_______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ . ` `... `.....` P L A N E ** S C A P E ` ` `.. ` `...`....` `.. `.. `. `... `...``..``...``.....` `...`. . `.. `.. `.. `.. `.. . `.. `. `.. `.. `.. `.. `.. `.. `.. `.. `..`.` `.. `. `.. `.....` `.. `.. `.. `.. `.. `.. `.. `. `.. `. `.. `.. `.. `.. `.. ``..` `.. `... ` `... `. `.. `.....` `... `.. .`.. `. : ` _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planescape: Torment (PC) Items Listing May 17, 2001 Version 1.1 Written by: Dan Simpson Email: manymoose@hotmail.com Email Policy: ¯¯¯¯¯¯¯¯¯¯¯¯¯ If you are going to email me about this game, please put Planescape: Torment as your email subject as well as the version number that you are looking at. So your subject line should read "Planescape Torment Items (1.1)" or just "Torment Items, 1.1" or some such. 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 FAQ, unless you specifically state that you want it to be. ______________________________________Notes____________________________________ The most recent version of this FAQ can be found at: http://www.gamefaqs.com/ http://www.gamewinners.com/ I am currently working on a complete walkthrough, which has now been released. You can find it on GameFAQs. Planescape: Torment was released in the US on December 10, 1999. This FAQ looks best in Courier New at about 9 points. This Document is Copyright 2000-2001 by Dan Simpson Planescape: Torment is Copyright 1999 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. _______________________________________________________________________________ __________________ What's New in 1.1: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Tiny changes. For a complete Version History, check out the Final Words Section at the end of the FAQ. ——————————————————————————————————————————————————————————————————————————————— Table of Contents: ——————————————————————————————————————————————————————————————————————————————— Armors Axes Blades Blunt Weapons Bolts Bracelets Daggers Earrings Eyeballs & Lenses Fist Weapons Misc Items Quest Items Rings Scrolls Spells Tattoos Teeth Useless Items Final Words... ------------------------------------------------------------------------------- Armors ------------------------------------------------------------------------------- ANNAH'S VEST Armor Class: 8 Weight: 10 Usable only by Annah Annah's vest is similar to leather armor, but it seems more flexible and allows her greater freedom of movement. You're not certain what creature's hide (if any) was used to make the vest, but it seems durable enough. Three straps help secure the front, and a staggered series of bracers run down the left arm. If necessary, Annah can slip her punch daggers into the bracers to conceal them. BODICE OF THE GODLESS PRIESTESS Armor Class: 5 Special: Memorize 3 Additional 1st Level Priest Spells Memorize 2 Additional 2nd level Priest Spells Weight: 5 Usable only by Fall-From-Grace This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of Slating Intellectual Lusts, often wears. The enchantments woven into it by Goncalves allow Fall-From-Grace to memorize twice the number of 1st and 2nd level spells per day as she normally could. BODICE OF THE PERILOUS QUEST Armor class: 5 Special: Increases Regeneration Weight: 6 Usable only by Fall-From-Grace This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of Slating Intellectual Lusts, often wears. Goncalves took great care in enchanting the weave of this particular piece of clothing; not only does it clean itself and repair minor tears in its fabric, its magic will slowly heal Fall-From-Grace, as well. DAK'KON'S ZERTH ARMOR Armor Class: 5 Weight: 25 Usable only by Dak'kon Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings, formed of the same substance that Dak'kon's blade is made of. (Unlike the blade, however, it does not appear that the armor changes based on the mental state of the wielder.) The armor is worn over a padded red tunic, and spiked bracers and shoulder pads have been added to give greater protection to the arms and upper body. While Dak'kon's armor is similar to chain mail, it is lighter and more flexible, allowing him to wield his sword more effectively. It seems that when the sword and armor are used in tandem, the armor actually becomes lighter in weight and more flexible, more like cloth than chain mail. Whether this is a unique property of karach, or whether this is some magical effect of the two items, is unknown. FALL-FROM-GRACE'S CHASTITY BODICE Armor Class: 5 Weight: 5 Usable only by Fall-From-Grace Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite its prim and proper appearance, it does little to detract from Grace's sensuality. The bodice possesses no known powers other than some minor enchantments that prevent it from becoming dirty and repairs minor tears in the fabric. JERKIN OF THE BRAZEN ROGUE Armor Class: 4 THAC0: +1 Weight: 12 Usable only by Annah This piece of sturdy leather armor was clearly fashioned for a woman. It is a piece of remarkably skillful craftsmanship; small metal plates and bands are carefully concealed here and there over the jerkin's surface, providing a great deal of protection without hampering mobility. The armor seems best suited for a 'flashy' fighter who would make the full use of the free movement it would afford them. The enchantments woven into it by Goncalves not only serve to protect such a combatant, but aid them in their balance and the striking of their foes, as well. JERKIN OF THE FLITTING SHADOW Armor Class: 6 Special: +15% Pick Pocket Skill Bonus +25% Stealth Skill Bonus Weight: 8 Usable only by Annah This piece of light leather armor was clearly fashioned for a woman. Even at a glance one can tell it is of the highest quality; every part of it, from its supple leather banding to its quadruple-stitched seams and padded silk lining, speaks of impeccable craftsmanship. Goncalves wove a number of enchantments into the lining of the jerkin so that its wearer is more prone to blend into surrounding shadows, making them difficult to spot and often allowing them to pass by others entirely unnoticed. LOWER PLANES VERMIN ARMOR Armor Class: 5 Weight: 10 Usable only by Annah This armor has been woven from the hides of various Abyssal vermin. The stitching thread appears to be a single white hair (though the type of creature is unknown). There are no metal