body.  This spell has no affect on 
     undead or extraplanar creatures.
    
    
    SPPR105C
    
     Entangle (Alteration)
     Level: 1
     Sphere: Plant
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 4
     Area of Effect: 20-foot radius
     Saving Throw: Neg.
     When this spell is cast, grasses, weeds, bushes, and even trees wrap, twist, 
     and entwine about any creatures in the area of effect, holding them fast for
     the duration of the spell.  A creature that rolls a successful saving throw 
     vs. spell avoids entanglement.  Entangled creature can still attack, even 
     though they can't move.
    
    
    SPPR108C
    
     Remove Fear (Abjuration)
     Level: 1
     Sphere: Charm
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 1
     Area of Effect: 30-foot radius
     Saving Throw: None
     The priest instills courage in the spell recipients, raising their morale to 
     its highest.  The recipient's morale will gradually reset to normal as the 
     duration runs out.  If the recipients are affected by magical fear, this is 
     negated.
    
    
    SPPR201C
    
     Aid (Necromancy, Conjuration)
     Level: 2
     Sphere: Necromantic
     Range: Touch
     Duration: 1 round + 1 round/level
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: None
     The recipient of this spell gains the benefit of a Bless spell (+1 to attack 
     rolls and saving throws) and 1-8 bonus hit points for the duration of the 
     spell.  These bonus hit points can exceed a character's maximum hit points, 
     but the bonus hit points are lost when the recipient takes damage; they 
     cannot be regained by curative magic.
    
    
    SPPR203C
    
     Chant (Conjuration/Summoning)
     Level: 2
     Sphere: Combat
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 1 round
     Area of Effect: 30-foot radius
     Saving Throw: None
     By means of the Chant spell, the priest brings special favor upon himself and 
     his party, and causes harm to his enemies.  When the Chant spell is 
     completed, all the priest's allies in the area of effect gain +1 to attack, 
     damage, and saving throws, while the priest's enemies suffer a -1 penalty to 
     their attacks, damage and saves.  Multiple Chants are not cumulative.  This 
     spell requires a moderate amount of concentration by the caster, so the 
     priest cannot cast any spells for the Chant's duration, and his movement is 
     slowed by half.
    
    
    SPPR205C
    
     Find Traps (Divination)
     Level: 2
     Sphere: Divination
     Range: 10-foot path
     Duration: 3 turns
     Casting Time: 5
     Area of Effect: Caster
     Saving Throw: None
     When a priest casts a Find Traps spell, all traps - concealed normally or 
     magically, of magical or mechanical nature - become apparent to him, as if he 
     or she were a thief.
    
    
    SPPR208C
    
     Hold Person (Enchantment/Charm)
     Level: 2
     Sphere: Charm
     Range: Sight of Caster
     Duration: 2 rounds/level
     Casting Time: 3
     Area of Effect: Special
     Saving Throw: Neg.
     This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
     five rounds or longer. The Hold Person spell affects any bipedal human, 
     demihuman, or humanoid of mansize or smaller, including dwarves, elves, 
     gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, 
     humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter 
     could be held, while an ogre could not. The effect selects the enemies 
     closest to the target and holds them. Enemies making their saving throws are 
     totally unaffected by the spell. Undead creatures cannot be held. Held 
     creatures cannot move or speak, but they remain aware of events around them 
     and can use abilities not requiring motion or speech. Being held does not 
     prevent the worsening of the subject's condition due to wounds, disease, or 
     poison.
    
    
    SPPR211C
    
     Silence, 15' Radius (Alteration)
     Level: 2
     Sphere: Guardian
     Range: Sight of Caster
     Duration: 2 rounds/level
     Casting Time: 5
     Area of Effect: 15-foot-radius
     Saving Throw: Neg.
     Upon casting this spell, complete silence prevails in the affected area. All 
     sound is stopped: conversation is impossible and spells cannot be cast.  Each 
     creature in the area must make a saving throw vs. spells; if the save is 
     failed then they are silenced for the duration of the spell.  Note that this
     spell does not continue to affect the area after being cast; only those in 
     the area at the time of the casting are affected by the silence.
    
    
    SPPR212C
    
     Slow Poison (Necromancy)
     Level: 2
     Sphere: Healing
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     When this spell is placed upon a poisoned individual, it slows the effects of 
     venom.  This spell does not neutralize the poison, just slows it down enough 
     so you can get real healing at a temple or from your party's priest.
    
    
    SPPR214C
    
     Cure Moderate Wounds
     (Necromancy)
     Sphere: Healing
     Level: 2
     Range: Touch
     Duration: Instantaneous
     Casting Time: 5
     Area of Effect: 1 creature
     Saving Throw: None
     A stronger version of the 1st level priest spell Cure Light Wounds, Cure 
     Moderate Wounds heals 11 points of damage to a living creature.
    
    
    SPPR303C
    
     Dispel Magic (Abjuration)
     Level: 3
     Sphere: Protection
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 6
     Area of Effect: 15-foot radius
     Saving Throw: None
     A Dispel Magic spell removes magical effects upon anyone within the area of 
     effect. This includes the effects of spells, potions and magical items. It 
     does not, however, affect magical items themselves.
    
    
    SPPR304C
    
     Glyph of Warding
     (Abjuration, Evocation)
     Level: 3
     Sphere: Guardian
     Range: Sight of Caster
     Duration: Special
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: Special
     A Glyph of Warding is a powerful inscription, magically drawn to prevent 
     unauthorized or hostile creatures from passing, entering, or opening.  It can 
     be used to guard a small bridge, to ward an entry, or as a trap on a chest or 
     box.  Any creature violating the warded area sets off the glyph.  A 
     successful saving throw vs. spell enables the creature to escape the effects, 
     but if the save is failed, the glyph deals 1-4 points of electrical 
     damage/level of the caster to the victim.  Resting or leaving the area the 
     Glyph of Warding is in will make it disappear harmlessly.
    
    
    SPPR306C
    
     Protection From Fire (Abjuration)
     Level: 3
     Sphere: Protection, Elemental (Fire)
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 6
     Area 'of Effect: 1 creature
     Saving Throw: None
     When the spell is cast, it confers complete invulnerability to normal fires 
     (torches, bonfires, oil fires, and the like) and significant resistance to 
     exposure to magical fires such as fiery dragon breath, spells such as Burning 
     Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, etc., absorbing 80% of 
     all the damage dealt by such magical sources.
    
    
    SPPR307C
    
     Remove Curse (Abjuration)
     Level: 3
     Sphere: Protection
     Range: Touch
     Duration: Permanent
     Casting Time: 6
     Area of Effect: Special
     Saving Throw: Special
     Upon casting this spell, the priest is usually able to remove a curse on an 
     object, on a person, or in the form of some undesired sending or evil 
     presence. Note that the Remove Curse spell does not remove the curse from a 
     cursed shield, weapon, or suit of armor, for example, although the spell 
     typically enables the person afflicted with any such cursed item to get rid 
     of it. Certain special curses may not be countered by this spell, or may be 
     countered only by a caster of a certain level or more.
    
    
    SPPR308C
    
     Remove Paralysis (Abjuration)
     Level: 3
     Sphere: Protection
     Range: Sight of Caster
     Duration: Permanent
     Casting Time: 6
     Area of Effect: 1 creature
     Saving Throw: None
     By the use of this spell, the priest can free one creatures from the effects 
     of any paralyzation or related magic (such as a ghoul touch, or a Hold Person 
     spell).
    
    
    SPPR313C
    
     Prayer (Conjuration/Summoning)
     Level: 3
     Sphere: Combat
     Range: Caster
     Duration: 1 round/level
     Casting Time: 6
     Area of Effect: 60-foot radius
     Saving Throw: None
     Prayer bestows favor on the priest and his allies, and curses their enemies. 
     All attacks, damage, and saving throws by friendly characters gain +1, while 
     enemy attacks, damage rolls and saves are all penalized by 1. Any creatures 
     caught in the area of effect when the spell is cast will continue to be 
     affected by the spell when they leave the area, so if the fighters want to 
     chase down that fleeing goblin, the effects of the Prayer will follow him.
    
    
    SPPR314C
    
     Cure Disease (Abjuration)
     Level: 3
     Range: Touch
     Sphere: Necromantic
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: None
     When this spell is placed on a diseased individual, it immediately cures them 
     and restores 5 lost hit points.
    
    
    SPPR404C
    
     Neutralize Poison (Necromancy)
     Level: 4
     Sphere: Healing
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1
     Area of Effect: 1 creature
     Saving Throw: None
     When this spell is placed upon a poisoned individual, it immediately 
     neutralizes any poison and restores 10 lost hit points.
    
    
    SPPR407C
    
     Protection From Lightning (Abjuration)
     Level: 4
     Sphere: Protection, Weather
     Range: Touch
     Duration: 5 rounds/level
     Casting Time: 7
     Area 'of Effect: 1 creature
     Saving Throw: None
     When the spell is cast it confers complete invulnerability to electrical 
     attacks such as dragon breath or magical attacks such as Lightning Bolt, 
     Shocking Grasp etc.  The protection will last for the duration of the spell 
     or until successfully dispelled.
    
    
    SPPR412C
    
     Static Charge (Alteration)
     Level: 4
     Sphere: Weather
     Range: Caster
     Duration: 1 turn/level
     Casting Time: 1 round
     Area of Effect: Sight of Caster
     Saving Throw: 1/2
     Static Charge is similar to call lightning except it can be used indoors. 
     This spell allows the caster to generate a static charge around any creature 
     within the area of effect, doing 2-16 points of electrical damage, plus an 
     additional 1-8 points for each of the caster's experience levels. The charge 
     keeps going off, once every turn, for the duration of the spell.
    
    
    SPPR504C
    
     Raise Dead (Necromancy)
     Level: 5
     Sphere: Necromantic
     Range: Sight of the Caster
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: Special
     When the priest casts a Raise Dead spell, he can restore life to one of his 
     companions.  Note that this spell does not work on elven characters, and the 
     corpse to be raised must be intact (if the party member suffered an explosive 
     death, then raising is impossible).  The person has but 1 hit point when 
     raised and must regain the rest by natural healing or curative magic.  Raise 
     Dead will not work on someone killed by a Death Spell, Finger of Death, or 
     Disintegrate.
    
     Note that when this spell is inscribed on a scroll, its power and range is 
     diminished.  A scroll of Raise Dead only works when invoked at the place 
     where the target died; if the caster leaves the area and attempts to Raise 
     his companion, the scroll will not work.
    
    
    SPPR507C
    
     Champion's Strength (Alteration)
     Level: 5
     Sphere: Law
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 2
     Area of Effect: 1 creature
     Saving Throw: None
     When this spell is cast,the priest effectively draws on the strength of his 
     god and lends it to the target creature, in effect creating a champion.  The 
     target's strength is increased to 20-23 for 1 turn.  As soon as the spell is 
     cast, the spellcaster becomes fatigued, suffering a penalty to all his/her 
     rolls. The drawback to this spell is that the priest must concentrate on the 
     connection between the target and his god for the duration of the spell, 
     hence losing the ability to cast any additional spells during this time.  The 
     effect lasts for one turn or until dispelled.
    
    
    SPPR510C
    
     Insect Plague (Conjuration/Summoning)
     Level: 5
     Sphere: Combat
     Range: Sight of Caster
     Duration: 15 rounds
     Casting Time: 1 round
     Area of Effect: 25-foot radius
     Saving Throw: None
     This spell summons a swarm of creeping, hopping, and flying insects. All 
     creatures within the swarm suffer 1 hit point of damage every round, 
     spell-casting is impossible, and any creatures of 2 Hit Dice or less will 
     immediately attempt to flee the cloud as quickly as possible - creatures of 5 
     Hit Dice or less must make a morale check to remain with the swarm.
    
    
    SPPR512C
    
     Spike Stones
     (Alteration, Enchantment)
     Level: 5
     Sphere: Elemental (Earth)
     Range: Sight of Caster
     Duration: 12 rounds
     Casting Time: 6
     Area of Effect: 15-foot radius
     Saving Throw: None
     This spell warps the surrounding rock, reshaping the terrain into spiked 
     projections that blend into the background. Any creature entering the area 
     takes 2-8 hit points of damage every round.
    
    
    SPPR606C
    
     Fire Seeds (Conjuration)
     Level: 6
     Sphere: Elemental
     Range: Touch
     Duration: 1 turn/level
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: 1/2
     This spell creates four grenade-like missiles in the priest's inventory that 
     can be hurled at any target up to 40 yards away.  (These missiles last only 
     for the spells duration, so don't horde them.)  When they land, the seed 
     explode, doing 2-16 points of damage to everything within a five-foot radius.  
     A creature struck directly by the seeds receives no saving throw, but 
     creatures hit by the splash damage are allowed to make a saving throw vs. 
     spell for half-damage.
    
    
    SPPR607C
    
     Heal (Necromancy)
     Level: 6
     Sphere: Healing
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: None
     Heal wipes away disease and injury from a target creature.  It cures 
     blindness, diseases, feeblemind and restores the target to maximum hit points 
     if they have been injured.
    
    
    SPPR608C
    
     Sol's Searing Orb (Invocation)
     Level: 6
     Sphere: Sun
     Range: Sight of Caster
     Duration: Instantaneous
     Casting Time: 6
     Area of Effect: 1 creature
     Saving Throw: Special
     This spell allows the caster to hurl a brilliant, searing flash at a target. 
     When it hits, it explodes in a flash of light, doing 6-36 of fire damage to 
     the target and blinding him for 1-6 rounds if a saving throw vs. spells is 
     failed. If the saving throw is made, the target only takes half damage and is 
     not blinded. Undead creatures are particularly vulnerable to this spell - 
     they take double damage and are blinded for twice the duration as other 
     creatures, even if they make their saving throw.
    
    
    SPPR704C
    
     Creeping Doom (Conjuration/Summoning)
     Level: 7
     Sphere: Animal, Summoning
     Range: Sight of Caster
     Duration: 1 turn
     Casting Time: 1 round
     Area of Effect: Special
     Saving Throw: None
     Creeping Doom summons a mass of insects in a 20 foot square area that will 
     promptly spread out and attack the player's enemies. The swarm is composed of 
     various beetles, spiders and other creatures, each of one will sting once and 
     die - as a result, the swarm will generally kill any creature not immune to 
     normal attacks before the swarm is destroyed.
    
