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    Weapons/Armor FAQ by VJosic

    Version: 1.4 | Updated: 11/16/01 | Printable Version | Search Guide | Bookmark Guide

    **********************************************
    *           BALDUR'S GATE 2 (TM)             *
    *             NO CHEAT CODES,                *
    *           ALL NATURAL, QUICK,              *
    *         WEAPONS AND ARMOR GUIDE            *
    **********************************************
    
    **********************************************
    *                 v 1.4                      *
    *    Copyright Valter Josic, November 2001.  *
    *                                            *
    **********************************************
    
    This is a practical summary of all, non-cheating and normally in-game
    accessible, noteworthy weapons and armor in BG2.
    In my oppinion, of course.
    It is aimed for a fan of the game, who wishes to have a list of weapons and
    armor ready for eventual future gaming sessions with different characters. This
    way he can see what weapons and armor to expect in the game when creating a
    fighter-type character.
    I have sorted the items in logical (to me...) groups for an easy and QUICK
    reference.
    They are,
    Weapons:
    -One handed close combat
     (Axes,Clubs,Flails,Maces,Hammers,Daggers,Short-,Bastard-,LongSwords,
      Scimitars)
    -Two handed close combat
     (Halberds,Spears,TwoHandedSwords,Staves)
    -One handed ranged
     (Slings,ThrowingAxes,ThrowingDaggers,ThrowingHammers)
    -Two handed ranged
     (ShortBows,LongBows,LightCrossbows,HeavyCrossbows)
    Armor:
    -Leather Armor(Leather,StuddedLeather)
    -Metal Armor(Chain,Splint,Plate,FullPlate)
    -Special Armor
    -Shields(Small,Medium,Large)
    -Helmets
    
    There are many good BG2 faqs available, but none I've seen had a short
    reference like this. Many of those faqs are pretty okay, but resemble an novel
    because of their size and contain much useless information.
    So, I made this.
    I hope someone other than me finds it USEFUL.
    
    If you intend to print this out, I find the font size 5 and the three columns
    per page layout ideal.
    
    Weapons and Armor "with a name" have their location stated.
    Please note that some items seem to be randomly spawned or duplicated, so the
    locations may vary.
    Why there are copies of items?
    I don't know. All I know is that it ruins the gaming illusion.
    
    
    E-Mail:         valter.josic@vk.hinet.hr
    
    
    
    ******************************************************
                            WEAPONS
    ******************************************************
    
    
           **********************
                 ONE HANDED
            CLOSE COMBAT WEAPONS
           **********************
    -----
    AXES
    -----
    BATTLE AXE +2
    THAC0: +2 bonus
    Damage:  1D8 +2
    Damage type:  slashing
    Weight: 5
    Speed Factor: 5
    Proficiency Type: Axe
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    BATTLE AXE +3: Stonefire
    (copper coronet)
    THAC0: +3 bonus
    Damage: 1D8 +3, +2 points fire damage to target
    Damage type (melee):  slashing
    Weight: 7
    Speed Factor: 4
    Proficiency Type: Axe
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    BATTLE AXE +3: Frostreaver
    (de'arnise keep)
    Combat Abilities:
     +1 point cold damage to target
     +1 point acid damage to target
    THAC0:  +3 bonus
    Damage:  1D8 +3
    Damage type:  slashing
    Weight:  7
    Speed Factor:  4
    Proficiency Type:  Axe
    Type:  1-handed
    Requires:  10 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    
    ------
    CLUBS
    ------
    CLUB +2: Gnasher
    (druid grove)
    THAC0: +2 bonus
    Damage: 1D6 + 2, slivers add 2 points
     extra damage each round for 4 rounds
    Damage type:  crushing
    Weight: 3
    Speed Factor: 4
    Proficiency Type: Club
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Mage
    
    CLUB +2, +3 vs. Undead
    (asylum)
    THAC0:  +2, +3 vs. Undead
    Damage:  1D6 +2, +3 vs. Undead
    Damage type:  crushing
    Weight:  3
    Speed Factor:  4
    Proficiency Type:  Club
    Type:  1-handed
    Requires:  5 Strength
    Not Usable By:
    Mage
    
    CLUB +3: Blackblood
    (trademeet)
    THAC0: +3 bonus
    Damage:  1D6 +3, +3 acid damage
    Damage type:  crushing
    Weight: 3
    Speed Factor: 4
    Proficiency Type: Club
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Mage
    
    -------
    FLAILS
    -------
    FLAIL +2
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight:  12
    Speed Factor:  5
    Proficiency Type:  Flail/Morningstar
    Type:  1-handed
    Requires:  13 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MORNINGSTAR +2
    THAC0:  +2
    Damage:  2D4 +2
    Damage type:  crushing
    Weight: 9
    Speed Factor: 5
    Proficiency Type: Flail/Morningstar
    Type:  1-handed
    Requires: 11 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MORNINGSTAR +2: The Sleeper
    (copper coronet)
    Combat Abilities:
     Any human or demi-human, excluding elves,
     hit by the Sleeper must save vs. poison with a
     +4 bonus or fall asleep for 18 seconds.
    THAC0:  +2 bonus
    Damage:  2D4 +2
    Damage type:  crushing
    Weight: 9
    Speed Factor: 5
    Proficiency Type: Flail/Morningstar
    Type:  1-handed
    Requires: 11 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MORNINGSTAR +2: Wyvern's Tail
    (sewers ambush)
    Combat Abilities:
     Victims must make a saving throw vs. poison
     or take 5 hit points of poison damage
    THAC0:  +2
    Damage:  2D4 +2
    Damage type:  crushing
    Weight: 9
    Speed Factor: 5
    Proficiency Type: Flail/Morningstar
    Type:  1-handed
    Requires: 11 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    FLAIL OF AGES +3
    (de'arnise keep)
    Combat Abilities:
     A chance each hit that target will be
     slowed (no saving throw)
    THAC0:  +3 bonus
    Damage:  1D6 +4; +1 Acid, +1 Cold, +1 Fire Damage
    Damage type:  crushing
    Weight:  10
    Speed Factor:  4
    Proficiency Type:  Flail/Morningstar
    Type:  1-handed
    Requires:  13 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    
    ------
    MACES
    ------
    MACE +1: Ardulia's Fall
    (helm temple reward)
    Combat Abilities:
     A creature hit by this mace must make a saving
     throw vs. spells at +3 or be slowed for 12 seconds
    THAC0: +1 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight: 8
    Speed Factor: 6
    Proficiency Type: Mace
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MACE +2
    THAC0:  +2 bonus
    Damage:  1D6 +3
    Damage type:  crushing
    Weight: 7
    Speed Factor: 5
    Proficiency Type: Mace
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MACE OF DISRUPTION +1
    (vampire lair)
    Combat Abilities:
     2-12 +4 damage to Undead, plus they must make a saving
     throw vs. death (-4 penalty) or be utterly destroyed
    THAC0:  +1
    Damage:  1D6 +2
    Damage type:  crushing
    Weight:  8
    Speed Factor:  6
    Proficiency Type:  Mace
    Type:  1-handed
    Requires:  10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MACE OF DISRUPTION +2
    (coated with illithium)
    Combat Abilities:
     2-12 +4 damage to Undead, plus they must make a saving
     throw vs. death (-4 penalty) or be utterly destroyed
     Immunity to Level Drain
    THAC0:  +2
    Damage:  1D6 +3
    Damage type:  crushing
    Weight: 8
    Speed Factor: 6
    Proficiency Type: Mace
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    MACE +2: Mauler's Arm
    (copper coronet)
    Equipped Abilities:
     Increases wielder's strength to 18
    THAC0: +2 bonus
    Damage:  1D6 +3
    Damage type:  crushing
    Weight: 7
    Speed Factor: 5
    Proficiency Type: Mace
    Type:  1-handed
    Not Usable By:
    Druid
    Mage
    Thief
    