fixtures, studs, or buckles anywhere on the armor... it is composed solely from the remains of living creatures. VHAILOR'S MERCYKILLER ARMOR Armor Class: 2 Weight: 75 Usable only by Vhailor This archaic suit of armor is animated by Vhailor's life force. It bears numerous minor dents and scratches, but otherwise, it seems to have withstood the test of time...at least better than Vhailor's physical body. Blades decorate the shoulders of this suit of armor, and the symbol of the Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the chest piece. This suit of armor is part of Vhailor... destroying Vhailor (if such a thing were possible) would most likely result in the destruction of the armor. ------------------------------------------------------------------------------- Axes ------------------------------------------------------------------------------- ANTLER AXE Damage: 2-7 Slashing Speed: 8 Weight: 8 Proficiency: Axes Usable only by Fighters Primitive cultures often times used parts of animals as weapons. This appears to be the horns of some creature that have been made into a crude battle axe of sorts. "ASCENSION" Damage: 3-10 Slashing Enchanted: +2 Special: +2 Slashing Damage +1 to Charisma +1 to Armor Class THAC0: +2 Speed: 4 Weight: 4 Proficiency: Axes Usable only by Fighters Usable only by Godsmen "Ascension" is one of the finest weapons created at the Great Foundry, the home of the Believers of the Source. It is one of three weapons called the "Triad of Tests", including the hammer "Reason" and the dagger "Enlightenment". The symbol of the faction is engraved on the axe head, and the edges of the blades are so sharp they could split a hair lengthwise. You are the first to bear this weapon. "AXE OF CELESTIAL FIRE" Damage: 3-18 Slashing Enchanted: +3 Special: +2 to Armor Class +10 Fire Damage +10% Resistance to Slashing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Axes Usable only by Fighters Usable only by Lawful Good characters "Celestial Fire" is the only object that Trias had left to remind him of the Upper Planes. The blade became an axe in your hands. It is warm to the touch, and flames have been carved across the surface of the head. The intricacy of the carvings is breathtaking; they are done with such skill that the axe seems to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the axe is unfamiliar... it is heavy, but it shines like silver. The axe looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat. AXE OF THE JESTER Damage: 1-2 Slashing Enchanted: ??? [+3] Special: ??? THAC0: ??? [+3] Speed: 3 Weight: 2 Proficiency: Axes Usably only by Fighters The person who created this axe must have been mad or a genius. Only the most skilled of smiths could have forged a weapon using Chaos Matter, the most unstable and unpredictable element in all the planes. Stories of this particular axe have been told and retold across the planar universe. Heroic deeds of men defeating creatures of immense power simply by touching the axe to the creature and of these same men dying horrible deaths while doing simple every day tasks. Zaknar the Simple - Defeated a devourer with a single swipe of this axe. Crushed to death by a falling boulder in the vast plains of Tabor. Garkon the Righteous - Struck by a mysterious discharge of energy while fighting a cranium rat. Kannas - Tradesman by profession. Buried alive as the stone wall the axe was mounted on collapsed on him. Kvry Matterson - A child of only nine seasons, was not only able to ward off a group of marauding fire bats, he even managed to kill 2 of them! The list of tragedies and deeds goes on and on. BATTLE AXE Damage: 1-8 Slashing Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp, and the long handle allows the wielder to put considerable force into the swing. BATTLE AXE OF QUALITY Damage: 2-9 Slashing THAC0: +1 Speed: 7 Weight: 8 Proficiency: Axes Usable only by Fighters Intricate runes are etched on the shaft and the blades of this axe. The edges of the axe are razor-sharp; it looks like it would be possible to shave with it, though that's not something that you would try until you had consumed several tankards of ale. The handle itself is made of ironwood, and leather is wrapped tightly around the handle to help secure the user's grip. BLINDSIDER Damage: 2-9 Slashing Enchanted: +1 Special: +2 to Armor Class Immunity to Blindness THAC0: +1 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters This magnificent axe, known as "Blindsider," is truly one of a kind. It is rumored that it was the creation of one Akyzum Yar, chief metallurgist of an ancient empire on the Prime Material Plane. The Emperor whom Yar served, a vain and wicked man, commissioned the creation of "a weapon of unsurpassed beauty." After years of toiling, Yar succeeded and presented the Emperor with "Blindsider," whereupon he was promptly put to death so that his work could never be reproduced. The various ores and enchantments employed in the forging of this weapon yielded a new type of metal that is lightweight, durable, and highly reflective. The axe earned its name from its tendency to reflect light into the eyes of its opponent, temporarily blinding the target so that its wielder can easily cut him down. Additionally, its wielder is granted immunity to blinding attacks as a magical byproduct of its reflective nature. BUTCHERER OF INNOCENTS Damage: 3-10 Slashing Enchanted: +2 Special: Transfers Hit Points from Target to Wielder +2 Slashing Damage THAC0: +2 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters Not usable by Good characters This giant, axe-like cleaver earned its nickname while in the hands of Oswell Breck, a butcher who once serviced the Clerk's Ward of Sigil. The chant is that one day this affable and well-respected citizen suddenly went on a murderous and bloody rampage that lasted ten days and ten nights. Cleaver in hand, Oswell stalked the streets of the ward, brutally hacking down every man, woman, and child unlucky enough to cross his path until the Lady herself intervened. It is rumored that he suffered from a strange disease that slowly caused his body to waste away, and it was this disease that eroded his sanity and prompted the murder spree. The origin of this instrument of carnage is shrouded in mystery. However, the various wizards and scholars who examined the discarded weapon after Oswell's mazing have catalogued the