    
    SPPR705C
    
     Fire Storm (Evocation)
     Level: 7
     Sphere: Elemental (Fire)
     Range: Sight of Caster
     Duration: 1 round
     Casting Time: 1 round
     Area of Effect: 25-foot radius
     Saving Throw: 1/2
     This spell causes the area of effect to be covered in roaring flames, doing 
     2-16 +1 hit point/level of the priest to anything within the area of effect. 
     Creatures are allowed a saving throw vs. spells to take half-damage from the 
     blast.
    
    
    SPPR707C
    
     Sunray (Evocation,Alteration)
     Level: 7
     Sphere: Sun
     Range: Sight of Caster
     Duration: 4 rounds
     Casting Time: 4
     Area of Effect: 15-foot radius
     Saving Throw: None
     This spell allows the caster to evoke a dazzling beam of light from the sky 
     that lasts 4 rounds. Creatures in the area of effect must make a saving throw 
     vs. spells or be blinded for 1-3 rounds.  Undead or fungoid creatures in the 
     area of effect also take 8-48 points of damage (half damage if they make a 
     saving throw vs. spell).
    
    
    SPPR712C
    
     Resurrection (Necromancy)
     Level: 7
     Sphere: Necromantic
     Range: Touch
     Duration: Instantaneous
     Casting Time: 1 round
     Area of Effect: 1 creature
     Saving Throw: None
     Restoring life to the dead is one of the priest's most powerful spells. 
     Resurrection can restore a character to life with full hit points; the 
     deceased character must be in the party for this spell to work. Resurrection 
     will not work on someone killed by a Death Spell, Finger of Death, or 
     Disintegrate. Unlike Raise Dead, Resurrection will work on elven characters.
    
     Note that when this spell is inscribed on a scroll, its power and range is 
     diminished.  A scroll of Resurrection only works when invoked at the place 
     where the target died; if the caster leaves the area and attempts to 
     Resurrect his companion, the scroll will not work.
    
    
    SPPR714C
    
     Symbol of Pain
     (Conjuration/Summoning)
     Level: 7
     Sphere: Guardian
     Range: Sight of Caster
     Duration: 2-20 turns
     Casting Time: 3
     Area of Effect: 60-foot radius
     Saving Throw: Neg.
     All creatures within 60 feet of the Symbol of Pain when it's invoked must 
     make a saving throw vs. spell. If failed, they are overwhelmed by pain, 
     suffering a -4 to their attack rolls, a -2 to Dexterity and a -2 to their 
     Armor Class.
    
    
    SQUIREL
    
     A Cage of Squirrels
    
     With this cage are two cramped squirrels.
    
    
    SRING
    
     Ring of Sanctuary
    
     Created during the golden age between the elves of the Seldarine Hand and the 
     dwarves of Dorn's Deep, it was given to those clerics that were sent into 
     battle against the orc and goblin hordes.  Its power provided sanctuary to 
     the cleric while he was calling forth the power of his faith.
    
     STATISTICS:
    
     Special: Casts the Priest spell, Sanctuary x 5
    
     Usable by:
      Cleric
      Druid
    
    
    STAF01, STAF03, STAF04
    
     Quarter Staff
    
     The simplest and humblest of staff weapons, the quarterstaff is a length of 
     wood ranging six to nine feet in length.  High quality quarterstaves are made 
     of stout oak and are shod with metal at both ends.  The quarterstaff must be 
     wielded with both hands.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Crushing
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Quarter Staves
     Type:  2-handed
     Not Usable By:
    
    
    STAF02
    
     Quarter Staff +1
    
     The simplest and humblest of staff weapons, the quarterstaff is a length of 
     wood ranging six to nine feet in length.  High quality quarterstaves are made 
     of stout oak and are shod with metal at both ends.  This one is particularly 
     special as it has been imbued with magical properties.
    
     STATISTICS:
    
     Damage:  1D6 + 1
     THAC0:  +1
     Damage type:  Crushing
     Weight: 4
     Speed Factor: 3
     Proficiency Type: Quarter Staves
     Type:  2-handed
     Not Usable By:
    
    
    STAFSUM
    
     The Summoner's Staff
    
     A powerful weapon and tool, this staff was created by the powerful archmage 
     Ubath of the Celestial Sign.  Originally of Algarond, Ubath commanded great 
     respect for his skills as a summoner of beasts and elementals.  
     Unfortunately, Ubath's desire for power drove him to extreme lengths.  His 
     conjuring of extremely powerful entities from the lower planes is what 
     eventually did him in.  This staff is his most prominent legacy.  It was left 
     behind, slightly blackened, when he was dragged away to Acheron.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Crushing
     Special:  Allows the user to cast Monster Summoning IV or Invisible Stalker
     Weight:  3
     Speed Factor:  1
     Proficiency Type:  Quarter Staves
     Type:  2-handed
     Not Usable By:
      Mage(Single, Dual, Multi)
    
    
    STOUT
    
     Stoutward
    
     This small shield was created as a gift from the leader of Clan Battlehammer 
     to one of his trusted servants.  The servant, Wurdar Stoutbrew, protected the 
     clan leader's family from being killed and eaten by yeti.  Wurdar wore the
     shield proudly for ten years before he was killed by orcs in the Spine of the 
     World.  His sacrifice allowed a few key members of the Battlehammer clan to 
     escape to safety.
    
     STATISTICS:
    
     Armor Class Bonus:  2
     Special:  No  Missile Weapon Protection
     Weight:  4
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SW1H01
    
     Bastard Sword
    
     Also known as the hand-and-a-half sword, the bastard sword derives its name 
     from the fact that it is halfway between the two-handed sword and the long 
     sword. The bastard sword has a double-edged blade and a long grip, which can 
     accommodate both hands if preferred.  The overall length of the bastard sword 
     ranges between four feet and four feet ten inches.
    
     STATISTICS:
    
     Damage:  2D4
     Damage type:  Slashing
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW1H02
    
     Bastard Sword +1
    
     Also known as the hand-and-a-half sword, the bastard sword derives its name 
     from the fact that it is halfway between the two-handed sword and the long 
     sword. The bastard sword has a double-edged blade and a long grip, which can 
     accommodate both hands if preferred.  The overall length of the bastard sword 
     ranges between four feet and four feet ten inches.
    
     STATISTICS:
    
     Damage:  2D4 + 1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Weight:  9
     Speed Factor: 7
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW1H03
    
     Bastard Sword +1, +3 vs. Shapeshifters:  'Kondar'
    
     At a first glance, this sword appears much like any other.  In the presence 
     of any shapeshifting creature however, the blade becomes warm as its power 
     stirs.  Its namesake was the original owner of the weapon, and his tale,
     though mostly long forgotten, was wrought with treachery and deceit.  Rumors 
     persist that he paid a fearsome price for this blade, but with it he revealed 
     the true identities of those that sought to betray him.  Their names and 
     crimes however, are long since lost to history.
    
     STATISTICS:
    
     Damage:  2D4 +1, +3 vs. Shape Shifters
     THAC0:  +1 bonus
     Damage type:  Slashing
     Weight: 8
     Speed Factor: 7
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW1H04
    
     Long Sword
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H05
    
     Long Sword +1
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H06
    
     Long Sword +2:  'Varscona'
    
     Blades of this type were long used by Sharran priests during the sacrificial
     rites of "Feast of the Moon" ceremonies.  Legends say that, when she passed 
     on, the remains of this sword's wielder were mummified and the blade was 
     placed within her chest as a symbol of power.  In the first stage of a long 
     forgotten ritual, she was to have been exhumed in a season, born again in 
     some new form.  Unfortunately, cult wars killed the few that knew of her 
     existence; her tomb became a prison where she was forgotten, and there she 
     developed a rage that bordered on insanity.  Her grave was eventually found, 
     but it was deserted and gave no indication of her whereabouts.  Some venture 
     to say that her anger was so concentrated, she became one with the very blade 
     of her weapon.  Regardless, after hundreds of years surrounded by constant 
     hate, the sword harvested a power of its own.  It is now exceedingly deadly 
     in combat.
    
     STATISTICS:
    
     Damage:  1D8 +2
     Special:  +1 Cold damage
     THAC0:  +2 bonus
     Damage type:  Slashing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H07
    
     Short Sword
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Piercing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H08
    
     Short Sword +1
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0:  +1 bonus
     Damage type:  Piercing
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H09
    
     Short Sword +2:  'The Whistling Sword'
    
     Amidst the plains of the Eastern Shaar there lived a small human blacksmith, 
     whose nearly dwarven height did not do his soul justice.  Though a skilled 
     weaponsmith, his true gift was his ability to whistle a heartfelt song that 
     could cause a grown man to cry like a newborn.  Only a reclusive mage shared 
     and enjoyed time with the diminutive man, however, as others could only see 
     his small size as a source of amusement.  Deaf to the smith's song because of 
     their own prejudices, their ridicule slowly grew into cruel torment which 
     eventually persuaded the light-hearted man to leave his home forever.  Before 
     he left he forged this weapon as a gift for his one friend, who also 
     enchanted it during the making.  Thus the blade sweetly whistles to its 
     wielder when unsheathed.  It was not long after that the mage also deserted 
     the small town in disgust, taking the sword with him on his journeys.
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Weight: 2
     Speed Factor: 1
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H10
    
     Short Sword of Back Stabbing:  'The Shadow's Blade'
    
     The Shadow's Blade was created to be the perfect assassin's tool.  It is 
     highly sought after by any who settle differences with a blade, and many that 
     possess it do not do so for long.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3 bonus
     Damage type:  Piercing
     Weight: 3
     Speed Factor: 0
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H11
    
     Flame Blade (spell effect)
    
    
    SW1H12
    
     Hull's Long Sword
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H13
    
     Moonblade
    
     This potent weapon was created by the smiths of ancient Myth Drannor.  
     Moonblades are used in the long process of selecting a ruler for the isle of 
     Evermeet.  A Moonblade chooses its owner, and in the case of this sword it 
     has chosen the elf, Xan.  Only Xan can use this blade, anyone else who tries
     will find themselves unable to lift the sword.  This particular Moonblade 
     gives resistance to fire and gives its user a bonus to his armor class.
    
     STATISTICS:
    
     Damage:  1D8
     Damage type:  Slashing
     Bonus to hit:  3
     Bonus to damage:  3
     Special:
      +1 bonus to Armor Class
      +50% Fire Resistance
     Weight: 4
     Speed Factor: 5
     Proficiency Type:  Small Sword
     Type:  1-handed
     Not Usable By:
      Everyone but Xan
    
    
    SW1H14, SW1H98
    
     Short Sword +1
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0:  +1 bonus
     Damage type:  Piercing
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H15
    
     Scimitar +3, Frostbrand
    
     The scimitar is closely related to the sabre, a single edged curved sword 
     with protective hilt.  The blade has a greater curve to it and is tapered to 
     an elongated, sharp point.The origins of the scimitar are largely unknown 
     however they have been very popular in the southern region of the Forgotten 
     Realms.  This is the magical scimitar +3, Frostbrand.
    
     STATISTICS:
    
     Damage:  1D8 + 3
     THAC0:  +3 bonus
     Damage type:  Slashing
     Weight:  4
     Proficiency type:  Large Swords
     Speed Factor:  2
     Type:  1-handed
     Not usable by:
     Mage
     Cleric
    
    
    SW1H17
    
     Perdue's Short Sword
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting.
    
     STATISTICS:
    
     Damage:  1D6
     Damage type:  Piercing
     Weight: 3
     Speed Factor: 3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    SW1H99
    
     Sword of Chaos 
     
     (not usable)
    
    
    SW1HTEMP
    
     Sword of Balduran
    
     (invisible, can't use?)
    
    
    SW2H01, SW2H01B, SW2H05
    
     Two Handed Sword
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     STATISTICS:
    
     Damage: 1D10
     Damage type: Slashing
     Weight: 15
     Speed Factor: 10
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW2H02
    
     Two Handed Sword +1
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW2H03
    
     Two Handed Sword +3, "Berserker"
    
     This is a cursed sword which performs perfectly under every test, save the 
     heat of battle.  Upon entering combat, the wielder will immediately go 
     berserk, killing everything within reach until either calming down or falling 
     unconcious.  A very powerful sword, but one must decide whether or not it is 
     worth the risk.  Even once the battle-fury has ended, this sword can only be 
     removed via an exorcism using a remove curse spell.
    
     STATISTICS:
    
     Damage:  1D10 +3
     THAC0:  +3 bonus
     Damage type:  Slashing
     Special:
         Causes the wielder to go berserk
         Can only be removed with a 'remove curse' spell
     Weight: 5
     Speed Factor: 7
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW2H06
    
     Spider's Bane
    
     Spider's Bane was originally forged by the dwarves of the Orothiar tribe in 
     Cloakwood.  They created the blade to help foster good will between them and 
     the Grand Dukes of Baldur's Gate.  Wielded by the Grand Dukes for about a 
     century, the sword was eventually lost, ironically in a fight against 
     ettercaps and spiders.  Who wields the blade is now unknown, but its recovery 
     would aid greatly in fighting the current spider infestation that plagues the 
     Cloakwood.
    
     STATISTICS:
    
     Damage:  1D10  +2
     THAC0:  +2 bonus
     Special:  Free Action (while equipped) -  protects the wielder from any 
               magics that effect movement such as hold and web.
     Damage Type:  Slashing
     Weight:  10
     Speed Factor:  8
     Proficiency Type: Great Swords
     Type:  2-handed
     Not usable by:
     Druid
     Cleric
     Mage
     Thief
    
    
    SW2H99
    
     Two Handed Sword +3, Berserker (?)
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     STATISTICS:
    
     Damage: 1D10
     Damage type: Slashing
     Weight: 15
     Speed Factor: 10
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    SWANARM
    
     Black Swan Armor
    
     This armor was made by the dwarven smith Karador and an elven enchanter known 
     as Elameth of Five Trees.  During the time of cooperation between the Hand of 
     the Seldarine and Dorn's Deep, many wondrous items were produced.  This suit 
     of armor was one of them.  Exceptionally light and beautiful, the armor was 
     originally worn by a female elven marshal in the Severed Hand, which is why 
     the orcs didn't take it when they sacked the towers.  The armor was later
     stolen from the Hand by Maiden Ilmadia.
    