    MACE +3: Skullcrusher
    (underdark, swirfneblin reward)
    THAC0:  +3 bonus
    Damage:  1D6 +4, +2 extra damage to humanoid creatures
    Damage type:  crushing
    Weight:  6
    Speed Factor:  4
    Proficiency Type:  Mace
    Type:  1-handed
    Requires:  10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    
    --------
    HAMMERS
    --------
    HAMMER +2
    THAC0:  +2 bonus
    Damage:  1D4 +3
    Damage type:  crushing
    Weight: 5
    Speed Factor: 2
    Proficiency Type: War Hammer
    Type:  1-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    HAMMER +1, +4 vs giants
    (de'arnise keep)
    THAC0:  +1 bonus, +4 vs. giants
    Damage:  1D4 + 2, +5 vs. giants
    Damage type:  crushing
    Weight: 8
    Speed Factor: 2
    Proficiency Type: War Hammer
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    HAMMER +2: Ashideena
    (unseeing eye quest)
    THAC0:  +2 bonus
    Damage:  1D4 +3, +1 electrical
    Damage type:  crushing
    Weight: 5
    Speed Factor: 2
    Proficiency Type: War Hammer
    Type:  1-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    HAMMER +2: Borok's Fist
    (adventurer's mart)
    Combat Abilities: +1 electricity damage
    THAC0: +2 bonus
    Damage:  1D4 +3
    Damage type:  crushing
    Weight: 5
    Speed Factor: 2
    Proficiency Type: War Hammer
    Type:  1-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    HAMMER OF THUNDERBOLTS +3
    (sewers, tazok's key)
    THAC0:  +3 bonus
    Damage:  2D4 +3
    Damage type:  crushing
    Weight:  4
    Speed Factor:  1
    Proficiency Type:  War Hammer
    Type:  1-handed
    Requires:  18 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    
    --------
    DAGGERS
    --------
    DAGGER +2
    THAC0: +2 bonus
    Damage:  1D4 +2
    Damage type:  piercing
    Weight: 1
    Speed Factor: 0
    Proficiency Type: Dagger
    Type:  1-handed
    Require: 3 Strength
    Not Usable By:
    Cleric
    
    DAGGER +2: Stiletto of Demarchess
    (planar sphere)
    Combat Abilities:
     20% chance each hit that the victim
     must save vs. death or be held for two rounds
    THAC0: +2 bonus
    Damage:  1D4 +2
    Damage type:  piercing
    Weight: 1
    Speed Factor: 0
    Proficiency Type: Dagger
    Type:  1-handed
    Requires: 3 Strength
    Not Usable By:
    Cleric
    
    DAGGER +3: Pixie Prick
    (planar prison)
    Combat Abilities:
     Target must make a saving throw vs.
     poison or fall asleep for two rounds
    THAC0:  +3 bonus
    Damage:  1D4 +3
    Damage type:  piercing
    Weight:  1
    Speed Factor:  0
    Proficiency Type:  Dagger
    Type:  1-handed
    Requires:  3 Strength
    Not Usable By:
    Cleric
    
    DAGGER +4: BoneBlade
    (ust natha)
    THAC0:  +4 bonus
    Damage:  1D4 +4
    Damage type:  piercing
    Weight: 1
    Speed Factor: 0
    Proficiency Type: Dagger
    Type:  1-handed
    Requires: 3 Strength
    Not Usable By:
    Cleric
    