nature of its enchantment. The cleaver seems to feed upon its victims, sucking the very life force from them and bestowing a portion of it upon its wielder. CRESCENT HATCHET Damage: 2-7 Slashing THAC0: -1 Speed: 10 Weight: 10 Proficiency: Axes Usable by Fighters Only This huge hatchet has a crescent-shaped head. Although an intimidating weapon, it looks more decorative than functional: not only is it extremely heavy, but the balance is poor and the edge is dull and pitted. Despite the difficulty in using the hatchet in combat, the long handle allows the wielder to put considerable force into the swing. EDGE OF OBLIVION Damage: 2-9 Slashing Enchanted: +2 Special: 1-6 Cold Damage to target +50% Resistance to Cold +25% Resistance to Magical Cold THAC0: +1 Speed: 8 Weight: 10 Proficiency: Axes Usable only by Fighters Not usable by Good characters When its powers are awakened and its name known, "Edge of Oblivion" becomes entirely black...where once just the edges were ebony, now the blackness has spread across the entire blade. The chill the blade radiates has increased ten-fold, so much so that it is painful to hold it for too long. "Edge of Oblivion" does disintegration damage every time it strikes an opponent...for every wound it causes, it also disintegrates the flesh around the target area, simultaneously cauterizing the wound as it strikes. There is some speculation that a Sphere of Annihilation has somehow been encaged within the axe itself, but again this is only speculation. Given that the planes are infinite, anything is possible. ENCHANTED BATTLE AXE Damage: 2-9 Slashing Enchanted: +1 THAC0: +1 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters Closer examination of the weapon reveals a strange symbol, very faint, on the surface of the axe head. Tracing it with your finger, there is a sudden charge, and the axe head changes before your eyes into a silvery-looking metal. The edge is incredibly sharp, so much so it looks like it could hack through stone if necessary. The symbol you traced on the weapon is now glowing brilliantly, and if anything, the axe has become even lighter than before, so much so that you can almost wield it one-handed. ENTROPIC BLADE Damage: 3-23 Slashing Enchanted: +2 THAC0: +2 Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape. It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later. FINAL JUDGMENT (Cursed) Damage: 5-15 Slashing Enchanted: +2 Special: 1-6 Fire Damage to target THAC0: +3 Speed: 10 Weight: 20 Proficiency: Axes Usable only by Vhailor Usable only by Lawful characters This archaic double-bladed battle-axe is reminiscent of an executioner's axe; the axe head has been forged into the symbol of the Mercykiller Faction (a red dragon with its wings outspread...the outstretched wings have been shaped into the blades of the axe). The axe itself is huge; even wielded two-handed, it would require tremendous strength to use effectively. For a spectral entity, Vhailor must be extremely strong. This axe is as much a part of Vhailor as his armor, and the axe itself carries part of Vhailor's essence within it. As a result, it is utterly devoted to justice and will not allow the user to rest while "judgments" are left to be delivered. The considerable damage it causes to an opponent is doubled if the axe strikes a guilty or chaotic creature. Furthermore, the axe itself lends some of its strength to the wielder, giving him added protection from attacks. The origin of this axe is unknown. If you were to hazard a guess, the axe gained its powers simply from Vhailor's belief. If he were to die a second death, you don't know what would happen to it. HATRED'S GIFT [Cursed] Damage: 3-13 Slashing Enchanted: +1 Special: Berserk when used THAC0: +1 Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters Not usable by Good characters It is not exactly clear in the annals of known planar history when "Hatred's Gift" was created, but by the bloody trail it has left across the planes seems to have finally reached you. The axe exists to inspire hatred in one's enemies and fill its wielder with a berserker rage. When entering combat, the skulls along the shaft come alive, chittering their teeth, and the teeth (remnants of fiendish victims absorbed into the axe blade) extend outwards, biting and tearing into opponents with each strike. Once equipped, "Hatred's Gift" cannot be dropped unless its curse is removed. HEARTGRINDER Damage: 3-10 Slashing Enchanted: +3 Special: 1-6 Electrical Damage THAC0: +2 Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters A single teardrop of the wielder's blood, applied at the border where the axe meets the handle, is sufficient to awaken "Heartgrinder." Once applied, the drop of blood freckles across the blade and handle, giving it a dull red radiance. The glow from Heartgrinder pulses, matching the heartbeat of its wielder. No matter what the target, Heartgrinder is a powerful weapon, capable of tearing through nearly any defenses. Against targets with blood running in their veins (whether their own or another's -- vampires beware), Heartgrinder inflicts additional damage, as every stroke also smashes the target's heart, no matter what location the axe struck. HOLLOW AXE Damage: 1-8 Slashing Speed: 3 Weight: 5 Proficiency: Axes Usable only by Fighters This huge axe is a double-bladed weapon topped with a spike. The edges are razor-sharp, and the long handle allows the wielder to put considerable force into the swing. This axe is of a different alloy than normal steel - it's *light* and easy to swing. It causes the same amount of damage as an ordinary axe, but it strikes much more quickly. ------------------------------------------------------------------------------- Blades ------------------------------------------------------------------------------- BLADE OF THE IMMORTAL (Unique, Artifact) Damage: 2-3 Piercing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is the strange blade that the iron golem forged using a drop of your blood. It is an ugly looking weapon, shaped so it resembles one of the symbols on your left arm. Black veins worm their way across the surface of the metal, and the edge looks so dull that it couldn't even cut warm butter. It pulses slightly as you hold it, like a heart. The golem claimed this "blade" could slay even you - provided it was used in a place that was cut off from the rest of the