     STATISTICS:
    
     Armor Class: 1
     Weight: 20
     Charisma: +1 bonus
     Resistance Bonuses:
       +10% Fire Resistance
       +10% Cold Resistance
       +10% Electrical Resistance
       +10% Acid Resistance
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    TERIKAN
    
     Terikan's Phylactery
    
     This phylactery stores the life force of Terikan, the evil lich that has 
     disturbed the dwarven cemetery in Upper Dorn's Deep.  Most liches create 
     phylacteries to store their life forces, protecting themselves from 
     annihilation should harm come to their physical form.  Merely possessing this 
     item brings an overwhelming sense of dread to the holder.
    
    
    THISTLE
    
     Moth Ridden Thistledown
    
     This used to be a very fine quality, grayish material before the moths began 
     to eat through it. Thistledown is a high prized material from which cloaks of 
     elvenkind are fashioned. It is very light and does not snag easily on
     branches.  Due to its high quality, the elves had very little trouble 
     enchanting it.
    
    
    TJOURN
    
     Terikan's Journal
    
     Evening Nineteen
    
     This portion of the Deep has been a pleasant surprise, to say the least.  Not 
     only do the ancient dwarven deterrents provide me much seclusion for my work, 
     I have gained the ability to have their spirits become my unwilling servants 
     in knowledge.  Soon I will begin my final transcendence, and my ascended 
     existence within this region will ensure that my power is without challenge.  
     My new minions, unable to ever find their peace as long as my thoughts occupy 
     what is left of their minds.
    
     Morning Twenty-Three
    
     A curious experience today.  I finally managed to open the door to Jamoth's 
     tomb, and upon entering I was overcome with fatigue.  At first I felt as 
     though I may have unintentionally sprung a trap, but upon revisiting the tomb 
     later I discounted that possibility.  I felt as though life itself was
     leaving my body, and twisting my coherence.  I will need to investigate this 
     room further in the future, and exercise caution.  I feel as though there may 
     be something within those chambers that would challenge my occupation of 
     these halls.
    
     Morning Twenty-Six
    
     I have given up attempting to open the door to Wyrm's Tooth.  I'd hoped to 
     have visited the area to gather some necessities for my rite of passage, but 
     it appears to be impossible to move the door in any way without its key.  I 
     know from my readings of the lore scattered about here that the key was 
     placed in or around the dwarven monument outside of the cemetery, but its 
     hiding place appears to be impossible to find in the forge's current state.
     I'm afraid that without certain resources, the process will render me weaker 
     than I'd originally intended, but I appear to have no choice but to use what 
     I have.
    
    
    TKEY
    
     Terikan's Key
    
     This key is made of a translucent metal and feels extremely cold to the 
     touch.  There is an odd curving towards the end of it that appears to be 
     shaped like a fingerbone.
    
    
    TONGUE
    
     The Salamander's Tongue
    
     A wicked-looking dagger with a dark history, the Salamander's Tongue is 
     prized both for its use as a weapon and its hidden magical powers.  The blade 
     appears to be an exotic looking dagger with a kris-like wavy blade ending in 
     two small points.  A small portion of a slimy, bright red living salamander's 
     tongue is somehow embedded in the heart of the blade, near the grip.  It 
     pulses and writhes randomly without intervention from the owner.
    
     The exact origins of the blade are unknown, but it is believed that the first 
     owner of the weapon was a respected and feared gnomish thief and assassin 
     from Westgate named Turlam Shallowhill.  Turlam was killed in a fight with a 
     rival, a halfling called Deder Seven Fingers.  Deder kept the weapon as a 
     trophy, not knowing its powers until after it was stolen by an underling, a 
     fellow halfling named Kreshinal Blackhound.  Kreshinal fled to Selgaunt with 
     the dagger for five years, relying on its powers to hide him from divination.  
     Kreshinal lost the dagger in a botched gambling scam, and was killed by 
     Deder's agents within the month.  Deder attempted to reclaim the dagger from 
     the Sembian criminals who had captured it.  He succeeded at routing the 
     thieves and reclaiming his dagger, but he focused so much attention on the 
     blade that he didn't notice that the Sembian criminals had employed a priest
     of Mask to infiltrate and break down his interests in Westgate.  The ensuing 
     war between the Westgate and Selgaunt factions ended when the priest of Mask, 
     Pieter the Feeble, made the two sides so paranoid that they ate themselves 
     away from the inside.  Pieter grabbed the dagger when he had the opportunity 
     and escaped to Hillsfar, confident that the unorganized demihuman supporters 
     of the late Deder Seven Fingers wouldn't follow him to a place so hostile to 
     their kind.
    
     In yet another scam, Pieter sold the blade to a Mulmaster Hawk while luring 
     other potential buyers to an auction in Hillsfar.  Pieter and his associates 
     murdered the buyers at the fake auction and made off with the cash, hiding 
     under the cover of an Amulet of Non-Detection.  The Mulmaster Hawk who 
     purchased the blade was supposedly killed by priestesses of Umberlee who were 
     angry at the assassin's refusal to pay tribute to the Bitch Queen.  Years of 
     factional fighting between the Umberlants are believed to have transported 
     the blade as much as three thousand miles away from its humble beginnings in 
     Sembia.  The whereabouts of Pieter the Feeble and his goons are currently 
     unknown.
    
     Damage:  1D4 +3
     THAC0: +3 bonus
     Damage type:  Piercing
     Resistance Bonuses:
       +10% Fire Resistance
       +3 Save vs. Poison
     Special:
       20% of all hits do +1D4 fire damage
       User under the effects of the spell, Non-Detection
     Weight: 1
     Speed Factor: 0
     Proficiency Type: Daggers
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    TRNBOLT
    
     Tranquil Bolt
    
     These crossbow bolts are easy for magic scholars to recognize because of 
     their purpose and their colorful decoration.  The infamous Band of the Key 
     was a group of occultist fighters who dedicated themselves to taking evil 
     magical texts out of the hands of those who would use them to cause harm.  
     The Band favored using crossbows over bows for their ability to remain cocked 
     and ready for long periods of time.  The leader of the Band, a thin, 
     mustachioed man named Heglyf, enlisted some Deneirian priests to craft these 
     special bolts in large quantities.  They can be easily recognized by their 
     distinctive yellow and green fletching.
    
     STATISTICS:
    
     Damage:  1D8+1
     THAC0:  +1
     Damage type:  Missile (Piercing)
     Special:  Bolts cast Silence on target
     Weight:  0
     Launcher:  Crossbow
    
    
    TURODAH
    
     Turodahel
    
     Crafted in 1021 DR for the warrior Makael the Lean, Turodahel has a bloody 
     military history.  Makael was a mercenary who sold his services to anyone 
     with the right amount of coin.  Shrewd and crafty by reputation, Makael 
     applied his skills and the power of Turodahel carefully for over three 
     decades.  It wasn't until after Makael died of a magical disease that legends 
     about the man started to spring up.  It is believed by modern sages that 
     Makael is likely to have killed over five hundred men with his sword over the 
     years.  It was widely known that Makael was neither especially strong nor 
     tough.  People assumed that it must have been the power of the sword that did 
     his deeds.  Makael's grave was robbed within a few years of his burial.
    
     For the next few decades, warriors and thieves from all over the Moonsea and 
     Dalelands schemed and murdered to get hold of Makael's legendary sword.  One 
     priest of Bane, curious about the sword's powers, stole Makael's skull for 
     divination.  When questioned about the magical abilities of the weapon, 
     Makael's spirit answered from beyond the grave with one word, "turodahel."  
     The Banite searched through his books for months before he discovered the 
     origins of the word in a Netherese lexicon.  Roughly translated, "turodahel" 
     is a compound noun meaning "the power of discretion."
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2
     Damage Type:  Slashing
     Special:  +1 to Intelligence
     Weight:  5
     Speed Factor:  3
     Proficiency Type:  Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    U1HAM2A
    
     Sanctified War Hammer +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:  1D4 +2
     THAC0:  +1
     Damage type:  Crushing
     Special: Memorize 1 additional 1st level Priest spell
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Only usable by:
     Cleric (single, dual, & multi-class)
    
    
    U1HAM3A
    
     Corrosive Hammer
    
     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:  1D4 +3
     THAC0:  +2
     Damage type:  Crushing
     Special: 30% chance +1D4 acid damage
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U1HAM3B
    
     War Hammer of Sparks +2
    
     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:  1D4 +3
     THAC0:  +2
     Damage type:  Crushing
     Special:
       50% chance +1D3 electric damage
       10% chance target is Stunned
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U1HAM4A
    
     War Hammer +3: Life Giver
    
     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:  1D4 +4
     THAC0:  +3
     Damage type:  Crushing
     Special: 20% chance to Heal 1D4 to self
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U1HAM4B
    
     Sanctified War Hammer +3
    
     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:  1D4 +4
     THAC0:  +3
     Damage type:  Crushing
     Special:
       Memorize 2 additional 1st level Priest spells
       Memorize 1 additional 2nd level Priest spell
       Memorize 1 additional 3rd level Priest spell
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Only usable by:
     Cleric (single, dual, & multi-class)
    
    
    U1HAM5A
    
     War Hammer of Greater Phasing +3
    
     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:  1D4 +4
     THAC0:  +3
     Damage type:  Crushing
     Special:
       15% chance of target being Phased
       25% chance +1D4 cold damage
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U1HAM5B
    
     War Hammer +4: Defender
    
     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:  1D4 +5
     THAC0:  +4
     Damage type:  Crushing
     Armor Class Bonus: 2
     Resistance Bonuses:
       +15% Piercing Resistance
       +15% Slashing Resistance
       +15% Crushing Resistance
       +15% Magic Resistance
       +3 Save vs. Spells
     Weight: 6
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U1HAX1A
    
     Flawless Battle Axe
    
     The most common version of the battle axe is a stout pole about four feet in 
     length with a single-edged, trumpet-shaped blade mounted on one end.  Battle 
     axes are also called broad axes.
    
     STATISTICS:
    
     Damage:  1D8
     THAC0: +2
     Damage type:  Slashing
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U1HAX2A
    
     Charged Battle Axe +2
    
     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:  1D8+2
     THAC0: +2
     Damage type:  Slashing
     Special:
       50% chance +1D3 electrical
       15% chance target is Stunned
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U1HAX3A
    
     Poisonous Battle Axe +2
    
     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:  1D8+2
     THAC0: +2
     Damage type:  Slashing
     Special: 25% chance target is Poisoned
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Good Alignment
      Druid
      Cleric
      Mage
      Thief
    
    
    U1HAX3B
    
     Battle Axe +2: Defender
    
     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:  1D8+2
     THAC0: +2
     Damage type:  Slashing
     Armor Class Bonus: 2
     Resistance Bonus: +10% Missile Resistance
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U1HAX4A
    
     Battle Axe +3: Fatigue
    
     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:  1D8+3
     THAC0: +3
     Damage type:  Slashing
     Special: 20% chance target is Slowed
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U1HAX4B
    
     Benorg's Truth
    
     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:  1D8+4 (+1D6 crushing)
     THAC0: +4
     Damage type:  Slashing
     Armor Class Bonus: 1
     Special: 10% chance target is Stunned
     Weight: 7
     Speed Factor: 7
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAM2A
    
     Massive War Hammer
    
     Like others of its type, this warhammer is made entirely of steel, with a 
     bone-crushing hammer mounted upon an 18" shaft.
    
     STATISTICS:
    
     Damage:  1D4 +3
     THAC0:  -2 penalty
     Damage type:  Crushing
     Weight:  15
     Speed Factor:  4
     Proficiency Type:  Hammer
     Type:  1-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U2HAM3A
    
     Sanctified War Hammer +2
    
     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:  1D4 +3
     THAC0:  +2
     Damage type:  Crushing
     Special:
       Memorize 2 additional 1st level Priest spells
       Memorize 1 additional 2nd level Priest spell
     Weight:  6
     Speed Factor:  3
     Proficiency Type:  Hammer
     Type:  1-handed
     Only usable by:
     Cleric (single, dual, & multi-class)
    
    
    U2HAM4A
    
     Star Forged War Hammer +4
    
     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:  1D4 +5
     THAC0:  +4 bonus
     Damage type:  Crushing
     Resistance Bonuses:
       +10% Magical Resistance
       +2 Save vs. Spells
     Weight:  6
     Speed Factor:  4
     Proficiency Type:  Hammer
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U2HAM4B
    
     War Hammer of Phasing +2
    
     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:  1D4 +3
     THAC0:  +2 bonus
     Damage type:  Crushing
     Special:
       10% chance target is infected with Disease
       15% chance +1D4 cold damage
     Weight:  6
     Speed Factor:  3
     Proficiency Type:  Hammer
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    U2HAM5A
    
     Demon's Breath
    
     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:  1D4 +4
     THAC0:  +3 bonus
     Damage type:  Crushing
     Special:
       20% chance to cast the Mage spell, Fireball
       50% chance +2D3 fire
     Resistance Bonus: +50% Fire Resistance
     Weight:  6
     Speed Factor:  3
     Proficiency Type:  Hammer
     Type:  1-handed
     Not Usable By:
      Good Characters
      Druid
      Mage
      Thief
    
    
    U2HAX1A
    
     Flawless Two Handed Axe
    
     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.
    