    
    -------------
    SHORT SWORDS
    -------------
    SHORT SWORD +1: Ilbratha
    (umar hills)
    Special Abilities:
     Casts Mirror Image once per day
     (great for fighter-type characters)
    THAC0:  +1 bonus
    Damage:  1D6 +1
    Damage type:  piercing
    Weight:  2
    Speed Factor:  2
    Proficiency Type:  Short Sword
    Type:  1-handed
    Requires:  5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT SWORD +2
    Damage:  1D6 +2
    THAC0:  +2 bonus
    Damage type:  piercing
    Weight: 2
    Speed Factor: 1
    Proficiency Type: Short Sword
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT SWORD +2: Sword of Quickness
    (planar prison)
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  piercing
    Weight:  2
    Speed Factor:  0
    Proficiency Type:  Short Sword
    Type:  1-handed
    Requires:  5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT SWORD +2: Arbane's Sword
    (athkatla ambush at the beginning)
    Equipped Abilities:
     Wearer is immune to hold person
    Special Abilities:
     Once per day can haste the wielder for 12 seconds
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  piercing
    Weight: 2
    Speed Factor: 1
    Proficiency Type: Short Sword
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT SWORD OF BACKSTABBING +3
    (bloodscalp's reward)
    THAC0:  +3 bonus
    Damage:  1D6 +3
    Damage type:  piercing
    Weight: 3
    Speed Factor: 0
    Proficiency Type: Short Sword
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    CUTTHROAT +4
    (bodhi's coffin, after underdark quests)
    THAC0:  +4 bonus
    Damage:  1D6 +4
    Damage type:  piercing
    Weight: 2
    Speed Factor: 1
    Proficiency Type: Short Sword
    Type:  1-handed
    Requires: 5 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    
    ---------------
    BASTARD SWORDS
    ---------------
    BASTARD SWORD +1, +3 vs. Shapeshifters
    (hendak's reward)
    THAC0:  +1 bonus
    Damage:  2D4 +1, +3 vs. Shapeshifters
    Damage type:  slashing
    Weight:  8
    Speed Factor:  7
    Proficiency Type:  Bastard Sword
    Type:  1-handed
    Requires:  11 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    BASTARD SWORD +2
    THAC0:  +2 bonus
    Damage:  2D4 +2
    Damage type:  slashing
    Weight:  7
    Speed Factor: 6
    Proficiency Type: Bastard Sword
    Type:  1-handed
    Requires: 11 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    BASTARD SWORD +2: Jhor The Bleeder
    (underdark, trapped souls)
    Combat Abilities:
     Bleeding damage, 2 extra points per round
    THAC0:  +2 bonus
    Damage:  2D4 +2
    Damage type:  slashing
    Weight:  7
    Speed Factor:  6
    Proficiency Type:  Bastard Sword
    Type:  1-handed
    Requires:  11 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    BASTARD SWORD +3: Blade of Searing
    (ust natha duel)
    Combat Abilities:
     1 extra point of fire damage
    THAC0:  +3 bonus
    Damage:  2D4 +3
    Damage type:  slashing
    Weight: 5
    Speed Factor: 5
    Proficiency Type: Bastard Sword
    Type:  1-handed
    Requires: 11 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    
    --------
    KATANAS
    --------
    KATANA +2
    THAC0: +2 bonus
    Damage:  1D10 +2
    Damage type:  slashing
    Weight:  4
    Speed Factor:  2
    Proficiency Type:  Katana
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    KATANA +2:  Malakar
    (asylum)
    THAC0: +2 bonus
    AC:  +2 bonus against slashing weapons
    Damage:  1D10 +2
    Damage type:  slashing
    Weight:  4
    Speed Factor:  2
    Proficiency Type:  Katana
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    KATANA +3: Celestial Fury
    (temple district estate)
    Equipped Abilities:
     Lightning Strike:  Once per day
     Blindness:  Once per day
    Combat Abilities:
     Booming Thunder whenever the sword strikes an opponent
     (Stun, Save vs. Spell)
    Shocking Blow chance when sword strikes an opponent
     (5% chance of 20 additional electrical damage)
    THAC0:  +3 bonus
    Damage:  1D10 +3
    Damage type:  slashing
    Weight:  3
    Speed Factor:  1
    Proficiency Type:  Katana
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    
    ------------
    LONG SWORDS
    ------------
    LONG SWORD +2
    THAC0:  +2 bonus
    Damage:  1D8 +2
    Damage type:  slashing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Long sword
    Type:  1-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    LONG SWORD +2: Namarra
    (graveyard, crypt king)
    Special Abilities:
     Casts Silence 15' Radius three times a day
     (great for fighter-type characters)
    THAC0:  +2 bonus
    Damage:  1D8 +4
    Damage type:  slashing
    Weight:  3
    Speed Factor:  3
    Proficiency Type:  Long sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +2: Adjatha the Drinker
    (planar prison)
    Equipped Abilities:
     Wielder immune to charm and domination spells
    Special Abilities:
     Each hit heals the wielder of 1 hit-point damage
    THACO:  +2 bonus
    Damage:  1d8 +2
    Damage type:  slashing
    Weight:  3
    Speed Factor:  3
    Proficiency Type:  Long sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +1: Flame Tongue
    (druid grove)
    Damage:
    1D8 +1, +2 vs. regenerating creatures,
    +3 vs. cold/fire creatures, +4 vs. undead
    (can damage demi-liches)
    Damage type:  slashing
    Weight: 4
    Speed Factor: 3
    Proficiency Type: Long Sword
    Type:  1-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +2: Ras, The Dancing Blade
    (trademeet)
    Special Abilities:
     Dancing sword can attack on its own for 4 rounds.
    THACO:  +2 bonus
    Damage:  1D8 +2
    Damage type:  slashing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Long sword
    Type:  1-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +2: Sunblade-Daystar
    (athkatla city gate, hidden lich)
    Special Abilities (once per day):
     Sunray
      Damage:  3D6 (save vs. spells or be blinded for 10 rounds)
      Undead:  an additional 1d6 points of damage per level of caster (save
      vs. spells or be destroyed)
      Range:  20 ft
      Area:  20 ft radius
    THACO:  +2 bonus, +4 vs. evil creatures
    Damage:  1D8 +2, +4 vs. evil creatures, double damage against undead
    (can not damage demi-liches)
    Damage type:  slashing
    Weight:  2
    Speed Factor:  3
    Proficiency Type:  Long sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +2: Dragonslayer
    (windspear hills)
    Equipped Abilities:
     Immunity to Fear
     Regenerate 1 hit point every 10 rounds
    Special Abilities (once per day):
     Invisible
    THACO:  +2 bonus
    Damage:  1D8 +2, double damage against dragons
    Damage type:  slashing
    Weight:  3
    Speed Factor:  3
    Proficiency Type:  Long sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +3: Blade of Roses
    (copper coronet)
    Equipped Abilities:
     Charisma:  +2 bonus
    THACO:  +3 bonus
    Damage:  2D4 +3
    Damage type:  slashing
    Weight:  3
    Speed Factor:  2
    Proficiency Type:  Long Sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +3: Blackrazor
    (hells)
    Equipped Abilities:
     Regeneration:  1 hp every 5 seconds
     Immunity to Charm and Fear
     With every hit it has a 15% chance of draining
      4 levels, healing the wielder by 20 hit points,
      and hasting him for 20 seconds as well as
      increasing his strength by 3 points for 20 seconds.
    THAC0:  +3 bonus
    Damage:  1D8 +3
    Damage type:  slashing
    Weight:  4
    Speed Factor:  2
    Proficiency Type:  Long Sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LONG SWORD +3: The Equalizer
    (assembled artifact)
    Equipped Abilities:
     Immune to Charm and Confusion
     Always considered +3 when determining what it can hit.
    THAC0 & Damage:
    vs True Neutral:  +0 to hit, +0 damage
    vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage
    vs Neutral Good, Neutral Evil:  +2 to hit, +4 damage
    vs other alignments:  +3 to hit, +6 damage
    Damage type:  slashing
    Weight:  3
    Speed Factor:  3
    Proficiency Type:  Long sword
    Type:  1-handed
    Requires:  6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    
    ----------
    SCIMITARS
    ----------
    SCIMITAR +2: Rashad's Talon
    (trademeet genies)
    THAC0:  +2 bonus
    Damage:  1D8 +2
    Damage type:  slashing
    Weight:  4
    Speed Factor:  3
    Proficiency Type:  Scimitar/Wakizashi/Ninja-To
    Type:  1-handed
    Requires:  10 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    SCIMITAR OF SPEED +2: Belm
    (druid grove & limited wish quest)
    Special: +1 attack per round
    THAC0:  +2 bonus
    Damage:  1D8 +2
    Damage type:  slashing
    Weight: 3
    Speed Factor: 0
    Proficiency Type: Scimitar/Wakizashi/Ninja-To
    Type:  1-handed
    Requires: 10 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    
    