Planes. "CELESTIAL FIRE" Damage: 3-18 Slashing Enchanted: +2 Special: +2 to Armor Class +10 Fire Damage +10% Resistance to Slashing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Edged Usable Lawful Good characters "Celestial Fire" is the only object that Trias has left to remind him of the Upper Planes. This heavy blade is warm to the touch, and flames have been carved across the surface of the blade. The intricacy of the carvings is breathtaking; they are done with such skill that the sword seems to be burning with metallic flames... someone must have spent several centuries rendering them. The metal of the blade is unfamiliar... it is heavy, but it shines like silver. The sword looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat. DAK'KON'S ZERTH BLADE ("KINSTEALER") Damage: 3-10 Slashing Enchanted: +1 Special: Memorize 1 Additional 1st Level Mage Spell THAC0: +1 Speed: 7 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the spirit and discipline of the user begin to falter, the blade itself will react, mirroring the wielder's thoughts. Dak'kon must be suffering indeed, for his karach blade has become a dead flat black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of subtle jags, like teeth, now line the edge of the blade. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("KINSTEALER") Damage: 4-16 Slashing Enchanted: +2 Special: Memorize 1 Additional 1st Level Mage Spell +1 to Armor Class THAC0: +2 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the spirit and discipline of the user begin to falter, the blade itself will react, mirroring the wielder's thoughts. Dak'kon must be suffering indeed, for his karach blade has become a dead flat black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of subtle jags, like teeth, now line the edge of the blade. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("KINSTEALER") Damage: 6-24 Slashing Enchanted: +3 Special: +2 to Armor Class Double 1st Level Spells Memorized THAC0: +3 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the spirit and discipline of the user begin to falter, the blade itself will react, mirroring the wielder's thoughts. Dak'kon must be suffering indeed, for his karach blade has become a dead flat black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of subtle jags, like teeth, now line the edge of the blade. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("STREAMING BLADE") Damage: 2-9 Slashing Enchanted: +1 Special: +1 to Armor Class Memorize 2 Additional 1st Level Spells THAC0: +1 Speed: 7 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the user's spirit is focused, his mind clear of doubts and devoted to a single purpose, the blade itself will react, mirroring the wielder's thoughts. If so, Dak'kon's mind must be clear, indeed, for his blade has become a brilliant silver. It seems as if the blade has become longer than when you first saw it, and there is no trace of the strange shimmering surface it once had. The edge of the blade tapers almost to a paper-thin line - despite its flimsy appearance, it looks like it could cut through chain armor with ease. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("STREAMING BLADE") Damage: 3-12 Slashing Enchanted: +2 Special: +2 to Armor Class Doubles all 1st Level Mage Spells Memorize 1 Additional 2nd Level Mage Spell THAC0: +2 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the user's spirit is focused, his mind clear of doubts and devoted to a single purpose, the blade itself will react, mirroring the wielder's thoughts. If so, Dak'kon's mind must be clear, indeed, for his blade has become a brilliant silver. It seems as if the blade has become longer than when you first saw it, and there is no trace of the strange shimmering surface it once had. The edge of the blade tapers almost to a paper-thin line - despite its flimsy appearance, it looks like it could cut through chain armor with ease. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("STREAMING BLADE") Damage: 5-20 Slashing Enchanted: +3 Special: +3 to Armor Class Doubles all 1st Level Mage Spells Doubles all 2nd Level Mage Spells Memorize 1 Additional 3rd Level Mage Spell THAC0: +3 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. When the user's spirit is focused, his mind clear of doubts and devoted to a single purpose, the blade itself will react, mirroring the wielder's thoughts. If so, Dak'kon's mind must be clear, indeed, for his blade has become a brilliant silver. It seems as if the blade has become longer than when you first saw it, and there is no trace of the strange shimmering surface it once had. The edge of the blade tapers almost to a paper-thin line - despite its flimsy appearance, it looks like it could cut through chain armor with ease. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("CHAINED BLADE") Damage: 2-9 Slashing Special: +1 to Armor Class THAC0: +1 Speed: 7 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. He can shape it slightly depending on his skill, adjusting its length, sharpness of the edge. Presumably as he gains levels, he may be able to manipulate the blade in new ways. It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that depends on the integrity of the wielder would be entrusted only to those who had learned to discipline themselves. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("CHAINED BLADE") Damage: 3-12 Slashing Enchanted: +2 Special: +4 to Armor Class Memorize 2 Additional 1st Level Mage Spells Memorize 1 Additional 2nd Level Mage Spell THAC0: +2 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. He can shape it slightly depending on his skill, adjusting its length, sharpness of the edge. Presumably as he gains levels, he may be able to manipulate the blade in new ways. It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that depends on the integrity of the wielder would be entrusted only to those who had learned to discipline themselves. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. DAK'KON'S ZERTH BLADE ("CHAINED BLADE") Damage: 5-20 Slashing Enchanted: +3 Special: +6 to Armor Class Doubles All 1st Level Mage Spells Doubles All 2nd Level Mage Spells THAC0: +3 Speed: 6 Weight: 5 Proficiency: Edged Usable only by Dak'kon On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. He can shape it slightly depending on his skill, adjusting its length, sharpness of the edge. Presumably as he gains levels, he may be able to manipulate the blade in new ways. It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that depends on the integrity of the wielder would be entrusted only to those who had learned to discipline themselves. This blade appears to have special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon. GIANT SKELETON SWORD Damage: 3-24 Slashing Weight: 0 Useable only by Giant Skeletons This is one of the giant skeleton's blades. ------------------------------------------------------------------------------- Blunt Weapons ------------------------------------------------------------------------------- BAATEZU MACE Damage: 3-9 Crushing THAC0: +1 Speed: 6 Weight: 10 Proficiency: Clubs Usable only by Fighters Made from ore found only in the wastelands of Avernus. Baatezu have created a metal called Baatorian Green Steel. Weapons produced from this metal are lighter and stronger than those forged of ordinary steel and tend to inflict greater damage. Although produced in great quantities for the Blood Wars, weapons such as these are rarely found outside of Baator. BLIND TERROR Damage: 1-2 Crushing Enchanted: +2 Special: Causes Blindness 2-8 Acid Damage THAC0: +2 Speed: 5 Weight: 4 Proficiency: Clubs Usable by only by Fighters When an opponent is struck with sufficient force, acid is released thru the spongy surface of the mace. From the resulting spray of acid, the adversary can become temporarily blinded making him easier to hit. BRIMSTONE HAMMER Damage: 2-9 Crushing Enchanted: +1 Special: +4 Fire Damage +25% Resistance to Fire THAC0: +1 Speed: 7 Weight: 5 Proficiency: Hammers Usable only by Fighters This type of weapon, thought to be forged by the flames of the elemental plane of fire, is extremely rare, even in Sigil. The elemental properties of the hammer grants it wielder an increased resistance to fire and fire-based attacks. In addition, when used in combat, the hammer deals out additional damage when it successfully connects, searing its target with crackling flames. "CLUB OF CELESTIAL FIRE" Damage: 3-18 Crushing Enchanted: +3 Special: +2 to Armor Class +10 Fire Damage +10% Resistance to Crushing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Clubs Not usable by Mages Usable only by Lawful Good characters "Celestial Fire" was the only object that Trias had left to remind him of the Upper Planes. The blade became a club in your hands. It is warm to the touch, and flames have been carved all along the length of the weapon. The intricacy of the carvings is breathtaking; they are done with such skill that the club seems to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the hammer is unfamiliar... it is heavy, but it shines like silver. The club looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat. CLUB OF NETTLES Damage: 1-6 Crushing Special: Causes Confusion THAC0: +2 Speed: 3 Weight 4 Proficiency: Clubs Usable only by Thieves This club seems to be made from some sort of prickly plant. Small thorns adorn the head of the club and can easily be broken off. This particular club is one of the more favored weapons of thieves. Upon making a successful hit on an opponent, tiny barbed thorns lodge into the skin and cause the victim to become disoriented for a brief period of time. This allows the thief time to safely rob and escape the victim. CLUB OF PIERCING Damage: 1-6 Crushing Damage: 1-6 Piercing Enchanted: +1 THAC0: +3 Speed: 7 Weight: 12 Proficiency: Clubs Not usable by Mages This is a heavy iron club that is covered with sharp spikes. Enchantments have been placed on this club so that it can be wielded with greater accuracy. CORPSE LIMB #985 Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As much as the corpse's knee was rotted clean through, it looks like the combination of thick applications of embalming fluid and rigor mortis has made this arm almost as hard as wood. If you needed to, you could either use it to shake someone's hand from a distance or use it to bash their skull in. CORPSE LIMB CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This rotted limb looks like it has suffered a great deal since it was torn from its owner. Nevertheless, rigor mortis has set in and made this limb almost as hard as wood. DEATH OF DESIRE Damage: 2-7 Crushing Enchanted: +2 Special: 1-6 Piercing Damage Causes Stunning THAC0: +2 Speed: 5 Weight: 11 Proficiency: Clubs Usable only by Fighters Usable only by Dustmen This mace is used by the Dustmen to remove all desires from the living. DEVIL'S DUE Damage: 3-8 Crushing Enchanted: +1 Special: 1-6 Acid Damage to target 1-6 Acid Damage to self +2 to Armor Class vs. Piercing THAC0: +2 Speed: 4 Weight: 4 Proficiency: Clubs Usable only by Fighters This weapon has a black metal handle that seems to have grown into the narrow skull that is affixed to its top. The metal looks as if it has grown out from the skull, and spikes pierce through the eye sockets, jaw and from the skull cap itself. The "metal" is not metal at all, but the remnants of a creature's forearm that punched through the base of the fiendish skull that now bedecks the head of this weapon. The spikes that have pierced through the skull actually appear to be some sort of quills from the creature's forearm. When this weapon is used in combat and the spikes of the club penetrate a creature's skin, acid oozes from the quills into the target, doing additional damage. This acid also burns the hands of the user, doing some damage to the wielder every time he strikes someone else. The common name of this weapon is "Devil's Due." To who or what event it refers to is unknown, but it was obviously a painful experience for the two parties involved. ENCHANTED HAMMER Damage: 2-9 Crushing Enchanted: +1 THAC0: +1 Speed: 7 Weight: 5 Proficiency: Hammers Usable only by Fighters This hammer bears a wounding enchantment and is much lighter than a normal hammer, allowing it to be swung faster and do more damage in combat. Any history or legends concerning this hammer have been eclipsed by other, more famous weapons in the Encyclopedia Magica. Nonetheless, this sledgehammer carries itself with a quiet dignity. ENTROPIC BLADE Damage: 3-23 Crushing Enchanted: +2 THAC0: +2 Speed: 1 Weight: 1 Proficiency: Hammers Usable only by Fighters This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape. It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later. FIEND