     STATISTICS:
    
     Damage:  1D10
     THAC0: +2 bonus
     Damage type:  Slashing
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX2A
    
     Two Handed Fire Axe +1
    
     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:  1D10 +1
     THAC0: +1 bonus
     Damage type:  Slashing
     Special: 50% chance +1D3 fire damage
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX3A
    
     Infected Two Handed Axe +2
    
     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:  1D10 +2
     THAC0: +2 bonus
     Damage type:  Slashing
     Special: 15% target is infected with Disease
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX3B
    
     Two Handed Axe +2: Life Giver
    
     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:  1D10 +2
     THAC0: +2 bonus
     Damage type:  Slashing
     Special: 10% chance to heal +2D3 hit points to self
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX4A
    
     Two Handed Axe of Greater Phasing +2
    
     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:  1D10 +2
     THAC0: +2 bonus
     Damage type:  Slashing
     Special:
       15% chance of target being Phased
       25% chance +1D4 cold damage
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX4B
    
     Two Handed Axe of Resistence +3
    
     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:  1D10 +3
     THAC0: +3 bonus
     Damage type:  Slashing
     Resistance Bonuses:
       +10% Magic Resistance
       +10% Slashing Resistance
       +10% Piercing Resistance
       +10% Crushing Resistance
       +10% Missile Resistance
       +2 to all saving throws
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    U2HAX5A
    
     Foe's Fate
    
     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:  1D10 +4
     THAC0: +4 bonus
     Damage type:  Slashing
     Special:
       25% chance target goes Berserk
       25% +1D6 electric damage
     Weight:  10
     Speed Factor:  9
     Proficiency Type:  Axe
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UAROW2A
    
     Hammer Arrows
    
     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:  1D2 (+1D6 crushing)
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    UAROW3A
    
     Confusion Arrows +3
    
     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 +3
     THAC0: +3
     Damage type:  Missile (piercing)
     Special: 10% chance target becomes Confused
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    UAROW3B
    
     Hammer Arrow +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:  1D2 (+1D10 crushing)
     THAC0: -5
     Damage type:  Missile (piercing)
     Special: 10% chance target is Stunned
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    UAROW3C
    
     Piercing 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 (+4D2 piercing)
     THAC0: +5
     Damage type:  Missile (piercing)
     Special: Targets resistance to piercing reduced by 15% for inflicted damage
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    UAROW4A
    
     Inferno Arrows +2
    
     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+2 (+1D10 fire)
     THAC0: +2
     Damage type:  Missile (piercing)
     Weight:  0
     Launcher:  Bow
     Not usable by:
      Cleric
      Druid
      Mage
    
    
    UBSWD1A
    
     Fang
    
     This uniquely made Bastard Sword is imbued with an ever present supply of
     acidic venom.  While not poisonous, the venom will burn upon contact if it 
     contacts directly with flesh.
    
     STATISTICS:
    
     Damage:  2D4
     Damage type:  Slashing
     Special: 25% chance +1D3 acid damage
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD2A
    
     Phasing Bastard Sword +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:  2D4 +1
     THAC0: +1
     Damage type:  Slashing
     Special: 15% chance of target being Phased
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD2B
    
     Flaming Bastard Sword +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:  2D4 +1
     THAC0: +1
     Damage type:  Slashing
     Special: 25% chance +2D3 fire damage
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD3A
    
     Bastard Sword +2: Life Giver
    
     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:  2D4 +2
     THAC0: +2
     Damage type:  Slashing
     Special: 5% chance of healing 1D10 hit points to self
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD3B
    
     Bastard Sword of Action +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:  2D4 +1
     THAC0: +1
     Damage type:  Slashing
     Special: 1 extra attack per round
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD4A
    
     Bastard Sword +3 Defender
    
     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:  2D4 +3
     THAC0: +3
     Damage type:  Slashing
     Armor Class Bonus: 2
     Resistance Bonuses:
       +10% Slashing Resistance
       +10% Piercing Resistance
       +10% Crushing Resistance
       +10% Missile Resistance
       +1 to all saving throws
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD4B
    
     Bastard Sword of Greater Phasing
    
     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:  2D4 +3
     THAC0: +3
     Damage type:  Slashing
     Special: 15% chance of target being Phased
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD4C
    
     Bastard Sword +2: Conflagration
    
     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:  2D4 +2
     THAC0: +2
     Damage type:  Slashing
     Special: 10% Chance a 5HD Fire Ball is released
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD5A
    
     Cancerous Bastard Sword +4
    
     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:  2D4 +4
     THAC0: +4
     Damage type:  Slashing
     Special: 15% chance target is infeceted with Disease
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Good Alignment
      Druid
      Cleric
      Mage
      Thief
    
    
    UBSWD5B
    
     Bastard Sword +3: Incinerator
    
     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:  2D4 +3
     THAC0: +3
     Damage type:  Slashing
     Special:
       50% chance +1D8 fire damage
       10% chance target is Stunned
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Great Swords
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UBULL4A
    
     Bullets of Fire +2
    
     A bullet is simply a rounded, well-balanced stone.
    
     STATISTICS:
    
     Damage:  1D4 +2, +2
     Damage type:  Missile
     Special:
      50% Chance of 2D6 fire damage (save vs. spell for none)
     Weight: 0
     Speed Factor:
     Proficiency Type:
     Not Usable By:
    
    
    UDAGG1A
    
     Fire Dagger
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  
     It has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4
     THAC0: +2
     Damage type:  Piercing
     Special: 15% chance +1D4 fire damage
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDAGG1B
    
     Phase Dagger
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  It 
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4
     Damage type:  Piercing
     Special: 15% chance of target being Phased
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDAGG2A
    
     Static Dagger +1
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.
     It has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +1
     THAC0: +1
     Damage type:  Piercing
     Special: 50% chance +1D3 electrical damage
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDAGG2B
    
     Mage Dagger +1
    
     Like most typical daggers, this dagger has a pointed, double-edged blade. It 
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +1
     THAC0: +1
     Damage type:  Piercing
     Memorization Bonus: +1 1st Level Mage Spell
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Only usable by:
        Mage (single, dual, & multi-class)
    
    
    UDAGG3A
    
     Fire Dagger +2
    
     Like most typical daggers, this dagger has a pointed, double-edged blade. It 
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +2
     THAC0: +2
     Damage type:  Piercing
     Special:  50% chance +1D4 fire damage
     Armor Class Bonus: 1
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDAGG3B
    
     Mage Dagger +2
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  It
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +2
     THAC0: +2
     Damage type:  Piercing
     Armor Class Bonus: 1
     Memorization Bonus:
        +1 1st Level Mage Spell
        +1 2nd Level Mage Spell
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Only usable by:
        Mage (single, dual, & multi-class)
    
    
    UDAGG3C
    
     Life Dagger +2
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  
     It has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +2
     THAC0: +2
     Damage type:  Piercing
     Special:
      15% chance to Heal 1D6 hit points to self
      +5 hit points
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDAGG4A
    
     Chaos Dagger +3
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  It
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +3
     THAC0: +3
     Damage type:  Piercing
     Special: 20% chance target is infected by Disease
     Armor Class Bonus: 1
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Not Usable By:
       Cleric
       Lawful Characters
    
    
    UDAGG4B
    
     Mage Dagger +3
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  
     It has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +3
     THAC0: +3
     Damage type:  Piercing
     Memorization Bonuses:
        +1 1st Level Mage Spell
        +1 2nd Level Mage Spell
        +1 3rd Level Mage Spell
     Resistance Bonuses:
        +20% to Normal and Magical Fire
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Only usable by:
        Mage (single, dual, & multi-class)
    
    
    UDAGG5A
    
     Mage Dagger +4
    
     Like most typical daggers, this dagger has a pointed, double-edged blade.  It 
     has also been imbued with magical abilities which have increased its 
     usefulness.
    
     STATISTICS:
    
     Damage:  1D4 +2
     THAC0: +2
     Damage type:  Piercing
     Memorization Bonuses:
        +1 1st Level Mage Spell
        +1 2nd Level Mage Spell
        +1 3rd Level Mage Spell
     Resistance Bonuses:
        +3 Save vs. Spells
        +15% Magical Resistance
     Weight: 1
     Speed Factor: 2
     Proficiency Type: Dagger
     Type:  1-handed
     Only usable by:
        Mage (single, dual, & multi-class)
    
    
    UDART1A
    
     Hammer Darts
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher.
    
     STATISTICS:
    
     Damage:  1D3
     THAC0: +1
     Damage type:  Missile (piercing)
     Special: 15% chance target is Stunned
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDART2A
    
     Berserker Darts
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher.
    
     STATISTICS:
    
     Damage:  1D3
     THAC0: +2
     Damage type:  Missile (piercing)
     Special: 10% chance of going Beserk
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDART3A
    
     Fire Darts +2
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher. Tiny silver runes have been carved 
     into the surface to enhance the performance of these darts.
    
     STATISTICS:
    
     Damage:  1D3 +2 (+1D4 fire)
     THAC0: +2
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDART3B
    
     Blinding Darts +2
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher. Tiny silver runes have been carved 
     into the surface to enhance the performance of these darts.
    
     STATISTICS:
    
     Damage:  1D3 +2
     THAC0: +2
     Damage type:  Missile (piercing)
     Special: 25% chance target is Blinded
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDART4A
    
     Static Darts +3
    
     The dart is a small, easily concealable missile weapon that is thrown rather 
     than fired from a bow or other launcher. Tiny silver runes have been carved 
     into the surface to enhance the performance of these darts.
    
     STATISTICS:
    
     Damage:  1D3 +3 (+2D3 electric)
     THAC0: +3
     Damage type:  Missile (piercing)
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UDART5A
    
     Inferno Darts +4
    
     The dart is a small, easily concealable missile weapon that is thrown rather
     than fired from a bow or other launcher. Tiny silver runes have been carved 
     into the surface to enhance the performance of these darts.
    
     STATISTICS:
    
     Damage:  1D3 +4
     THAC0: +4
     Damage type:  Missile (piercing)
     Special: 20% chance +2d6 fire damage
     Weight: 0
     Speed Factor: 2
     Proficiency Type: Missile Weapons
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    UFLAL2A
    
     Crooked Flail
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0: +1
     Damage type:  Crushing
     Special: 50% chance +1D4 piercing damage
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UFLAL2B
    
     Hammer Flail +2
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain. This flail has been enhanced magically. Runes can be seen 
     glowing on every surface.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0: +2
     Damage type:  Crushing
     Special: 15% chance target is Stunned
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UFLAL3A
    
     Fast Flail +2
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain. This flail has been enhanced magically. Runes can be seen 
     glowing on every surface.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0: +2
     Damage type:  Crushing
     Special: 1 bonus attack per round
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UFLAL4A
    
     Fire Flail +3
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain. This flail has been enhanced magically. Runes can be seen 
     glowing on every surface.
    
     STATISTICS:
    
     Damage:  1D6 +4
     THAC0: +3
     Damage type:  Crushing
     Special: 50% chance +2D6 fire damage
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UFLAL5A
    
     Shocking Flail +4
    
     The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
     with spikes, or a spiked iron ball. Between the handle and its implement is 
     either a hinge or chain link.  The weapon was originally used as a tool for 
     threshing grain. This flail has been enhanced magically. Runes can be seen 
     glowing on every surface.
    
     STATISTICS:
    
     Damage:  1D6 +5
     THAC0: +4
     Damage type:  Crushing
     Armor Class Bonus: 1
     Special:
       50% chance +2D3 electrical damage
       20% chance target is Stunned
     Weight: 15
     Speed Factor: 7
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UHALB1A
    
     Halberd of Sparks +1
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1
     Damage type:  Piercing
     Special: 15% chance +1D10 electric damage
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB2A
    
     Diseased Halberd +1
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1
     Damage type:  Piercing
     Special: 10% target is infected with Disease
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Good Characters
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB2B
    
     Finest Halberd
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage:  1D10
     THAC0:  +2
     Damage type:  Piercing
     Resistance Bonus: +10% Slashing Resistance
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Good Characters
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB2C
    
     Giant Halberd
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage:  2D8
     THAC0:  -1
     Armor Class Penalty: 2
     Damage type:  Piercing
     Weight: 21
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB3A
    
     Halberd +1: Defender
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1
     Damage type:  Piercing
     Armor Class Bonus: 1
     Resistance Bonuses:
       +10% Piercing Resistance
       +10% Slashing Resistance
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB3B
    
     Darig's Rest
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage: 1D10 +2
     THAC0: +2
     Damage type: Piercing
     Special: +10% chance target will Sleep
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB3C
    
     Life Halberd +2
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage: 1D10 +2
     THAC0: +2
     Damage type: Piercing
     Special: 10% chance to heal 1D6 hit points to self
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB4A
    
     Doom Halberd +3
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage: 1D10 +3
     THAC0: +3
     Damage type: Piercing
     Special:
       50% chance +2D3 fire damage
       15% chance target is Stunned
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB4B
    
     Star Forged Halberd +3
    
     Like others of its type, this halberd consists of a cleaver-like axe blade
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage: 1D10 +3
     THAC0: +3
     Damage type: Piercing
     Dexterity: +1 bonus
     Special: 15% chance target is Stunned
     Resistance Bonuses
       +5% Slashing Resistance
       +5% Piercing Resistance
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHALB5A
    
     Great Halberd +4
    
     Like others of its type, this halberd consists of a cleaver-like axe blade 
     mounted on a staff approximately six feet in length. It has also been 
     bestowed with a small number of magical properties, however, thus making it 
     more effective in combat. Its keen blade, for instance, will shear through 
     your opponent's flesh to find the bone while its barbed tip will seek out 
     gaps in their armor. This halberd has had various enchantments placed on it 
     to increase its effectiveness in battle.
    
     STATISTICS:
    
     Damage: 1D10 +4
     THAC0: +4
     Damage type: Piercing
     Special: 50% chance +2D3 acid damage
     Resistance Bonus: +10% Magic Resistance
     Weight: 14
     Speed Factor: 8
     Proficiency Type: Halberds
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHXBW2A
    
     Finest Heavy Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +4 bonus
     Weight: 14
     Speed Factor: 10
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHXBW3A
    
     Heavy Crossbow of Defense
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage:  +4 (missile)
     THAC0:  +4 bonus
     Armor Class Bonus: 1
     Resistance Bonus: +10% Missile Resistance
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHXBW3B
    
     Heavy Crossbow of Speed
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage:  +4 (missile)
     THAC0:  +4 bonus
     Special: 2 attacks per round
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHXBW4A
    
     Reinforced Heavy Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage:  +7 (missile)
     THAC0:  +4 bonus
     Special: 2 attacks per round
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Crossbows
     Type:  2-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UHXBW5A
    
     Repeating Heavy Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage:  +5 (missile)
     THAC0:  +5 bonus
     Special: 3 attacks per round
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW1A
    
     Huge Long Bow
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the 
     short bow: better range and hence, it is much more accurate.
    