              **********************
                    TWO HANDED
               CLOSE COMBAT WEAPONS
              **********************
    ----------
    HALBERDS
    ----------
    HALBERD +2
    THAC0:  +2 bonus
    Damage:  1D10 +2
    Damage type:  piercing
    Weight:  12
    Speed Factor:  7
    Proficiency Type:  Halberd
    Type:  2-handed
    Requires:  13 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    HALBERD +2: Duskblade
    (umar hills quest)
    THAC0:  +2 bonus
    Damage:  1D10 +2, +2 points of cold damage
    Damage type:  piercing
    Weight:  12
    Speed Factor:  7
    Proficiency Type:  Halberd
    Type:  2-handed
    Requires:  13 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    HALBERD +3: Dragon's Bane
    (unseeing eye quest)
    THAC0:  +3 bonus
    Damage:  1D10 +3, +6 vs. dragons
    Damage type:  piercing
    Weight:  12
    Speed Factor:  9
    Proficiency Type:  Halberd
    Type:  2-handed
    Requires:  13 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    HALBERD +4: Dragon's Breath
    (underdark ambush)
    THAC0: +4 bonus
    Damage:  1D10 +1 cold, +1 fire, +1 electrical,
     +1 acid, +1 poison damage
    Damage type:  piercing
    Weight: 12
    Speed Factor: 5
    Proficiency Type: Halberd
    Type:  2-handed
    Requires: 13 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    HALBERD +4: Wave
    (assembled artifact)
    Combat Abilities:
     15% chance of draining victim of water (+15 damage)
     Slays Fire Elementals, Efreet, Salamanders (no save)
    THAC0:  +4 bonus
    Damage:  1D10 +4
    Damage type:  piercing
    Weight:  12
    Speed Factor:  5
    Proficiency Type:  Halberd
    Type:  2-handed
    Requires:  13 Strength
    Not Usable By:
    Monk
    Druid
    Cleric
    Mage
    Thief
    
    
    -------
    SPEARS
    -------
    SPEAR +1: Halcyon
    (graveyard, crypts below)
    THAC0:  +1 bonus
    Damage:  1D6 +1, +1 electricity damage
    Damage type:  piercing
    Weight:  3
    Speed Factor:  5
    Proficiency Type:  Spear
    Type:  2-handed
    Requires:  5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    SPEAR OF THE UNICORN +2
    (troll mound in druid grove)
    Equipped Abilities:
     Immunity to charm and hold person
     +3 to all saves vs. death
    THAC0: +2 bonus
    Damage:  1D6 +2
    Damage type:  piercing
    Weight: 3
    Speed Factor: 4
    Proficiency Type: Spear
    Type:  2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    SPEAR +3
    THAC0: +3 bonus
    Damage:  1D6 +3
    Damage type:  piercing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Spear
    Type:  2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    SPEAR +3: Impaler
    (sahauagin city)
    THAC0: +3 bonus
    Damage:  1D6 +3, +10 piercing damage
    Damage type:  piercing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Spear
    Type:  2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    SPEAR OF WITHERING +4
    (ust natha)
    THAC0: +4 bonus
    Damage:  1D6 +4, +4 poison damage
    Damage type:  piercing
    Weight: 5
    Speed Factor: 6
    Proficiency Type: Spear
    Type:  2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief
    
    
    ------------------
    TWO HANDED SWORDS
    ------------------
    TWO HANDED SWORD +2
    Damage:  1D10 +2
    THAC0: +2 bonus
    Damage type:  slashing
    Weight: 10
    Speed Factor: 8
    Proficiency Type: Two Handed sword
    Type:  2-handed
    Requires: 14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    SWORD OF CHAOS +2
    (irenicus beginning, trapped genie)
    Abilities: each hit drains one additional hit point
     from the target and transfers it to the wielder.
    Damage:  1D10 +2
    THAC0:  +2 bonus
    Damage type:  slashing
    Weight:  10
    Speed Factor:  8
    Proficiency Type:  Two Handed sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Monk
    
    TWO HANDED SWORD +2: Flame of the North
    (asylum)
     Equipped Abilities:  10% magic resistance
    THAC0:  +2 bonus
    Damage:  1D10 +2, +4 extra damage to chaotic evil opponents
    Damage type:  slashing
    Weight:  10
    Speed Factor:  8
    Proficiency Type:  Two-handed sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    TWO HANDED SWORD +3: Lilarcor
    (below copper coronet)
    Damage:  1D10 +3
    THAC0:  +3 bonus
    Damage type:  slashing
    Equipped Abilities:
     Immune to Charm
     Immune to Confusion
    Weight:  10
    Speed Factor:  8
    Proficiency Type:  Two Handed Sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    TWO HANDED SWORD +3: Harbinger
    (ust natha)
    Combat Abilities:
     Fireball
      There is a 5% chance per hit that a 10d6
      fireball explodes, centered on the target
     Flesh to Stone
      All ogres when hit must save vs. spells
      or be turned to stone
    THAC0:  +3 bonus
    Damage:  1D10 +3
    Damage type:  slashing
    Weight:  10
    Speed Factor:  7
    Proficiency Type:  Two handed sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    TWO HANDED SWORD +3: Silver sword
    (assembled githyanki artifact)
    Combat Abilities:
     25% chance each hit that target must make
     a saving throw vs death (-2 penalty) or die.
    THAC0:  +3 bonus
    Damage:  1D10 +3
    Damage type:  slashing
    Weight:  15
    Speed Factor:  10
    Proficiency Type:  Two handed sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    TWO HANDED SWORD +4: Warblade
    (adventurer's mart, after underdark quests)
    THAC0: +4 bonus
    Damage:  1D12 +4
    Damage type:  slashing
    Weight:  11
    Speed Factor: 6
    Proficiency Type: Two handed sword
    Type:  2-handed
    Requires: 14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    TWO HANDED SWORD +4: Soul Reaver
    (exit from underdark)
    Combat Abilities:
     Each hit makes the target receive a cumulative 2
     point penalty to their THAC0
    Duration:  20 rounds
    THAC0:  +4 bonus
    Damage:  1D10 +4
    Damage type:  slashing
    Weight:  10
    Speed Factor:  6
    Proficiency Type:  Two handed sword
    Type:  2-handed
    Requires:  14 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Good characters
    
    CARSOMYR +5: The Holy Avenger
    (windspear hills,red dragon)
    Equipped Abilities:
     50% Magic Resistance
     Dispel Magic 3 times per day
    Combat Abilities:
     Additional +5 damage to chaotic evil opponents.
     Dispels magic whenever it strikes an opponent
    THAC0:  +5 bonus
    Damage:  1D12 +5
    Damage type:  slashing
    Weight:  7
    Speed Factor:  5
    Proficiency Type:  Two handed sword
    Type:  2-handed
    Requires:  14 Strength
    Usable By:
    Paladins
    