FEMUR (Unique, Artifact) Damage: 3-8 Crushing Enchanted: +2 THAC0: +2 Speed: 4 Weight: 4 Proficiency: Club Not usable by Mages Not usable by Lawful or Good creatures This tanar'ri femur carries the last traces of a balor's essence within its marrow. Disgraced in battle and torn apart by its fellow fiends in an ceremonial execution, the bone has since carried with it a vengeful spite towards all of its kind. When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and down the length of the bone and cause tremendous damage to any tanar'ri or baatezu. FOOLSMITER Damage: 4-14 Crushing Enchanted: +2 THAC0: +2 Speed: 10 Weight: 15 Proficiency: Hammers Usable only by Fighters This war hammer has a huge stone head in the shape of a rectangular block. Faint traces of gore and blood are on all sides of the hammer's head. The shaft is of a thick wood that looks too weak to support the hammer head's weight. This enchanted hammer was used as a tool by the Athar at one time during their religious persecution phase of their faction history. The magical war-hammer "Foolsmiter" was constructed so that it did additional damage against opponents who were particularly stupid. When it was crafted, however, the enchantment was twisted such that if the user was less intelligent than the target struck by the hammer, the wielder would take damage as well. For many years, the hammer became a test rite between rival members of the Athar as a primitive (and lethal) IQ test. It was stolen from their headquarters in the Shattered Temple many years ago and has resurfaced once or twice across the Planes. It is believed that the Intelligence vs. Intelligence contest the hammer once inflicted on the wielder and his enemies has dissipated from the hammer over time, but no one has been been confident enough to put it to the test. "HAMMER OF CELESTIAL FIRE" Damage: 3-18 Crushing Enchanted: +3 Special: +2 to Armor Class +10 Fire Damage +10% Resistance to Crushing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Hammers Usable only by Fighters Usable only by Lawful Good characters "Celestial Fire" is the only object that Trias had left to remind him of the Upper Planes. The blade became a hammer in your hands. It is warm to the touch, and flames have been carved across the surface of the head. The intricacy of the carvings is breathtaking; they are done with such skill that the hammer seems to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the hammer is unfamiliar... it is heavy, but it shines like silver. The hammer looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat. HAMMER OF COMMINUTION Damage: 4-14 Crushing Enchanted: +1 Special: 1-6 Acid Damage THAC0: +2 Speed: 10 Weight: 10 Proficiency: Hammers Usable only by Fighters Research reveals that this is a formidable weapon indeed. Far superior to a normal sledgehammer, this war hammer (also called "The Hammer of Comminution") delivers a devastating strike that not only inflicts crushing damage, but also fractures any surface it contacts, whether bone, metal, or wood, inflicting extra damage...and if the victim survives, it also "softens" him up for the next attack. The Hammer of Comminution was used extensively by Enote, a Doomguard priest, in 14 E.U. A philosopher who was prone to violent mood swings while debating theology, he was known to espouse the virtues of the hammer as a means of furthering the decay of dead matter. Whether or not what he struck with the hammer was dead or alive before the blow is open to debate. HAMMER OF QUALITY Damage: 2-5 Crushing THAC0: +1 Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a finely crafted war hammer. Godsman etchings and symbology decorate the head of the weapon and work their way down the shaft. Despite its heavy appearance, it feels much lighter than it looks. HEAVEN AND EARTH Damage: 2-20 Crushing Enchanted: +3 Special: +3 Crushing Damage +2 to Strength THAC0: +3 Speed: 2 Weight: 10 Proficiency: Clubs Usable only by Fighters Usable only by Good characters Usable only by Nameless One A fearsome aura of power emanates from this massive weapon. Sharp, powerful lines adorn the shaft of this mace, which streak directly to a perfect sphere that serves as this weapon's contact point. Perfectly curved spikes emanate from the perfectly-shaped sphere, yielding an image that is at once both arresting, yet awe-inspiring. A vibrant, royal purple hue surrounds this weapon of power. Upon holding the weapon it is instantly apparent that only those that are pure of heart can truly wield it. HIGH QUALITY SLEDGEHAMMER Damage: 1-10 Crushing Speed: 8 Weight: 9 Proficiency: Hammers Usable only by Fighters This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't be fooled by its appearance - this weapon is dangerous. It requires two hands and the desire to inflict crushing damage on your enemies. IRON PRYBAR Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Usable only by Fighters and Thieves This iron prybar can be used to pry open doors, chests, and even the occasional reluctant ribcage. It also makes a good bludgeoning weapon when there's no time for subtlety. NOTE: To use the prybar to force a locked door or chest, select it as a weapon then "attack" the container or door you wish to pry open. Although the prybar is specifically intended for such use, you can attempt to bash open a container or door with *any* weapon, including your fists. LEG BONE CLUB Damage: 1-6 Crushing Special: Fragile, Breakable Speed: 4 Weight: 2 Proficiency: Clubs Not usable by Mages This leg bone is heavy enough to be used as a club. It's not the height of fashion, but it sure makes a satisfying sound when you strike someone. Although an effective weapon, this leg bone is fragile and has a chance of breaking if used repeatedly. MACE Damage: 2-8 Crushing Speed: 7 Weight: 12 Proficiency: Clubs Usable only by Fighters This seems to be a standard variety mace. Used properly, this weapon can deliver a crushing blow to an opponent. MAUL Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters Essentially a variation of the standard sledgehammer, the maul has a wedge shape head used for splitting wood. Although, it can be used as a weapon, it is very unwieldy and difficult to swing in combat. PHAROD'S CRUTCH Damage: 2-7 Crushing Enchanted: +1 THAC0: +1 Speed: 4 Weight: 4 Proficiency: Clubs Not usable by Mages This rickety wooden staff has a crosspiece nailed