     STATISTICS:
    
     Damage:  +3 (missile)
     Armor Class Penalty: 1
     Weight: 3
     Speed Factor: 7
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW2A
    
     Long Bow +1: Protector
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +1 (missile)
     THAC0: +2
     Armor Class Bonus: 1
     Weight: 3
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW2B
    
     Long Bow +2: Defender
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +3
     Armor Class Bonus: 2
     Resistance Bonus: +2 Save vs Spells
     Weight: 3
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW3A
    
     Long Bow +2: Protector
     
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +3
     Resistance Bonuses:
       +15% Missile Resistance
       +5% Magic Resistance
     Weight: 3
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW3C
    
     Long Bow of Action +2
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +3
     Dexterity: +1 bonus
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW4A
    
     Long Bow +3: Repeater
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +3 (missile)
     THAC0: +4
     Special: 3 attacks per round
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW4B
    
     Long Bow +3: Defender
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +3 (missile)
     THAC0: +4
     Armor Class Bonus: 1
     Resistance Bonuses:
       +3 Save vs Spells
       +15% Missile Resistance
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULBOW5A
    
     Long Bow +4: Hammer
    
     The long bow is similar to the short bow, except that the staff is about as 
     high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is 
     slightly slower then the short bow, it has more range and is more accurate.  
     This one has been enhanced with magical properties, giving it an air of 
     perfection.
    
     STATISTICS:
    
     Damage:  +4 (missile)
     THAC0: +5
     Armor Class Bonus: 1
     Special: 4 attacks per round
     Speed Factor: 6
     Proficiency Type: Bow
     Type:  2-handed
     Minimum Dexterity of 17 required
     Minimum Strength of 12 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULSWD1A
    
     Finest Long Sword
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting.
    
     STATISTICS:
    
     Damage:  1D8
     THAC0: +2
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 5
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD2A
    
     Fine Long Sword +1
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +2 bonus
     Damage type:  Slashing
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD2B
    
     Spiked Long Sword +1
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Special: 25% chance +2D6 piercing damage
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD3A
    
     Flaming Long Sword +2
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +2 (+1D3 fire)
     THAC0:  +2 bonus
     Damage type:  Slashing
     Bonus Resistance: +10% Fire Resistance
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD3B
    
     Long Sword of Confusion +2
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2 bonus
     Damage type:  Slashing
     Special: 25% chance target becomes Confused
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD3C
    
     Life's Gift
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2 bonus
     Damage type:  Slashing
     Special: 15% chance to heal +1D3 hit points to self
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD3D
    
     Long Sword of Action +2
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2 bonus
     Damage type:  Slashing
     Dexterity: +1 bonus
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD4A
    
     Hold Fast
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +3
     THAC0:  +3 bonus
     Damage type:  Slashing
     Armor Class: +1 bonus
     Special: 15% chance of casting Hold Person
     Resistance Bonus: +15% Slashing Resistance
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD4B
    
     Long Sword +3: Enforcer
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +3
     THAC0:  +3 bonus
     Damage type:  Slashing
     Resistance Bonus: +5% Magic Resistance
     Special:
       Memorize 1 additional 1st level Mage spell
       Memorize 1 additional 2nd level Mage spell
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Only Usable By:
      Fighter/Mage
    
    
    ULSWD5A
    
     Long Sword of Action +4
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +4
     THAC0:  +4 bonus
     Damage type:  Slashing
     Armor Class Bonus: 1
     Resistance Bonus: +15% Slashing Resistance
     Special: +1 bonus attack per round
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ULSWD5B
    
     Bhaal's Fire
    
     These swords are usually referred to as doubled-edged swords, war swords, or 
     military swords.  In many cases, the long sword has a single-edged blade. 
     There is no single version of the long sword; the design and length vary from 
     culture to culture, and may vary within the same culture depending on the 
     era.  Among the most common characteristics of all long swords is their 
     length, which ranges from 35 inches to 47 inches.  In the latter case, the 
     blade is known to take up 40 inches of the total length.  Most long swords 
     have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
     long sword is designed for slashing, not thrusting. The blade of this sword 
     is covered with all sorts of arcane symbols.
    
     STATISTICS:
    
     Damage:  1D8 +3 (2D4 fire)
     THAC0:  +3 bonus
     Damage type:  Slashing
     Special: 15% chance target is Stunned
     Weight: 4
     Speed Factor: 4
     Proficiency Type: Large Sword
     Type:  1-handed
     Not Usable By:
      Good Characters
      Druid
      Cleric
      Mage
    
    
    ULXBW2A
    
     Finest Light Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     THAC0: +4 bonus
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULXBW3A
    
     Light Crossbow of Defense
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage: +2 (missile)
     THAC0: +4 bonus
     Armor Class Bonus: 1
     Resistance Bonus: +10% Missile Resistance
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULXBW3B
    
     Light Crossbow of Speed
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage: +2 (missile)
     THAC0: +4
     Special: 2 attacks per round
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ULXBW5A
    
     Repeating Light Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
     the crossbar.
    
     STATISTICS:
    
     Damage: +3 (missile)
     THAC0: +5
     Special: 3 attacks per round
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UMHULK
    
     Umber Hulk Plate
    
     The hard plates that protect umber hulks are reasonably easy to craft into 
     humanoid armor.  This dark suit of armor was fashioned into plate mail by 
     duergar smiths.  The dark dwarves, skilled in handling umber hulk 
     exoskeletons, cured and reinforced the armor.
    
     Armor Class: 2
     Special:  +1 vs. Slashing Weapons
     Weight: 40
     Not Usable By:
      Bard
      Mage
      Thief
    
    
    UMSTR2A
    
     Morning Star of Confusion +1
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +1
     THAC0:  +1
     Damage type:  Crushing
     Special: 10% chance target becomes Confused
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR2B
    
     Lesser Static Star +1
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +1
     THAC0:  +1
     Damage type:  Crushing
     Special:
        50% chance +1D3 electrical damage
        10% chance target is Stunned
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR3A
    
     Morning Star +2: Hammer
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +2
     THAC0:  +2
     Damage type:  Crushing
     Special: 20% chance target is Stunned
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR3B
    
     Sanctified Morning Star +3
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +3
     THAC0:  +3
     Damage type:  Crushing
     Special: Memorize 2 additional 1st level Priest spells
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Only Usable By:
      Cleric (single, dual, & multi-class)
    
    
    UMSTR3C
    
     Morning Star of Lesser Phasing
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +2
     THAC0:  +2
     Damage type:  Crushing
     Special:
       15% chance of target being Phased
       25% chance of +1d3 cold damage
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR4A
    
     Morning Star of the Gods
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +3
     THAC0:  +3
     Damage type:  Crushing
     Armor Class Bonus: 1
     Wisdom: +1 bonus
     Memorize 2 additional 1st level Priest spells
     Memorize 1 additional 2nd level Priest spell
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Only Usable By:
      Cleric (single, dual, & multi-class)
    
    
    UMSTR4B
    
     Static Star +3
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +3
     THAC0:  +3
     Damage type:  Crushing
     Special:
       15% chance target is Slowed
       25% chance +2d3 electrical damage
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR5A
    
     Morning Star of Action +4
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +4
     THAC0:  +4
     Damage type:  Crushing
     Special:
       15% chance target is Stunned
       1 additional attack per round
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    UMSTR5B
    
     Morning Star +4: Defender
    
     The morning star is a wooden shaft topped with a metal head made up of a 
     spiked iron sheath.  Morning stars have an overall length of about four feet.  
     This particular one is mounted with a golden head that has been magically 
     enhanced so as to improve performance and escape the malleability of gold.
    
     STATISTICS:
    
     Damage:  2D4 +4
     THAC0:  +4
     Damage type:  Crushing
     Armor Class Bonus: 2
     Resistance Bonuses:
       +15% Magic Resistance
       +20% Slashing Resistance
       +20% Piercing Resistance
     Weight: 10
     Speed Factor: 6
     Proficiency Type: Mace
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    URING1A
    
     Ring of the Warrior
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     THAC0: +1
    
    
    URING1B
    
     Ring of Lesser Resistence
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Resistance Bonus: +2 Save vs. Spells
    
    
    URING2A
    
     Greater Ring of the Warrior
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     THAC0: +1
     Armor Class Bonus: 1
    
    
    URING2B
    
     Ring of Missile Deflection
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Resistance Bonus: +10% Missile Resistance
    
    
    URING3A
    
     Ring of Resistence
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Resistance Bonuses:
      +10% Missile Resistance
      +10% Fire Resistance
    
    
    URING3B
    
     Ring of Strength
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Strength: +1 bonus
     Dexterity: -1 penalty
    
    
    URING3C
    
     Ring of Intelligence
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Intelligence: +1 bonus
     Constitution: -1 penalty
    
    
    URING4A
    
     Ring of Reckless Action
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Armor Class Penalty: 2
     Special: 1 additional attack per round
    
    
    URING4B
    
     Ring of the Protector +2
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Resistance Bonus: +10% Magic Resistance
    
    
    URING4C
    
     Ring of Aura Transfusion
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Special: Increased Regeneration
     Resistance Penalties:
      -5% Magic Resistance
      -2 Save vs Spells
     Only Usable By:
     Mage (single, dual, & multi-class)
    
    
    URING5A
    
     Ring of Greater Resistence
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Resistance Bonuses:
      +25% Crushing Resistance
      +3 Save vs. Spells
    
    
    URING5B
    
     Ring of the Warrior Thief
    
     A ring is a small band of precious metal that is used as jewelry.  Some rare 
     rings have had enchantments placed upon them that confer various magical 
     abilities.  These rings are highly sought after, especially by those of the 
     adventuring profession. For no apparent reason, this ring feels warm to the 
     touch.
    
     STATISTICS:
    
     Strength: +1 bonus
     Special: 1 additional attack per round
     Only Usable By:
     Thief (single, dual, & multi-class)
    
    
    UROBE1A
    
     Robe of Enfusing
    
     Since the age of Netheril, mages have learned to bestow a wide variety of 
     magical properties upon the everyday objects that surround them. A favorite 
     item of such enchantment is the common robe. It is lightweight, affordable, 
     and holds its enchantment well, thereby making it ideal equipment for a mage. 
     Due to their magical heritage, however, only single-, dual-, and multi-class 
     mages may wear these enchanted robes.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Resistance Bonus: +5% Magical Resistance
     Lore Bonus: +5
     Special: Memorize +1 additional 1st Level Mage Spell
     Weight:  4
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    USHLD2A
    
     Reinforced Large Shield +1
    
     The body shield, also known as the kite or tower shield, is a massive metal
     or wooden shield reaching nearly from the chin to the toe of the user.  It
     must be firmly fastened to the forearm and the shield hand must firmly grip
     it at all times.  Naturally, this precludes use of the shield hand for
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  +1 AC vs. Missile Weapons
     Resistance Bonus: +10% Slashing Resistance
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    USHLD2B
    
     Large Shield +1 of Missile Detection
    
     The body shield, also known as the kite or tower shield, is a massive metal
     or wooden shield reaching nearly from the chin to the toe of the user.  It
     must be firmly fastened to the forearm and the shield hand must firmly grip
     it at all times.  Naturally, this precludes use of the shield hand for
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Special:  +1 AC vs. Missile Weapons
     Resistance Bonus: +10% Slashing Resistance
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    USHLD3A
    
     Reinforced Large Shield +2
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip 
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 3
     Special: +1 AC vs. Missile Weapons
     Resistance Bonuses:
       +15% Fire Resistance
       +15% Crushing Resistance
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    USHLD3B
    
     Great Shield +3
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 4
     THAC0: -2 penalty
     Special: +1 AC vs. Missile Weapons
     Resistance Bonuses:
       +15% Slashing Resistance
       +15% Crushing Resistance
       +15% Piercing Resistance
     Weight: 18
     Minimum Strength of 18 required
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    USHLD4A
    
     Large Shield of Strength +1
    
     The body shield, also known as the kite or tower shield, is a massive metal 
     or wooden shield reaching nearly from the chin to the toe of the user.  It 
     must be firmly fastened to the forearm and the shield hand must firmly grip 
     it at all times.  Naturally, this precludes use of the shield hand for 
     anything but holding the body shield in place.
    
     STATISTICS:
    
     Armor Class Bonus: 2
     Strength: +1 bonus
     Special: +1 AC vs. Missile Weapons
     Resistance Bonus:
       +10% Slashing Resistance
       +10% Piercing Resistance
     Weight: 12
     Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    USLTR01
    
     Studded Leather +1: Shadowed
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 6
     Special: +15% Stealth Skill
     Resistance Bonus: +5% Magic Resistance
     Weight: 15
     Only usable by:
      Thief
      Ranger
    
    
    USLTR2A
    
     Reinforced Leather +1
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 6
     Resistance Bonus: +35% Crushing Resistance
     Weight: 15
     Not Usable By:
      Mage
    
    
    USLTR3A
    
     Studded Leather +2: Shadowed
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 5
     Special: +20% Stealth Skill
     Resistance Bonuses:
       +15% Piercing Resistance
       +15% Slashing Resistance
     Weight: 15
     Only usable by:
      Thief
      Ranger
    
    
    USLTR4A
    
     Studded Leather of Resistence +3
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 4
     Resistance Bonuses:
       +15% Piercing Resistance
       +15% Slashing Resistance
       +15% Fire Resistance
       +15% Electrical Reisistance
       +2 Save vs. Spells
     Weight: 15
     Not Usable By:
      Mage
    
    
    USLTR5A
    
     Studded Leather +4: Shadowed
    
     Studded leather armor has little in common with normal leather armor.  While 
     leather armor is a hardened shell, studded leather armor is soft and supple 
     with hundreds of metal rivets affixed.  The rivets are so close together that 
     they form a flexible coating of hard metal that turns aside slashing and 
     cutting attacks.  The soft leather backing is little more than a means of 
     securing the rivets in place.
    