    
    -------
    STAVES
    -------
    QUARTERSTAFF +2
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight:  3
    Speed Factor:  1
    Proficiency Type:  Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    
    STAFF MACE +2
    THAC0:  +2 bonus
    Damage:  2D4 +2
    Weight:  4
    Speed Factor:  2
    Damage type:  crushing
    Proficiency Type:  Quarterstaff
    Type:  1-handed
    Requires:  5 Strength
    Not Usable By:
    Monks
    
    STAFF SPEAR +2
    THAC0:  +2 bonus
    Damage:  1D8 +3
    Damage type:  piercing
    Weight:  4
    Speed Factor:  4
    Proficiency Type:  Quarterstaff
    Type:  two handed
    Requires:  5 Strength
    Not Usable By:
    Monk
    
    STAFF OF AIR +2
    (planar prison)
    Combat Abilities:
     If a air elemental is hit it must save vs. spells or
     be destroyed
    Abilities:  (one charge)
     Summon an 8 hit dice Air Elemental
      Duration:  1 hour
     Sleep Cloud:
      Range: 40 feet
      Duration:3 rounds
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight:  3
    Speed Factor:  1
    Proficiency Type:  Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    
    STAFF OF FIRE +2
    (planar sphere)
    Combat Abilities:
     If a fire elemental is hit it must save vs. spells or
     be destroyed
    Abilities:  (one charge)
     Summon an 8 hit dice Fire Elemental
      Duration:  1 hour
     Fire Shield: A protective shield that surrounds
      the wielder of the staff as per the 4th level
      wizard spell Fire Shield (Red)
    THAC0:  +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight:  3
    Speed Factor:  1
    Proficiency Type:  Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    
    STAFF OF EARTH +2
    (ust natha)
    Combat Abilities:
     If an earth elemental is hit it must
     save vs. spells or be destroyed
    Abilities: (one charge)
     Summon an 8 hit dice Earth Elemental
      Duration: 1 hour
     Stone to Flesh:
      Revert effects of a petrification attack
    THAC0: +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight: 3
    Speed Factor: 1
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires: 5 Strength
    
    STAFF OF THUNDER AND LIGHTNING +2
    (asylum)
    Abilities (one charge):
     Lightning Bolt
      Damage: 10d6
      Range: 140 yards
      Saving throw vs. spells for half damage
     Call Lightning:
      Lightning strike hits the target
      Damage: 3d8 per strike
     Thunderclap: (10% chance on a successful strike)
      Range: Melee
      Saving Throw: Save vs. spells or be
      stunned for two rounds
    THAC0: +2 bonus
    Damage:  1D6 +2
    Damage type:  crushing
    Weight: 4
    Speed Factor: 4
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires: 5 Strength
    Usable By:
    Clerics
    Druids
    
    QUARTERSTAFF +3
    THAC0:  +3
    Damage:  1D6 + 3
    Damage type:  crushing
    Weight: 4
    Speed Factor: 1
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires: 5 Strength
    
    CLERIC'S STAFF +3
    (druid grove & asylum)
    THAC0:  +3
    Damage:  1D6 +3
    Damage type:  crushing
    Weight:  3
    Speed Factor:  1
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    
    ROD OF SMITING +3
    (ust natha)
    Combat abilities:
     If a golem is hit, it must save vs. death or be destroyed.
    THAC0: +3 bonus
    Damage:  1D8 +3, +10 vs. golems
    Damage type:  crushing
    Weight: 3
    Speed Factor: 1
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires: 5 Strength
    Usable By:
    Mages
    Clerics
    
    STAFF OF THE WOODLANDS +4
    (suldanesselar)
    AC:  +3 bonus
    Equipped Abilities:  Barkskin (AC 3)
    Use Abilities (cost 1 charge)
     Summon Shambling Mound
     Enhanced Charm Animal
      Duration:  5 minutes
      Saving throw: save vs. spells, -4 penalty
    THAC0:  +4 bonus
    Damage:  1D6 +4
    Damage type:  crushing
    Weight:  2
    Speed Factor: 1
    Proficiency Type:  Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    Usable By
    Druids
    
    QUARTERSTAFF +4: Staff of Rynn
    (adventurer's mart)
    THAC0:  +4 bonus
    Damage:  1D6 +4
    Damage type:  crushing
    Weight:  3
    Speed Factor:  1
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    
    STAFF OF THE MAGI +1, hits as +5
    (rogue stone doorway in bridge district)
    Armor Class:  +2
    Saving Throw:  +2 bonus
    Equipped Abilities:
     Invisibility
     Immunity to Charm
     Protection From Evil
    Abilities:
     Trap Spell
      Duration: 8 hours or until 30 spell
      levels have been trapped
      Use:  Once per day
     Fireball-Lightning:
      combined lightning and fireball damage
      Range:  150 feet
      Use:  Three times a day
    Combat Ability (each hit):  Dispel Magic
    THAC0:  +1 bonus (strikes as a +5 weapon!)
    Damage:  1D6 +1
    Damage type:  crushing
    Weight:  4
    Speed Factor:  4
    Proficiency Type: Quarterstaff
    Type:  2-handed
    Requires:  5 Strength
    Usable By:
    Mages
    
    
               ****************
                  ONE HANDED
                RANGED WEAPONS
               ****************
    -------
    SLINGS
    -------
    SLING +2
    THAC0:  +2
    Damage:  +2 (missile damage)
    Weight:  0
    Speed Factor:  4
    Proficiency Type:  Sling
    Type:  1-handed
    Requires:  3 Strength
    Not Usable By:
    
    SLING OF SEEKING +2
    (copper coronet)
    THAC0:  +2
    Damage:  +2 (missile damage), plus Strength bonus!
    Weight:  0
    Speed Factor:  4
    Proficiency Type:  Sling
    Type:  1-handed
    Requires:  3 Strength
    Not Usable By:
    
    SLING +3: Arla's Dragonbane
    (illithid lair & umar hills quest)
    Damage:  +3 (missile damage)
    THAC0:  +3
    Weight:  0
    Speed Factor:  3
    Proficiency Type:  Sling
    Type:  1-handed
    Requires:  3 Strength
    
    SLING OF ARVOREEN +4
    (beholder city)
    Combat Abilities:
    Sonic boom once per day.  Must save vs. spell
    or be stunned for three rounds
    Area:  60 feet
    THAC0:  +4 bonus
    Damage:  +4 (missile damage)
    Weight:  0
    Speed Factor:  2
    Proficiency Type:  Sling
    Type:  1-handed
    Requires:  3 Strength
    Not Usable By:
    