across the top. The crosspiece is wrapped in rags, presumably to keep the damn thing from jamming too sharply into Pharod's armpit when he leans on it. The crutch, not surprisingly, smells terrible, and every inch of it is covered in dirt, sewage and various unidentifiable stains. Something about this crutch makes you wonder - despite its fragile appearance, it has held up rather well; you even test it with your weight and it holds you up without so much as creaking. Considering Pharod's scavenging nature, the crutch may have had some value beyond its surface appearance for him. It might even be usable as a weapon. POOR QUALITY MACE Damage: 1-7 Crushing THAC0: -1 Speed: 8 Weight: 13 Proficiency: Clubs Usable only by Fighters This mace seems to be of very poor construction. The balance and weight lend itself to an awkward and almost erratic swing. Most likely this was constructed by an apprentice blacksmith. POOR QUALITY SLEDGEHAMMER Damage: 2-7 Crushing Speed: 8 Weight: 10 Proficiency: Clubs Usable only by Fighters This hammer is little more than a heavy lump of metal on the end of a stout stick. It's powerful, yes, but the balance is poor and it's entirely ungraceful. "REASON" Damage: 5-12 Crushing Enchanted: +2 Special: +2 Crushing Damage +1 to Charisma +1 to Armor Class THAC0: +2 Speed: 6 Weight: 5 Proficiency: Hammers Usable by only by Fighters Usable only by Godsmen This enormous hammer is the third weapon in the Godsmen's "Triad of Tests"; the other two are the axe "Ascension" and the dagger "Enlightenment". Its head is covered with mystic runes and engraved with the symbol of the Godsmen. It thrums in your hands. You are the first to bear this weapon. SEVERED ARM (YOURS) Damage: 1-8 Crushing Enchanted: +1 Special: +2 Crushing Damage New Tattoos Speed: 4 Weight: 5 Proficiency: Clubs Usable only by Fighters and Thieves This severed arm is as hard as a wooden club. It looks like it was severed cleanly at the shoulder (most likely by a scythe blade), and even though it looks many decades old, it is more petrified than rotted. It has an unhealthy gray pallor and is covered with scars. Intricate tattoos decorate its surface, spiraling up from the wrist all the way to the remains of the shoulder. Upon closer inspection, you know for a fact that this arm is yours. How long it has been lying around waiting for you is anyone's guess. You can't explain why, but you feel like you should take this arm to a tattoo artist and have it examined... the tattoos might tell something of what happened to your previous incarnation when this arm was still attached to him. SILVER-HEADED HAMMER Damage: 1-4 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a small war hammer. The head of the hammer is decorated with a thin layer of silver that is dented and scratched in many places. Perhaps the hammer was once used for ceremonial purposes. SLEDGEHAMMER Damage: 1-8 Crushing Speed: 8 Weight: 10 Proficiency: Hammers Usable only by Fighters Primarily intended for heavy work, this huge hammer would make a formidable weapon. Its head is of black iron, and the haft is almost as long as a man's arm. Enchanted hammers aside, the sledgehammer is the most damaging of all hammers. THE JUSTIFIER Damage: 3-12 Crushing Enchanted: +2 Special: Increases Regeneration THAC0: +2 Speed: 2 Weight: 2 Proficiency: Club Usable only by Fighters This mace looks much like any other mace - a spiked ball atop a wooden shaft, leather handgrip with a thong to prevent losing it in the heat of battle. Where it differs is in the Eye etched in acid on the head of the weapon, a stylized sigil of the god Horus. This weapon is The Justifier, a mace created in the city of Heliopolis on the plane of Arcadia, designed to aid the followers of good and maim the followers of evil. It can heal its owner, if asked, and will offer its opinions on various matters. VROCK CLUB Damage: 4-16 Crushing Enchanted: +2 Special: Poisons Target THACO: +2 Speed: 3 Weight: 4 Proficiency: Clubs Usable only by Thieves Created from the bones of a Vrock, this club makes a formidable weapon. WAR HAMMER Damage: 1-6 Crushing Speed: 6 Weight: 7 Proficiency: Hammers Usable only by Fighters This is a heavy war hammer. It has a long handle and a metal head that looks like it could shape steel and crush skulls with ease. WOODEN CLUB Damage: 1-6 Crushing Speed: 4 Weight: 3 Proficiency: Clubs Not usable by Mages This crude wooden club has seen better days, but it still looks sturdy enough to be used as a weapon. WORK HAMMER Damage: 1-6 Crushing Speed: 6 Weight: 6 Proficiency: Hammers Usable only by Fighters This is a heavy work hammer. It has a long handle and a metal head that looks like it could shape steel and crush skulls with ease. ------------------------------------------------------------------------------- Bolts ------------------------------------------------------------------------------- ACIDIC SPONGE BOLTS Damage: 1-2 Crushing Special: 6 Acid Damage on Impact Speed: 10 Weight: 0 Proficiency: Missiles The putty-like globes on the heads of these crossbow bolts are actually dried-up aquatic sponges found in many of the great lakes of Bytopia. Seemingly unremarkable to most scholars, these tiny sponges were accidentally discovered to have the property of being able to absorb acids and store them in their bodies with no harm to themselves. As a result, great masses of these creatures were gathered and bred for use as weapons against fiends in the Blood War. After being fed a steady diet of acid for a few days, the sponges are harvested, dried, and covered with a resin that keeps a soft bubble around the sponge. The sponge is then mounted on the head of an arrow or crossbow bolt and is ready for use. When the tip of the bolt strikes a creature with sufficient force, the resin bubble bursts, the sponge flattens, and the target is doused with acid. BOLTS OF ACHERON Damage: 2-5 Crushing Enchanted: +1 Special: Causes Stunning THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles These enchanted bolts have been fashioned from one of the great cubes of Acheron. According to many planar scholars, Acheron is a plane in perpetual war with itself, where huge cubes the size of continents float through the ether and smash against each other. On the surface of these cubes, legions of soldiers wage war on each other, swarming from cube to cube and attacking whoever else they can