     STATISTICS:
    
     Armor Class: 3
     Special: +30% Stealth Skill
     Resistance Bonus:
       +20% Piercing Resistance
       +20% Slashing Resistance
       +20% Fire Resistance
       +20% Electrical Resistance
     Weight: 15
     Only usable by:
      Thief
      Ranger
    
    
    USPOT1A
    
     Potion of Action Transference
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +1 Charisma
     Permanent -1 Dexterity
    
    
    USPOT2A
    
     Potion of Resistence
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +5% Crushing Resistance
    
    
    USPOT2B
    
     Potion of Greater Resistence
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +5% Slashing Resistance
     Permanent +5% Piercing Resistance
    
    
    USPOT3A
    
     Potion of Magical Resistence
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +5% Magic Resistance
    
    
    USPOT3B
    
     Potion of Constitution
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +1 Constitution
    
    
    USPOT3C
    
     Potion of Strength Transference
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +1 Dexterity
     Permanent -1 Strength
    
    
    USPOT4A
    
     Potion of Arcane Absorbtion
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +10% Magic Resistance
    
    
    USPOT4B
    
     Potion of Life Transference
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +1 Strength
     Permanent -1 Constitution
    
    
    USPOT4C
    
     Potion of Aura Enhancement
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +1 Intelligence
     Permanent +5% Magic Resistance
    
    
    USPOT5A
    
     Potion of Dissipation
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +15% Magic Resistance
    
    
    USPOT5B
    
     Potion of Holy Transference
    
     Potions are typically found in ceramic, crystal, glass, or metal flasks or 
     vials.  Flasks or other containers generally contain enough fluid to provide 
     one person with one complete dose to achieve the effects of the potion.
    
     STATISTICS:
    
     Permanent +2 Wisdom
     Permanent -1 Dexterity
    
    
    USSWD2A
    
     Flaming Short Sword +1
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +1
     THAC0:  +1 bonus
     Damage type:  Piercing
     Special 50% chance +1D3 fire damage
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD2B
    
     Short Sword of Lesser Phasing
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +1 (+1D2 cold)
     THAC0:  +1 bonus
     Damage type:  Piercing
     Special: 10% chance of target being Phased
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD3A
    
     Sloth
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Special: 10% chance  target is Slowed
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD3B
    
     Some God's Lesser Promise
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Special: 5% chance to heal +1D6 hit points to self
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD3C
    
     Short Sword of Action +2
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +2
     THAC0:  +2 bonus
     Damage type:  Piercing
     Dexterity: +1 bonus
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD4A
    
     Short Sword of Shadows +3
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3 bonus
     Damage type:  Piercing
     Armor Class Bonus: 2
     Special: +15% to Stealth Skill
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Only usable by:
     Thief (single, dual, & multi-class)
    
    
    USSWD4B
    
     Static Short Sword +3
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +3 (+1D4 electric)
     THAC0:  +3 bonus
     Damage type:  Piercing
     Armor Class: +1 bonus
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD5A
    
     Short Sword of Health +4
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not 
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +4
     THAC0:  +4 bonus
     Damage type:  Piercing
     Special: 15% chance to heal +1D6 hit points to self
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    USSWD5B
    
     Short Sword +4: Hammer
    
     The short sword is the first type of sword to come into existence.  In the 
     simplest of terms, a short sword can be considered a dagger with a blade so 
     long that it can no longer be called a dagger.  The term short sword does not
     exist in sword classifications.  However, it has come to be used to describe 
     a double-edged blade about two feet in length.  The sword tip is usually 
     pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
     surface of the blade.
    
     STATISTICS:
    
     Damage:  1D6 +4 (1D3 crushing)
     THAC0:  +4 bonus
     Damage type:  Piercing
     Special: 20% chance target is Stunned
     Speed Factor: 2
     Weight:  3
     Proficiency Type: Small Sword
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    UTSWD1A
    
     Flawless Two Handed Sword
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.
    
     STATISTICS:
    
     Damage:  1D10
     THAC0:  +2 bonus
     Damage type:  Slashing
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD2A
    
     Giant Two Handed Sword
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +4
     THAC0:  -1 penalty
     Damage type:  Slashing
     Armor Class Penalty: 1
     Weight: 18
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD2B
    
     Two Handed Sword +1: Hammering
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Special: 20% chance target is Stunned
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD2C
    
     Two Handed Sword of Resistence +1
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +1
     THAC0:  +1 bonus
     Damage type:  Slashing
     Resistance Bonuses:
       +5% Magic Resistance
       +1 Save vs Spells
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD3A
    
     Two Handed Sword +2: Hammering
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +2
     THAC0:  +2 bonus
     Damage type:  Slashing
     Special: 20% chance target is Stunned
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Minimum Strength of 18 required
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD3B
    
     Two Handed Sword +2: Defender
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +2
     THAC0:  +2 bonus
     Damage type:  Slashing
     Armor Class Bonus: 1
     Resistance Bonus: +10% Slashing Resistance
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD4A
    
     Two Handed Sword +4: Backbiter
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +4 (+1D6 piercing)
     THAC0:  +4 bonus
     Damage type:  Slashing
     Special: 25% chance user takes +1D4 piercing damage
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD4B
    
     Two Handed Sword +3: Bane
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +3
     THAC0:  +3 bonus
     Damage type:  Slashing
     Special: 25% chance target is infected with Disease
     Resistance Bonus: +10% Magic Resistance
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Good Characters
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD5A
    
     Static Two Handed Sword +4
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be 
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +4
     THAC0:  +4 bonus
     Damage type:  Slashing
     Special:
       50% chance +2D3 electrical damage
       25% chance target is Stunned
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    UTSWD5B
    
     Two Handed Sword +4: Life Giver
    
     The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
     always looked for ways to improve existing weapons.  In an effort to improve 
     the long sword, the blade was lengthened.  Eventually, the handle had to be
     extended and two hands became necessary to properly swing the sword.  The 
     primary function of two-handed swords is cleaving mounted knights and 
     breaking up pike formations.  This one is particularly good at its job as it 
     has been enchanted with a few magical properties.
    
     STATISTICS:
    
     Damage:  1D10 +4
     THAC0  +4 bonus
     Damage type:  Slashing
     Special:
       Increased Regeneration rate
       5% chance to heal 1D20 hit points to self
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    VALIANT
    
     Valiant
    
     This legendary blade was wielded for a short time by the warrior Ilban of 
     Elturel.  It is from his exploits in Calimshan that the weapon gained its 
     name.  Before Ilban, however, Valiant was in the possession of a holy slayer 
     from distant Zakhara.  According to sages, the light sword was crafted to 
     serve an order of assassins.  Valiant's owners survived through many 
     incredible ordeals, mostly because of the magic of the weapon.  The weapon 
     was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents 
     to Calimport.  The scimitar remained in the hands of Baris Cabal for about a 
     dozen years before the band was broken up by Ilban and his companions.
     Ilban's exploits took Valiant into battle against sandmen, giant scorpions, 
     desert raiders, evil sorcerers and the demonic servants of Celan Harad.
    
     STATISTICS:
    
     Damage:  1D8 +2
     THAC0:  +2
     Special:  Extra Attack Per Round
     Damage type:  Slashing
     Weight:  4
     Proficiency type:  Large Swords
     Speed Factor:  0
     Type:  1-handed
     Not usable by:
       Mage
       Cleric
    
    
    VIOLIN
    
     Viol of the Hollow Men
    
     This instrument is also known as "Tallow's Violin," but that moniker is 
     rarely spoken among musicians, as mentioning the name of Nikolai Tallow is 
     considered bad luck.  Nikolai was born in The Vast, near High Haspur, the son 
     of a chandler.  Because of the intermittent traffic through the region, 
     Nikolai was introduced to many different cultures.  One of the travelers he 
     met was an elven musician named Relev Thinriver.  Relev introduced Nikolai to 
     the violin and taught him for several years as he wandered through the area.  
     Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a 
     keen mind, and a passion for all things in the world.  Relev also recognized 
     that Nikolai was exceedingly proud and arrogant.  In spite of Nikolai's 
     shortcomings, Relev taught him everything he knew.
    
     After Relev was killed by a band of orcs, Nikolai began to practice on his 
     own throughout the Vast.  Despite his travels, he always returned to the 
     isolate peaks of his mountain birthplace.  He became famed throughout the
     Vast, the southern Moonsea and Sembia for his incredible talent and 
     passionate performances.  Eventually, news of the proud young virtuoso spread 
     to the ears of a nearby thug from Calaunt named Tremble Ghon.  When Tremble 
     and his gang traveled through the Elvenblood Pass, they stopped at the Elf in 
     Armor Inn and demanded a performance from Nikolai, who happened to be present 
     and eating dinner with his father at the time.
    
     Nikolai refused to perform for Tremble and his men.  He called them stinking 
     oafs and attempted to leave with dignity.  Tremble assaulted Nikolai's pride 
     by claiming that Nikolai was afraid of performing because he'd be heckled out 
     of the inn for his incompetence.  Nikolai shot back that his skill with the 
     violin was so great that he could raise the dead from their graves.  
     Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's 
     father and stabbed him in the heart.  When a number of other villagers 
     attempted to intervene, they were also killed by the bandits.
    
     Tremble defiantly stood over Nikolai's dead father and said, "Where's your 
     big mouth now, fiddle player?"  Without a word, Nikolai pulled his violin and 
     bow out from underneath his arms and began to play a melody that none of the 
     residents of High Haspur had ever heard before, and no one in Faerun would 
     ever hear again.  Nikolai played with unbridled passion and fervor.  
     Onlookers later remarked that he appeared to be a madman, thrashing about in 
     ways that people didn't think were possible.  At the climax of his frenzied 
     piece, Tremble and his gang watched in horror as the souls of the men and 
     women they had just killed rose from their corpses and dove, shrieking, at 
     their murderers.  The bandits died horrible deaths, chilled by the shadows of 
     their victims.  Nikolai himself continued playing, dancing through the 
     streets and back pastures of his alpine home until every man, woman, child, 
     and beast ever buried in the region rose from its resting place and milled 
     about until Nikolai and his music disappeared into a far off valley, shrouded 
     in a mysterious fog that vanished as quickly as it had appeared.
    
     Legends say that on misty nights, the ghost of Nikolai Tallow returns to his 
     homeland, playing a phantom violin with a host of dancing dead trailing 
     behind him in the moonlight.
    
     STATISTICS:
    
     Summons 1D4 Shadows to attack a target, once per day.
    
     Only Usable By:
       Bard
    
    
    VOICEBN
    
     The Voice's Bones
    
     These are the mortal remains of the Tormish paladin who became the Voice of 
     Durdel Anatha.
    
    
    WAND02
    
     Wand of Fear
    
     A Wand of Fear strikes terror into the heart of any creature within its 
     target area. This panic is not universal, however, as the stout of heart have 
     been known to resist its magic. Like all wands, the Wand of Fear can only be 
     used a limited number of times before it is destroyed.
    
     STATISTICS:
    
     Special:  Cause enemies to run in fear unless they save vs. spells
     Range:  100 ft
     Area:  20 ft radius
     Duration:  15 rounds
     Not usable by:
     Fighter
     Thief
    
    
    WAND03
    
     Wand of Magic Missiles
    
     When activated, the wand will eject a missile of magical energy that darts 
     forth and unerringly strike its target. This includes enemy creatures in a 
     melee. The target creature must be seen or otherwise detected to be hit, 
     however, so near-total concealment, such as that offered by arrow slits, can 
     render the spell ineffective.  Against a creature, the missile will inflict 
     1d4+1 points of damage.
    
     STATISTICS:
    
     Special:  1 magic missile will strike target
     Damage:  1D4 +1
     Range: 100 ft
     Area:  1 creature
     Not usable by:
    
    
    WAND04
    
     Wand of Paralyzation
    
     When used, this wand shoots forth a thin ray of bluish color to a maximum 
     range of 60'.  When a creature is touched by the ray, it must roll a save vs. 
     wands in order to avoid being stunned for 10 rounds.
    
     STATISTICS:
    
     Effect:  Stun target unless save vs. wands with -4 penalty
     Range:  100 ft
     Area:  1 creature
     Duration:  10 rounds
     Not usable by:
     Fighter
     Druid
     Cleric
     Thief
    
    
    WAND05
    
     Wand of Fire
    
     The wand will cough forth a huge, burning ball of fire that streaks out to 
     the desired range (to a maximum of 120') and bursts in a fiery, violent 
     blast, just like the fireball spell.  The fireball inflicts 6d6 points of 
     damage, but all 1s rolled are counted as 2s.  The victim(s) may make a save 
     vs. wands in order to take only half damage.  The second ability of the wand 
     is akin to the spell 'Agannazar's Scorcher' in that a column of flame will 
     streak towards the victim inflicting 6D6 +6 damage, with a save vs. wands for 
     half.
    
     STATISTICS:
    
     Ability  1:
     Effect:  shoots out a Fireball
     Damage:  6D6 (save vs. wands for half)
     Range:  90 ft
     Area 30 ft radius
    
     Ability  2:
     Effect:  Agannazar's scorcher
     Damage:  6D6 +6 (save vs. wands for half)
     Range:  90 ft
     Area:  1 creature
    
     Not usable by:
     Fighter
     Cleric
     Druid
     Thief
    
    
    WAND06
    
     Wand of Frost
    
     White crystalline motes spray forth from the wand in a column towards the 
     victim striking square in the chest with numbing force.  The temperature 
     inside the column is deadly, and damage is 8d6 (treating all 1s rolled as 
     2s), with a save vs. wands for half.
    
     STATISTICS:
    
     Effect:  Column of Ice
     Damage:  8D6 (save vs. wands for half)
     Range:  100
     Area:  1 creature
     Not usable by:
     Fighter
     Cleric
     Druid
     Thief
    
    
    WAND07, WANDFAK, WANDREA
    
     Wand of Lightning
    
     The possessor of the wand can discharge a bolt of lightning.  As it passes 
     through a creature, it does 6d6 points of damage (treating 1s rolled as 2s), 
     with a save vs. wand for half damage.  The bolt will continue through the 
     target and proceed  to 'rebound' until expended.
    