    
    --------------
    THROWING AXES
    --------------
    THROWING AXE +2: Hangard's Axe
    (sewers ambush)
    Combat Abilities:
     Axe returns to the wielder's hand instantly
     after an attack is made
    THAC0:  +2 bonus
    Damage:  1D6 + 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
    Requires: 4 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    THROWING AXE +3: Rifthome
    (bodhi's quests in docks district)
    Combat Abilities:
     Axe returns to the wielder's hand instantly
     after an attack is made
    THAC0:  +3 bonus
    Damage:  1D6 + 3
    Damage type (melee):  slashing
    Damage type (thrown):  missile (piercing)
    Special:  Returns to user's hand once thrown
    Weight: 2
    Speed Factor: 1
    Proficiency Type: Axe
    Type:  1-handed
    Requires: 4 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    THROWING AXE +3: Azuredge
    (copper coronet)
    Combat Ability:
     1-6 +4 extra damage to undead, plus they must
     make a saving throw vs. death (-4 penalty)
     or be utterly destroyed
    Damage: 1D6
    Damage type (melee):  slashing
    Damage type (thrown):  missile (piercing)
    Special:  Returns to user's hand once thrown
    Weight: 2
    Speed Factor: 1
    Proficiency Type: Axe
    Type:  1-handed
    Requires: 4 Strength
    Not Usable By:
    Any Neutral or Evil Character
    Druid
    Cleric
    Mage
    Thief
    
    
    -----------------
    THROWING DAGGERS
    -----------------
    BOOMERANG DAGGER +2
    (limited wish quest)
    Combat Abilities: dagger returns to the thrower
    THAC0:  +2 bonus
    Damage:  2D4 + 2
    Damage type:  missile (piercing)
    Weight: 1
    Speed Factor: 1
    Proficiency Type: Dagger
    Type:  1-handed
    Requires: 3 Strength
    Not Usable By:
    Cleric
    
    DAGGER OF THROWING +3: Firetooth
    (ust natha)
    Combat Abilities: dagger returns to the thrower
    THAC0:  +3 bonus, 1D2 fire damage
    Damage:  2D4 +3
    Damage type:  missile (piercing)
    Weight: 1
    Speed Factor: 1
    Proficiency Type: Dagger
    Type:  1-handed
    Requires: 3 Strength
    Not Usable By:
    Cleric
    
    
    ----------------
    THROWING HAMMERS
    ----------------
    THROWING HAMMER +3: Dwarven Thrower
    (trademeet)
    Combat Abilities: hammer returns to the thrower
    THAC0: +3 bonus
    Damage:  2D4 + 3, + 8 damage to giants and ogres
    Damage type:  crushing
    Weight: 4
    Speed Factor: 1
    Proficiency Type: War Hammer
    Type:  1-handed
    Requires: 9 Strength
    Not Usable By:
    Non-dwarves
    Druid
    Mage
    Thief
    
    
    
    
          ****************
             TWO HANDED
           RANGED WEAPONS
          ****************
    
    -----------
    SHORT BOWS
    -----------
    TUIGAN SHORT BOW +1
    (copper coronet)
    Combat Abilities: 3 shots per round
    THAC0:  +1 bonus
    Damage:  +1
    Weight: 2
    Speed Factor: 5
    Proficiency Type: Short Bow
    Type:  2-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT BOW +2
    THAC0:  +2
    Weight: 2
    Speed Factor: 5
    Proficiency Type: Short Bow
    Type:  2-handed
    Requires: 3 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    TANSHERON'S SHORT BOW +3
    (trademeet)
    Equipped Abilities:
     This powerful bow requires no ammunition
    THAC0:  +3 bonus
    Weight: 2
    Speed Factor: 3
    Proficiency Type: Short Bow
    Type:  2-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    SHORT BOW OF GESEN +4
    (assembled artifact)
    Equipped Abilities:
     This powerful bow requires no ammunition
    THAC0:  +4
    Damage:  2 piercing, 1-8 electrical (strikes as +4)
    Effects:  Grants user 20% resistance
    to electrical damage
    Weight:  2
    Speed Factor:  4
    Proficiency Type:  Short Bow
    Type:  2-handed
    Requires:  3 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    
    ----------
    LONG BOWS
    ----------
    LONG BOW +2
    THAC0: +2 bonus
    Weight: 3
    Speed Factor: 6
    Proficiency Type: Long Bow
    Type:  2-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    COMPOSITE LONG BOW +2
    THAC0:  +3 bonus
    Damage:  +1 bonus
    Weight: 8
    Speed Factor: 5
    Proficiency Type: Long Bow
    Type:  2-handed
    Requires: 18 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Bard
    
    COMPOSITE LONG BOW +2: Ripper
    (planar sphere)
    THAC0:  +2
    Damage:  +2
    Proficiency Type: Longbow
    Weight: 8
    Requires: 18 Strength
    Speed Factor: 5
    Type:  2-handed
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Bard
    
    LONG BOW +2: Strong Arm
    (adventurer's mart)
    THAC0:  +3 bonus
    Damage:  +3 bonus
    Weight: 7
    Speed Factor: 4
    Proficiency Type: Longbow
    Type:  2-handed
    Requires: 19 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Bard
    
    LONG BOW +3: Elven Court
    (de'arnise keep)
    THAC0: +4
    Weight: 2
    Speed Factor: 4
    Proficiency Type: Long Bow
    Type:  2-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    LONG BOW +3: Heartseeker
    (windspear hills)
    Combat Abilities:
     Once per day can increase bow's aim to
     an additional +7 to hit for nine seconds
    THAC0:  +4
    Damage:  +2
    Weight:  7
    Speed Factor:  4
    Proficiency Type:  Longbow
    Type:  2-handed
    Requires:  18 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    Bard
    
    LONG BOW +4: Mana Bow
    (forest of tethir)
    Equipped Abilities:
     +20% to resist magical damage
    THAC0: +4
    Weight: 2
    Speed Factor: 3
    Proficiency Type: Longbow
    Type:  2-handed
    Requires: 6 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    
    ----------------
    LIGHT CROSSBOWS
    ----------------
    LIGHT CROSSBOW OF SPEED +1: The Army Scythe
    (copper coronet)
    THAC0:  +1 bonus
    Damage:  +1 (missile)
    Special:  1 extra attack per round
    Weight: 5
    Speed Factor: 3
    Proficiency Type: Crossbow
    Type:  2-handed
    Requires: 8 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    LIGHT CROSSBOW +2
    THAC0:  +2 bonus
    Damage:  +2 (missile)
    Weight: 5
    Speed Factor: 3
    Proficiency Type: Crossbow
    Type:  2-handed
    Requires: 8 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    NECARADAN'S CROSSBOW +3
    (underdark, silver dragon)
    THAC0:  +3 bonus
    Damage:  +3 (missile)
    Weight: 5
    Speed Factor: 2
    Proficiency Type: Crossbow
    Type:  2-handed
    Requires: 8 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    
    