     STATISTICS:
    
     Effect:  Lightning bolt
     Damage:  6D6 (save vs. wands for half)
     Range:  100ft
     Area:  Path of bolt
     Not usable by:
     Fighter
     Cleric
     Druid
     Thief
    
    
    WAND08
    
     Wand of Sleep
    
     This wand will emit a gold beam of energy at its targets up to a maximum 
     range of 60', effecting a 40' cube.  If the target creatures fails their save 
     vs. wands, they will fall into a deep, comatose sleep for 5 turns.
    
     STATISTICS:
    
     Effect:  Sleep unless victim saves vs. wands
     Range:  90 ft
     Area: 20 ft radius
     Duration:  2 turns
     Not usable by:
    
    
    WAND10
    
     Wand of Monster Summoning
    
     This wand will summon 12 HD of  monsters, which appear within the area of 
     effect and attack the user's enemies. They remain until the spell duration 
     expires, or the monsters are slain. These creatures vanish when slain. If no 
     opponent exists to fight and the wizard can communicate with them, the 
     summoned monsters can perform other services for the summoning wizard.
    
     STATISTICS:
    
     Effect:  Summon 12 HD of monsters
     Range:  20 ft
     Duration:  2 turns
     Not usable by:
      Fighter
      Cleric
      Druid
      Thief
    
    
    WAND11
    
     Wand of the Heavens
    
     This wand will cause a pillar of flame to shoot out of the sky and strike the 
     target of the invoker.  The flames will do 6D8 damage to the target (with 1s 
     taken as 2s), unless the target makes a save vs. wands in which case it will 
     take half.  The wand only has a certain amount of charges and will be 
     destroyed when they are used.
    
     STATISTICS:
    
     Effect:  Flamestrike
     Damage:  6D8 (save vs. wands for half)
     Range:  120 ft
     Area:  1 creature
     Not usable by:
     Fighter
     Mage
     Bard
     Thief
    
    
    WAND12
    
     Wand of Magic Missiles
    
     When activated, the wand will eject a missile of magical energy that darts 
     forth and unerringly strike its target. This includes enemy creatures in a
     melee. The target creature must be seen or otherwise detected to be hit, 
     however, so near-total concealment, such as that offered by arrow slits, can 
     render the spell ineffective.  Against a creature, the missile will inflict 
     1d4+1 points of damage.
    
     STATISTICS:
    
     Special:  1 magic missile will strike target
     Damage:  1D4 +1
     Range: 100 ft
     Area:  1 creature
     Not usable by:
    
    
    WANDARM
    
     Wand of Armory
    
     Often confused with another wand of the same name, the Wand of Armory is used 
     to cast protective spells on the user.  Unfortunately for the creator of this 
     Wand of Armory, trolls are persistent creatures.
    
     STATISTICS:
    
     This wand can be used to cast Shield or Ghost Armor on the user.
     Not Usable By:
      Fighter
      Druid
      Cleric
      Thief
    
    
    WANDCOR
    
     Wand of Corrosion
    
     A trio of wizards worked on this wand using a number of material components
     they had available to them and more that were relatively easy to acquire.  
     Otterly the Rotund, Mabdek of the Seventh Star, and Yrgon the Moron only 
     crafted the wand so they could sell it.  Their long-term goal was the 
     construction of a vast magical research facility based on the designs of the 
     Naturalist Guild in Myth Drannor.  Their wand was a greater success than 
     their research facility.
    
     STATISTICS:
    
     The user of this wand has the choice of casting Death Fog or Acid Storm.
    
    
    WANDFRE
    
     Wand of Freezing Death
    
     This deadly wand was crafted by the wizard Hegthen to protect him from his 
     rival's fire-using minions.  Hegthen made frequent use of the wand during his 
     protracted war with his enemy.  After ten years of hounding, Hegthen decided 
     to take the battle to his rival, defeating him in one of the most spectacular 
     magical duels ever seen in Suzail's history.  As his terms of victory, 
     Hethgen demanded that his enemy's name be magically snuffed out of the memory 
     of all who knew him.  His enemy accepted, and later went on to become the 
     Cloaked Flame, a dangerous terrorist, killed by Cormyrean Purple Dragons and 
     War Wizards in 1212 DR.
    
     STATISTICS:
    
     The user of this wand has the choice of casting Snilloc's Snowball Swarm, 
     Icelance, and Ice Storm.
    
    
    WANDMIS
    
     Pemby's Wand of Many Missiles
    
     Merry by reputation and promiscuous by nature, the half-elven enchantress
     Pemby Cloudsilk created a great number of wands and staves in her time on 
     Faerun.  Pemby kept this wand for herself for personal protection.  When she 
     was killed by a jealous lover in 1103 DR, she left the wand to one of her 
     many other suitors, the thief Tamlock of Waterdeep.  Tamlock avenged Pemby's 
     death several years later when he killed her murderer with an imperceptibly 
     poisoned blade in a duel.
    
     STATISTICS:
    
     This wand casts Magic Missile at a target of the user's choice.
    
    
    WANDTRP
    
     Wand of Trap Detection
    
     This wand was once in the possession of the half-elven rogue mage Illep the 
     Watchful.  Illep, a native of Myth Drannor, used the slender ebon wand to 
     locate the snares and springblades he often encountered during numerous 
     burglaries.  Illep was well liked by most people, but a human warrior named 
     Brammel took offense to Illep's foppish manner in a tavern one night.  
     Despite Illep's skill with daggers, the lithe rogue could do little to 
     recover from the axe wound to the upper chest and neck that Brammel dealt 
     him.  Brammel was arrested by town guards and the wand was to be returned to 
     Illep's family in Myth Drannor.  The small caravan transporting the wand was 
     sacked by human bandits and disappeared from history.
    
     STATISTICS:
    
     This wand can be used to cast Find Traps for the wielder.
    
     Not usable by:
      Fighter
      Druid
      Cleric
      Thief
    
    
    WATCHER
    
     Robe of the Watcher
    
     Made for a dark elf wizard from Rilauven, the Robe of the Watcher is 
     recognized among drow as a sign of great power.  It is traditionally worn by 
     the most talented practitioner of divination magic in Rilauven's academy of 
     sorcery.  Malavon was awarded the robe when he was still in good graces with 
     his city.
    
     STATISTICS:
    
     Armor Class:  3
     Magic Resistance:  +10% bonus
     Saving Throw:  +2 vs. Spell
     Special:
       Non-Detection
       Immunity to Umber Hulk Gaze
     Weight:  5
     Only usable by:
     Mage (single, dual, & multi-class)
    
    
    WATER
    
     Barrel of Pure Water
    
     This barrel contains some of the purest water in the land.  Melted from ice, 
     it contains no impurities that would be found in normal sources of water.
    
    
    WHTASH
    
     Spear of White Ash
    
     Consecrated by Malarite priests hundreds of years ago, this spear was used on
     High Hunts in preparation for their bloody feasts.  It was last in the hands 
     of Old Hunter Wellin, who is believed to have died when he foolishly hunted 
     dryads near the Cloakwood.  The weapon is made from a single piece of ash 
     wood topped with a cruel spearhead.
    
     STATISTICS:
    
     Damage:  1D6 +3
     THAC0:  +3
     Damage type:  Piercing
     Special:  5% of all hits cause an additional 1d6 points of damage from the 
               barbs on the spearhead
     Weight:  2
     Speed Factor:  3
     Proficiency Type: Spear
     Type:  2-handed
     Not Usable By:
      Cleric
      Mage
      Thief
    
    
    WINE
    
     Bottle of Wine
    
     This is a local brand of wine made and used by the local residents of 
     Easthaven. The actual ingredients are a mystery, but the liquid contained in 
     the bottle has a slightly fishy smell to it.
    
    
    WITHERY
    
     Ol' Withery
    
     The original name of this odd blade is lost in the murky depths of the Sea of 
     Swords.  Crafted of magically-strengthened sahuagin bone, the weapon is
     believed to have been used by kuo-toa in bizarre rituals.  The handle is 
     crafted from coral wrapped in sahuagin skin.  At one time, it was owned by 
     Lockhart, a prominent adventuring thief and smuggler on the Sword Coast.  It 
     was he who gave the blade its current name.
    
     STATISTICS:
    
     Damage:  1D4+2
     THAC0:  +2
     Damage type:  Piercing
     Special:  2% chance of casting Finger of Death on target
     Weight:  1
     Speed Factor:  1
     Proficiency Type:  Dagger
     Type:  1-handed
     Not Usable By:
      Cleric
    
    
    XBOW01
    
     Heavy Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0: +2 bonus
     Weight: 14
     Speed Factor: 10
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    XBOW02
    
     Heavy Crossbow +1
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     Damage:  +3 (missile)
     THAC0:  +3
     Weight: 12
     Speed Factor: 9
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    XBOW03
    
     Heavy Crossbow of Accuracy:  'The Guide'
    
     A favored siege weapon of King Shastir Longeve, crossbows of this type were 
     designed for the systematic removal of defensive forces thought safe behind 
     the battlements of castles.  Scant few of these weapons survive to this day, 
     mainly due to the eventual annihilation of the king's forces by a coalition 
     of subjugated lands.
    
     STATISTICS:
    
     Damage:  +2 (missile)
     THAC0:  +7 bonus
     Weight: 10
     Speed Factor: 7
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    XBOW04
    
     Light Crossbow
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     THAC0: +2 bonus
     Weight: 7
     Speed Factor: 5
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    XBOW05
    
     Light Crossbow +1
    
     A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
     called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
     a quarrel (also called a bolt).
    
     STATISTICS:
    
     Damage:  +1 (missile)
     THAC0:  +3
     Weight: 6
     Speed Factor: 4
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    XBOW06
    
     Light Crossbow of Speed:  'The Army Scythe'
    
     A short-lived outpost of humans in the Frozen Forest unearthed this weapon, 
     and many others, from the ruins of an ancient settlement deep within that 
     cold land.  Never knowing the names of their extinct benefactors, the 
     colonists used these "tools" to carve a large territory for themselves, 
     though in the end it was for naught.  Crushed by a superior number of 
     Hobgoblins, these unfortunate souls have joined the ancients in their 
     anonymity.
    
     STATISTICS:
    
     Damage:  +1 (missile)
     THAC0:  +3 bonus
     Special:  1 extra attack per round
     Weight: 5
     Speed Factor: 3
     Proficiency Type: Crossbows
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    YETI
    
     Yeti Pelt
    
     These thick pelts are valued for their incredible durability and warmth.  
     Locals from the Ten Towns pay good money for the pelts, as few would be so 
     bold as to hunt the yeti in their homeland.  Some of the Reghedmen barbarians 
     hunt yeti as a rite of passage into manhood.
    
    
    ZZ05WE
    
     Mace of Weal and Woe
    
     Even without magical enchantment, this particular piece of weaponry could 
     fetch a healthy price for its exquisite craftsmanship.  The shaft of the mace 
     is a bronze cylinder reinforced with a steel bar down the center and six thin 
     bands of polished steel, three above the haft and three below the head.  The 
     head itself is egg-shaped and made of red-stained cherry wood reinforced by 
     decorative arcing bronze bands.  Steel flanges stick out from the head in an 
     asymmetrical pattern.  The two largest flanges bear extensive etching.  One 
     is a classical image of Tymora with the word "WEAL" in Thorass.  The other is
     an image of Beshaba with the word "WOE."  Despite the delicate materials used 
     in the mace's construction, it is exceptionally sturdy.  The history of the 
     mace is largely a mystery.
    
     STATISTICS:
    
     Damage:  1D6 + 2, +3 vs. Lawful Creatures
     THAC0:  +1, +2 vs. Lawful Creatures
     Damage type:  Crushing
     Special:  +1 to all Saving Throws, 13% of all hits cause Curse
     Weight:  7
     Speed Factor:  6
     Proficiency Type:  Mace
     Type:  1-handed
     Not Usable By:
      Lawful Characters
      Paladin
      Druid
      Mage
      Thief
    
    
    ZZ57PJ
    
     Pale Justice
    
     This sword was made with one purpose: to destroy evil.  Though a powerful 
     weapon, Pale Justice has humble beginnings.  The plain sword was crafted by a 
     devout worshipper of Tyr named Renold.  Renold spent thirty years of his life 
     perfecting the metalworking techniques that allowed him to craft an almost 
     flawless blade.  As soon as Renold had completed the unadorned weapon, he 
     turned it over to the church of Tyr.  The priest who received it placed the 
     naked blade on his monastery's altar.  He asked his brothers to join him in 
     praying to Tyr to ask their god to bless the weapon with holy power.  The 
     brothers never touched the blade, nor did they speak of it.  After ten years, 
     despite the fact that all of the other brothers lost faith in the blade ever 
     becoming enchanted, the original priest, Edan, continued his prayers in
     silence.  Another twenty years passed, and there was still no sign from Tyr. 
     Visiting priests of Helm scoffed at Edan's blind devotion to the blade.   It 
     was then that, without warning, Edan walked up to the altar and gently 
     removed the dust-covered blade from the altar.
    
     The priest of Helm asked Edan if he had finally come to his senses.  Edan 
     replied that he had, that he had been expecting the wrong thing from Tyr the 
     entire time.  He stated that Tyr had done his work long ago.
    
     The priest of Helm laughed out loud at Edan's claim and asked his bodyguard 
     to draw his sword.  The magnificent weapon in the hand of the Helmite had a 
     gilded guard set with pearls.  Runes were etched along the blade, with a 
     small cluster of fine rubies set in the ricasso.  The priest of Helm laughed 
     again and spoke.  "This is truly a sword blessed by the gods.  Your weapon 
     looks like an ordinary soldier's blade.  It pales in comparison."
    
     Edan calmly grabbed the blade by the tang and swatted at the guard's weapon.  
     The priest of Helm's laughter cut off quickly as he stared down at his 
     retainer's broken weapon.  He stood there speechless as Edan set the blade 
     down and began to reply.
    
     "Justice always pales in comparison to vanity and ostentatious displays of 
     power.  I expected Tyr to manifest his divine will in this blade with 
     lightning and fire.  I should have remembered how the blade was given to 
     me... with simple charity and humility.  Justice is the right of every man, 
     no matter how rich or poor, no matter how educated or ignorant.  It should be 
     found as often in the fields of farmers as it is in the fields of battle."
    
     Edan took the blade to a local weapon smith and had him put a wooden, leather 
     wrapped grip on it.  He then gave it to a fledgling paladin and asked him to 
     always remember the potential for charity and kindness in the human race.
    
     STATISTICS:
    
     Damage:  1D8 +4, +7 vs. Evil Creatures
     THAC0:  +4, +7 vs. Evil Creatures
     Damage Type: Slashing
     Special:  Immune to Cloak of Fear, Horror, Dire Charm and Symbol of 
               Hopelessness
     Weight: 5
     Speed Factor: 1
     Proficiency Type: Large Sword
     Type: 1-handed
     Only Usable By:
      Paladin
    
    
    ZZA7CH
    
     Conlan's Hammer: 'Anvil's Twin'
    
     This seemingly ordinary workhammer is imbued with a specialized enchanment 
     that enhances its ability to shape metal, particularly the treated ore used 
     by mages to create iron golems.  Originally intended as a tool to be used in 
     the creation of such guardians, it is equally proficient in dismantling them 
     should the need arise.
    
     STATISTICS:
    
     Damage:  1D4 +2, +5 vs Iron Golems
     THAC0 Bonus:  +1, +4 vs Iron Golems
     Special: Able to hit all creatures that require magical weapons to hit
     Damage type:  Crushing
     Weight: 4
     Speed Factor: 3
     Proficiency Type: Hammers
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    ZZF6AL
    
     Alamion
    
     This long sword is part of a matched pair of weapons, the other being the
     short sword Malamion.  Alamion's blade is slightly thinner than a typical 
     long sword blade and features a thin fuller down the center.  Acid-etched 
     snowflake patterns are scattered along the length of the blade, most of them 
     concentrated towards the hilt.  The hilt of the sword is made of bronze 
     sandwiched between two off-white pieces of ivory carved to show clouds 
     unleashing winds and snow.  The grip is covered with mother-of-pearl lashed 
     securely into place with bronze wire.  The pommel of the weapon is a solid 
     bronze globe with the snowflake lozenge of Auril etched into the bottom.
    
     The full history of this blade and its brother have been well documented.  
     Roughly two hundred years ago, a wizard from Shannath named Obren the 
     Left-Handed was hired to make a pair of swords for the glory of Auril.  Obren 
     reluctantly did so, producing Alamion ("Frost Daddy") and Malamion ("Frost 
     Baby") over a five year period.  After a dispute about Obren's fee, priests 
     of Auril tried to take the sword from him by force.  The exact outcome of the 
     battle is unclear, but Obren's swords did not end up in the hands of Auril's 
     faithful.  Thirty years later, a warrior named Berdino in Procampur bragged 
     that he had a blade that could kill demons in a single strike.  Berdino was 
     found dead on the shore two tendays later, the victim of many poisoned 
     crossbow bolts.
    
     The new owner of Alamion was a vain, egotistical thief called Pellas the 
     Fair.  Pellas had acquired Malamion, quite by accident, fourteen years 
     earlier and strongly desired its brother when he learned of its existence.  
     Pellas held onto the swords until he died at the hands of a paladin named 
     Garijon Renold of Torm.  Garijon found the blades invaluable in his battles 
     against the fiery denizens of the outer planes and the two swords were passed 
     on for generations from paladin to paladin.
    
     Heleban of Ithmong, a paladin of Tyr, was the last warrior known to have used 
     the swords.  His battles against slavers and pirates on the Sword Coast are 
     believed to have brought him to an untimely end.
    
     STATISTICS:
    
     Damage:  1D8 +3, +5 vs. Salamanders
     THAC0:  +3, +5 vs. Salamanders
     Damage Type: Slashing
     Resistance Bonus:  +10% Fire Resistance
     Resistance Penalty:  -5% Resist Cold
     Weight: 5
     Speed Factor: 2
     Proficiency Type: Large Swords
     Type: 1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
    
    
    ZZH8GK
    
     Giant Killer
    
     A halfling warrior named Kim Marchwatch used this potent weapon against the 
     giants that frequently plagued his homeland, hitting them in the head with so 
     many rocks that they fell over in pain or ran away.  When Kim was replaced as 
     shire-reeve of his homeland, he became a reluctant adventurer.  He is 
     believed to have been swallowed up by the dreaded Fen Mists of Acallo in 
     760 DR.
    
     STATISTICS:
    
     Damage:  +1, +4 vs. Giants
     THAC0:  +1, +4 vs. Giants
     Weight:  0
     Speed Factor:  5
     Proficiency Type:  Missile Weapons
     Type:  1-handed
     Not Usable By:
    
    
    ZZJ6SP
    
     Selune's Promise
    
     A weapon once owned by a grief-stricken high priestess of the Moonmaiden, 
     Selune's Promise has a short and sad history.  Fassa the Melancholy (as she 
     is now known) was the head of a band of Selunite adventurers dedicated to 
     destroying undead wherever they found them.  The band was initially quite 
     successful, rarely suffering any casualties.  Tymora's luck could not stay 
     with them forever, though.
    
     In 1156, Fassa and her band entered the Sepulcher of the Dim.  The band knew 
     the Sepulcher was rumored to contain a "leak" to the Negative Material Plane, 
     but they had no idea just how many undead creations were inside.  Mixed in 
     with the seemingly harmless poltergeists and phantoms were powerful spectres 
     and wraiths.  Over a short and chillingly quiet period of several minutes, 
     almost all of Fassa's allies had their vital energy drained away.  Fassa and 
     her remaining companions fled and tried to form a plan of attack.  When they 
     returned on the following night, all of Fassa's former companions had been 
     turned into slave spectres under the control of the master.  She and her few 
     remaining comrades destroyed the master spectre and eventually destroyed the 
     souls of her tormented bretheren.  In the end, Fassa was the only one left 
     alive.
    
     Fassa returned to her temple in misery and prayed to Selune that she never 
     forget the agony of that night.  Selune granted her request by causing a 
     ghostly white and blue mace to appear on her bed when the next full moon 
     rose.  Carved into the shaft of the weapon were two words: Never Forget.
    
     Fassa became almost fanatical in her undead hunting in later years.  At the 
     age of thirty-three, tired and bitter, Fassa fell into decline.  On the night 
     of a full moon, she renounced her faith to Selune in front of her superiors 
     and fellow clergy.  Hours later, she threw herself into the Moonsea from a 
     high cliff.  The mace was found in her room and reluctantly kept in the 
     church.  Many years later, the new high priest of the temple decided that the
     weapon had an unpleasant legacy and should be thrown into the Moonsea.  The 
     history of the mace ends with this event.
    
     STATISTICS:
    
     Damage:  1D6 +2, +4 vs. Spectral Undead
     THAC0:  +1, +3 vs. Spectral Undead
     Damage type:  Crushing
     Special:  2% of all hits cause Morale Failure in the wielder.
     Weight:  7
     Speed Factor:  6
     Proficiency Type: Maces
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    ZZM5MH
    
     Misery's Herald
    
     This flail was consecrated by priests of the great orc god Grummsh for use 
     against the various elven and dwarven foes that his armies fought against.  
     It was held by the high priest of the Bone Legion until he fell while leading 
     his people against the elven forces at the Hand of the Seldarine.  The flail 
     is simple in design. The shaft is crafted to resemble an elven femur, wrapped
     in tanned elf skin.  A stout chain connects the shaft to a spiked ball.  The 
     entire creation is forged out of meteoric iron.  It is a testament to the 
     potential of orcish craftsmanship.
    
     STATISTICS:
    
     Damage:  1D6 +4, +5 vs. Elves
     THAC0:  +3, +4 vs. Elves
     Damage type:  Crushing
     Special:  Causes Horror on 10% of all hits, Cold Iron
     Weight: 13
     Speed Factor: 5
     Proficiency Type: Flails
     Type:  1-handed
     Not Usable By:
      Druid
      Mage
      Thief
    
    
    ZZN6GC
    
     Guktok's Chopper
    
     This huge axe belonged to Guktok, an orc chieftain.  Guktok was infamous 
     among his kind for his victories against several dwarven outposts in the 
     north.  He was also known for his extreme cruelty that he expressed if any 
     dwarf was unlucky enough to be his captive.  He met a horrible end when the 
     dwarves of Dorn's Deep ambushed and annihilated his clan.  They captured 
     Guktok, beheaded him, and placed his head on a pike as a warning to any orcs 
     entering the region.
    
     STATISTICS:
    
     Damage: 1D8 +2, +4 vs. Dwarves
     THAC0: +2, +4 vs. Dwarves
     Damage type:  Slashing
     Weight: 10
     Speed Factor: 8
     Proficiency Type: Axe
     Type: Battle Axe
     Not Usable By:
      Good Characters
      Cleric
      Thief
      Mage
      Druid
    
    
    ZZTOP
    
     Trollkiller, Longsword +1, +5 vs. Trolls
    
    
    ZZU6CS
    
     Axe of Caged Souls
    
     Like many prominent dwarven weapons, this axe was enchanted by the prayers 
     and devotion of dwarven priests.  The Axe of Caged Souls was created as a 
     defense against the resuscitated corpses of their foes and allies that dark 
     elven sorcerers and priestesses would continually drive at dwarven defenses.  
     It was used in combat by Jamoth Stonetree at the Battle of the Dead, where a 
     group of twenty veteran dwarven warriors held off ten drow mages and their 
     army of zombies, ghouls, and wights.
    
     An inscription along the eternally sharp blade reads, "With each stroke, 
     liberation."
    
     STATISTICS:
    
     Damage:  1D8 +3, +5 vs. Cadaverous Undead
     THACO:  +3, +5 vs. Cadaverous Undead
     Damage Type: Slashing
     Weight: 5
     Speed Factor: 4
     Proficiency Type: Axe
     Type:  1-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    ZZZ6BC
    
     Bonecleaver
    
     Priests of Lathander created this weapon to fight the hordes of undead
     created by Myrkulites across Faerun.  The massive blade has changed hands
     frequently as it is needed in different regions at different times.
     Somewhere along its history, the notched sword fell into the hands of a
     Zhentilar soldier who was, not surprisingly, unwilling to return it to the
     church of Lathander.  The heretofore nameless soldier used the blade to
     defend himself against rival priests of Bane and wizards in the Zhentarim
     until he was killed in battle by a triad of wizards.  They sold the weapon to
     the highest bidder a month after his death.
    
     STATISTICS:
    
     Damage:  1D10 +1, +3 vs. Skeletal Undead
     THAC0: +1, +3 vs. Skeletal Undead
     Damage type:  Slashing
     Weight:  14
     Speed Factor:  9
     Proficiency Type: Great Swords
     Type:  2-handed
     Not Usable By:
      Druid
      Cleric
      Mage
      Thief
    
    
    
    -------------------------------------------------------------------------------
    Final Words...
    -------------------------------------------------------------------------------
    
    This FAQ was written entirely using the GWD Text Editor:  (shareware)
      http://www.gwdsoft.com/
    
    _________________________
    Special Thanks: (Credits)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
      CJayC for posting this FAQ
      Anyone who emails me with nice things to say, you are appreciated!
      Black Isle for making such a great little game!
    
    _________________________
    Shameless Self Promotion:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
    
        NES:      Disney Adventures in the Magic Kingdom
                  Final Fantasy -- Magic FAQ
                  The Legend of Zelda
        SNES:     Aerobiz
                  Aerobiz Supersonic
                  Utopia: Creation of a Nation
        Genesis:  StarFlight
        PSX:      Thousand Arms -- Walkthrough
                                -- Forging/Dating FAQ
        PS2:      Madden NFL 2001
        XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                      -- Influence Guide
        PC:       AD&D Rules FAQ, 2nd and 3rd Editions
                  Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                              NPC List
                                                              Creature List
                  Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                     -- Items List
                                                     -- Class FAQ
                                                     -- Creature List
                  Civilization III (incomplete)
                  Colonization -- the Single Colony Strategy Guide
                               -- the Cheat Guide
                  Drakan: Order of the Flame
                  Dungeon Hack
                  Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                    Items List
                                                    Kresselack's Tomb Map (JPG)
                                                    Burial Isle Map (JPG)
                                                    Shattered Hand Map (JPG)
                  Icewind Dale II                -- Items List
                  Master of Magic (revision)
                  Messiah
                  Pharaoh (currently being edited by Red Phoenix)
                  Planescape: Torment  -- FAQ/Walkthrough
                                          Items Listing
                  Rollercoaster Tycoon
                  Sid Meier's Alpha Centauri
                  The Sims
                  Ultima 4: Quest of the Avatar
                  Ultima 7: The Black Gate
                  Ultima 7 Part 2: Serpent Isle
                  Ultima Underworld -- Keyboard Commands
                  Ultima Underworld II -- Keyboard Commands
                                       -- Spell List
      All of my FAQs can be found at:
        http://www.gamefaqs.com/features/recognition/2203.html
        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ________________
    Version History:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Version  0.1  August 9, 2000  247k
    
      Version  0.2  August 9, 2000  252k
    
        Finished filling in all the Item Codes, which just leaves a LOT of Item
        Descriptions to be filled in.  Moved the right margin in by one character.
    
      Version  0.3  August 11, 2000  337k
    
        Added more item descriptions.  Although I'm into the M items now, I'm not
        halfway finished since S has the most of any letter (what with the magic
        scrolls).
    
      Version 0.4  August 13, 2000  378k
    
        Added more item descriptions, getting into the P's now.
    
      Version 0.5  August 14, 2000  526k
    
        Added more item descriptions, and am now all the way into the Priest
        spells.
    
      Version 0.6  August 19, 2000  559k
    
        Changed a few item descriptions, one was just inaccurate, while others
        needed some extra information.
    
        Added a few new items, from the Priest spells to the standard 1 handed
        swords.
    
      Version 0.9  September 16, 2000  703k
    
        Finished filling in all of the items, all that is left now is to start
        sorting the items.
    
      Version 0.91  January 17, 2005  690k
    
        Changed my email address and updated the format slightly.
    
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This Document is Copyright 2000-2005 by Dan Simpson
    Icewind Dale is Copyright 2000 by Black Isle/Interplay
    
    I am not affiliated with 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.