    ----------------
    HEAVY CROSSBOWS
    ----------------
    HEAVY CROSSBOW OF SEARING +1
    (adventurer's mart)
    THAC0:  +1 bonus
    Damage:  +3 (missile), +2 fire damage
    Weight:  10
    Speed Factor:  9
    Proficiency Type:  Crossbow
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    HEAVY CROSSBOW OF ACCURACY +2
    (unseeing eye quest)
    THAC0:  +5 bonus
    Damage:  +2 (missile)
    Weight: 10
    Speed Factor: 7
    Proficiency Type: Crossbow
    Type:  2-handed
    Requires: 12 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    GIANT HAIR CROSSBOW +3
    (adventurer's mart)
    THAC0:  +3 bonus
    Damage:  +5 (missile)
    Weight:  11
    Speed Factor:  7
    Proficiency Type:  Crossbow
    Type:  2-handed
    Requires: 15 Strength
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    CROSSBOW OF AFFLICTION +4
    (ust natha)
    Equipped Penalties: -2 Strength penalty
    THAC0:  +4 bonus
    Damage:  +4 (missile)
    Weight:  9
    Speed Factor:  6
    Proficiency Type:  Crossbow
    Type:  2-handed
    Not Usable By:
    Druid
    Cleric
    Mage
    Thief
    
    
    
    ******************************************************
                            ARMORS
    ******************************************************
    
    
    ********
    LEATHER
    ********
    -------------
    LEATHER ARMOR
    -------------
    LEATHER +2: Protector of the Second
    Armor Class: 6
    Weight: 5
    Requires: 4 Strength
    Not Usable By:
    Mage
    
    LEATHER +3
    Armor Class: 5
    Weight:  4
    Requires:  3 Strength
    Not Usable By:
    Mage
    
    LEATHER +3: Karajah's Life and Death
    (adventurer's mart)
    Armor Class: 5
    Weight:  4
    Requires:  3 Strength
    Not usable by:
    Mage
    
    LEATHER +4: Skin of the Ghoul
    (unseeing eye quest)
    Special:  +3 bonus to all saves vs.
     paralyzation/poison
    Armor Class: 4
    Weight:  4
    Requires:  3 Strength
    Not Usable By:
    Mage
    
    LEATHER +5: The Night's Gift
    (umar hills reward)
    Special:  +20% to hide in shadows
    Armor Class: 3
    Weight:  5
    Requires:  3 Strength
    Not Usable By:
    Mage
    
    LEATHER +5: Human Flesh
    (assembled)
    Armor Class: 3
    Saving Throws:  +4 bonus
    Magic Resistance:  20% bonus
    Weight: 5
    Requires: 3 Strength
    Not usable by:
    Mage
    Non-Evil Characters
    
    
    ---------------------
    STUDDED LEATHER ARMOR
    ---------------------
    STUDDED LEATHER +2
    Armor Class: 5
    Weight: 8
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    
    STUDDED LEATHER +3: Shadow Armor
    (docks district)
    Armor Class: 4
    Special:  +15% Hide in Shadows
    Weight: 8
    Requires: 6 Strength
    Only Usable By:
    Thief (single, multi and dual class)
    
    STUDDED LEATHER +3: Orc Leather
    (de'arnise keep)
    Special: +10% Resistance to missile attacks
    Penalties: -1 to Charisma
    Armor Class: 4
    Weight: 7
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    STUDDED LEATHER +3: Aeger's Hide
    (adventurer's mart)
    Special: +15% resistance to fire,
    cold, and acid
    Immune to Confusion
    Armor Class: 3
    Weight: 35
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    STUDDED LEATHER +4: Armor of Deep Night
    (adventurer's mart)
    Armor Class: 3
    Weight: 7
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    STUDDED LEATHER +5: Armor of the Viper
    (ust natha)
    Penalties: -2 penalty to all saves vs.
     poison/paralyzation
    Armor Class: 2
    Weight: 6
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    
    ******
    METAL
    ******
    ----------------
    CHAIN MAIL ARMOR
    ----------------
    CHAIN MAIL
    Armor Class: 5
    Weight: 40
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    ELVEN CHAIN MAIL
    Can be worn by thieves and fighter/mages
    with few restrictions to abilities.
    Armor Class: 5
    Weight:  7
    Requires:  5 Strength
    Not Usable By:
    Druid
    Mage
    
    CHAIN MAIL +1
    Armor Class: 4
    Weight: 10
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    CHAIN MAIL +2
    Armor Class: 3
    Weight: 10
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    CHAIN MAIL +2: Mail of the Dead
    (irenicus beginning)
    Armor Class: 3
    Weight: 10
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    CHAIN MAIL +3: Darkmail
    (umar hills quest)
    Special:  +20% Resistance to fire damage
    Armor Class: 2
    Weight: 9
    Requires:  8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    CHAIN MAIL +3: Melodic Chain
    (planar prison)
    Armor Class: 2
    Weight:  12
    Requires:  5 Strength
    Usable By:
    Bard
    
    CHAIN MAIL +4: Jester's Chain
    (asylum)
    Armor Class: 1
    Weight: 8
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    CHAIN MAIL +4: Bladesinger Chain
    (suldanesselar)
    Can be worn by thieves and fighter/mages
    with few restrictions to abilities.
    Armor Class: 1
    Weight: 15
    Requires: 5 Strength
    Not Usable By:
    Druid
    Mage
    
    CHAIN MAIL +5: Crimson Chain
    (adventurer's mart, after underdark quests)
    Armor Class: 0
    Weight: 7
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    
    
    -----------------
    SPLINT MAIL ARMOR
    -----------------
    SPLINT MAIL
    Armor Class: 4
    Weight: 40
    Requires: 8 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    SPLINT MAIL +1
    Armor Class: 3
    Weight: 10
    Requires: 8 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    SPLINT MAIL +2: Ashen Scales
    Armor Class: 2
    Weight: 18
    Requires: 8 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    
    ----------------
    PLATE MAIL ARMOR
    ----------------
    PLATE MAIL
    Armor Class: 3
    Weight: 50
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    PLATE MAIL +1
    Armor Class: 2
    Weight: 20
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    PLATE MAIL +2: Delver's Plate
    (windspear hills)
    Armor Class: 1
    Weight: 25
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    PLATE MAIL +3: Doomplate
    (asylum)
    Armor Class: 0
    Weight: 27
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    Gorgon Plate +4
    (ust natha)
    Armor Class: -1
    Special: 15% resistance to fire and acid
    Weight: 30
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    
    
    ----------------
    FULL PLATE ARMOR
    ----------------
    FULL PLATE
    Armor Class: 1
    Weight: 70
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    FULL PLATE +1
    Armor Class: 0
    Weight: 35
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    FULL PLATE +2
    Armor Class: -1
    Weight: 50
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    FULL PLATE +2: Pride of the Legion
    (paladin's subquest reward)
    Armor Class: -1
    Weight: 40
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    FULL PLATE +3: Armor of the Hart
    (exit from underdark)
    Armor Class: -2
    Weight: 45
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    
    **************
    SPECIAL ARMOR
    **************
    ANKHEG PLATE MAIL
    (assembled)
    Armor Class: 1
    Weight: 25
    Requires: 8 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    SHADOW DRAGON SCALE
    (assembled)
    Special:  +50% Resistance to Acid
    Armor Class: 1
    Weight: 10
    Requires: 6 Strength
    Not Usable By:
    Mage
    
    RED DRAGON SCALE
    (assembled)
    Special: +50% Fire Resistance
    Armor Class: -1
    Weight: 30
    Requires: 8 Strength
    Not Usable By:
    Bard
    Mage
    Thief
    
    
    ********
    SHIELDS
    ********
    BUCKLER +1
    (docks)
    Armor Class Bonus:  2
    Special:  No Missile/Piercing Protection
    Weight:  2
    Requires: 4 Strength
    Unusable By:
    Mage
    
    
    SMALL +1: Reflection Shield
    (adventurer's mart)
    Special:  Reflects missile
     weapons back to their user.
    Armor Class Bonus: 2
    Weight: 3
    Requires: 4 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    SMALL +2
    Armor Class Bonus: 3
    Special:  No  Missile Protection
    Weight: 2
    Requires: 4 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    SMALL +2: Shield of Harmony
    (trademeet reward)
    Abilities: Immunity to charm, confusion,
     domination and hold person
    Armor Class Bonus: 3
    Weight: 2
    Requires: 4 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    
    MEDIUM +2
    Armor Class Bonus: 3
    Weight: 5
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    MEDIUM +2: Shield of the Lost
    (umar hills)
    Armor Class Bonus: 3
    Special: +5% magical resistance
    Weight: 5
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    MEDIUM +2: Dragon Scale
    (windspear hills)
    Special:  Sets fire, cold
     and electrical resistance to 25%
    Armor Class Bonus: 3
    Weight: 5
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    MEDIUM +3: Saving Grace
    (unseeing eye quest)
    Armor Class Bonus: 4
    Weight: 5
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    MEDIUM +4: Sentinel
    (ust natha)
    Armor Class Bonus: 5
    Weight: 3
    Requires: 12 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    
    LARGE +2
    Armor Class Bonus: 3
    Special:  +1 AC bonus vs. missiles
    Weight: 4
    Requires: 10 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    LARGE +1, +4 vs. Missiles
    (planar sphere)
    Armor Class: +1 bonus, +4 vs. missiles
    Weight: 12
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    LARGE +3: Fortress Shield
    (adventurer's mart)
    Special:  +7 AC bonus vs. missiles
    Armor Class Bonus: 4
    Weight: 3
    Requires: 15 Strength
    Not Usable By:
    Bard
    Druid
    Mage
    Thief
    
    
    
    ********
    HELMETS
    ********
    PEARLY WHITE IOUN STONE
    (umar hills quest)
    Armor Class Bonus: None
    Special: Protects Against Critical Hits
    Abilities: Regenerate 2 hp every minute
    Weight: 2
    Not Usable By:
    Mage
    Bard
    Thief
    
    DUSTY ROSE IOUN STONE
    (asylum)
    Armor Class Bonus: +1
    Special: Protects Against Critical Hits
    Weight: 2
    Not Usable By:
    Mage
    Bard
    Thief
    
    PALE GREEN IOUN STONE
    (graveyard crypts)
    Armor Class Bonus:  None
    Special: Protects Against Critical Hits
    Equipped Abilities:
     +10% bonus to hit points
     +1 bonus to THACO
    Weight: 2
    Not Usable By:
    Mage
    Bard
    Thief
    
    
    DRAGON HELM
    Armor Class Bonus:  None
    Special: Protects Against Critical Hits
     Additional 25% to fire, cold and electrical resistance.
    Weight:  2
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF INFRAVISION
    Armor Class Bonus:  None
    Special: Protects Against Critical Hits
     Grants wearer infravision up to 120 ft
    Weight: 3
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF GLORY
    Armor Class Bonus: +1
    Special: Protects Against Critical Hits
     Charisma +1 bonus
    Weight: 2
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF DEFENSE:  Gift of Peace
    Armor Class Bonus:  none
    Special:  Protects Against Critical Hits
     Saving Throws:  +1 bonus
     Additional 20% to fire, cold and electrical resistance.
    Weight: 3
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF CHARM PROTECTION
    Armor Class Bonus:  None
    Special: Protects Against Critical Hits
     Wearer is immune to charm
    Weight: 4
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF BALDURAN
    (irenicus beginning)
    Armor Class Bonus: +1
    Special:  Protects Against Critical Hits
     Hit Point Max:  +5
     Saving Throws:  +1 bonus
     THACO:  +1 bonus
    Weight: 1
    Not Usable By:
    Mage
    Bard
    Thief
    
    HELM OF BRILLIANCE
    (adventurer's mart, after underdark quests)
    Armor Class Bonus:  None
    Special:  Protects Against Critical Hits
    Equipped Abilities:
     Protects Against Critical Hits
     Fire Resistance
    Special Abilities (once per day):
     Ability  1 :
      Effect: Fireball
      Damage:  6D6 (save vs. wands for half)
      Range:  90 ft
      Area:  30 ft radius
     Ability 2 :
      Effect: Prismatic Spray
     Ability 3 :
      Effect: Sunray
      Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
      Undead: an additional 1d6 points of damage per
      level of caster (save vs.spells or be destroyed)
      Range: 20 ft
      Area: 20 ft radius
    Weight: 2
    Not Usable By:
    Mage
    Bard
    Thief
    
    SKULL OF DEATH
    (underdark, mage vithal)
    Special: Protects Against Critical Hits
    Abilities: Death Spell
     Damage: Death
     Range: 10 yards
     Area: 30ft Cube
    Armor Class Bonus: None
    Weight:  2
    Not Usable By:
    Mage
    Bard
    Thief
    
    MASK OF KING STROHM III
    (windspear hills)
    Special: Protects Against Critical Hits
    
    //end