find. The plane is filled with the ringing of steel and the great thundering impacts of the cubes striking each other. These bolts carry a portion of Acheron's heart within them. When these bolts strike an opponent, they do so with so much force that the impact has the potential to stun an opponent and leave him helpless for a period of time. BOLTS OF KESSEK THE DEVOURER (Minor Artifacts) Damage: 4-8 Piercing Enchanted: +2 THAC0: +4 Speed: 5 Weight: 0 Proficiency: Missiles Also called "Kessek's Teeth," the head of these enchanted bolts are made of bone and have two long fangs curving out from the center. When one of these bolts strikes an opponent, the fangs takes on a life of their own and begin eating their way slowly and painfully through the victim's body. According to legend, Kessek was a bariaur chieftain on the Outlands who was forced to watch his people starve during a winter storm in the Cleft of Tears many centuries ago. Trapped in the Cleft because of heavy snows, he sent scouts from his tribe out to seek aid from his neighbors, the province of Ohinru. Learning of the bariaurs' plight, the merchant princes of Ohinru saw an opportunity to wipe out the "nomadic pests" and claim their lands for their own. The bariaur scouts were executed and their heads mounted on the walls so that, "the vultures might feed while the bariaurs starved." When the storms cleared and more than half of his tribe had died of starvation, Kessek finally learned what had happened to his scouts. Consumed with an insane fire, he fashioned a sheaf of bolts from the teeth and bones of his people who had starved to death. Once he had finished, he traveled to Ohinru in the night and fired his bolts blindly in the city streets, the name of each bariaur that had died whispered on his lips as he released each shaft. Each bolt he fired twisted in flight, hungrily searching for a victim and each found one... then another, then another. The night was filled with the choked screams of the citizens of Ohinru as the devourers claimed their bodies. When dawn touched the city, the vultures fed again. No trace of Kessek could be found. The bolts of Kessek the Devourer can still be found scattered across the planes. It is said that for each victim the bolts claim, that another bolt is born... with the same hunger as the first. BOLTS OF WHISTLING DOOM Damage: 4-16 Crushing Enchanted: +2 THAC0: +2 Speed: 10 Weight: 0 Proficiency: Missiles These bolts have somehow captured the deadly harmonic of Pandemonium and then added insult to injury by imprisoning an enraged air elemental inside the head of the bolt. When one of these bolts strike an opponent, the head shatters, and the air elemental is released. The elemental will whip around the opponent in a frenzy, making one strike before it vanishes. BOLTS OF WINCING Damage: 2-9 Piercing Enchanted: +1 Special: 2-9 Slashing Damage on Impact Increases Chance of Critical Hits THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles These crotch-shaped bolts have been enchanted with one thing in mind: emasculation. When fired, they home in on the most vulnerable point on a victim's body, sink into the flesh, then the head of each bolt scissors outwards, making it nearly impossible to pull out and increasing the damage considerably. The name of the bolts comes from the reactions of spectators after the bolts are fired. JAGGED BOLTS Damage: 3-6 Piercing Enchanted: +1 THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles These enchanted bolts have a series of jagged black runes traced along the shaft. When fired, the runes rise upwards like spines, forming an additional row of vicious edges that tear into a target. NORDOM'S CROSSBOWS Damage: Varies According to Ammo Enchanted: +1 THAC0: +1 Speed: 10 Weight: 7 Proficiency: Missiles Usable only by Nordom Nordom's home plane of Mechanus is driven by great clockwork gears. Tending these gears and making sure they run smoothly are given to creatures called "gear spirits." These gear spirits have the ability to turn themselves into almost any tool or common mechanical device... even crossbows. Nordom's two crossbows are actually two gear spirits, and they seem to have willingly fled with him from Mechanus. Their duties are so essential to the smooth functioning of Mechanus that the modrons have officially assigned these spirits to the various gears. While the gear spirits love the gears they tend so much, their servitude to the modrons rankles them, making them somewhat disgruntled. As a result, there are tales of gear spirits that leave the great gears of Mechanus, leaving their duties for a while to sample the Planes beyond their own. Most likely, Nordom's two crossbows caught this wanderlust, and they now piggyback along with him, peppering any hostile creature they see with crossbow bolts. The gear spirits can make endless supplies of these bolts, so there is never any need for Nordom to reload unless he wishes to fire new crossbow bolts. The crossbows occasionally make small clicking and rattling noises. They seem to be talking to each other, but their conversation is indecipherable. They're most likely discussing the finer points of crossbow mechanics. NORDOM'S CROSSBOW BOLTS Damage: 2-5 Piercing THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles Usable only by Nordom Nordom's crossbow bolts are created by his gear spirit crossbows. The exact process they use to create them is unknown, but there does seem to be an infinite supply of them... the gear spirits seem to be able to make as many as needed on demand. Whenever the crossbow strings are pulled back, a new crossbow bolt is there and ready to be fired. The bolts vanish after they strike an object or once they reach their maximum range, then they disintegrate. If they should strike a creature with metal armor, then the crossbow bolts will actually chip away at the metal, reducing the target's armor class. This seems to be a natural ability of the gear spirits. RULE-OF-THREE CROSSBOW BOLTS Damage: 6-15 Piercing Special: Head Splits into Three on Impact Speed: 10 Weight: 0 Proficiency: Missiles These crossbow bolts are the work of a twisted mechanical genius. Just beneath the head of each bolt is a small catch, that when pressed, unlocks the head of the bolt, allowing it to divide. From what you can tell, once the bolts are unlocked, the pyramid-shaped heads are carefully fashioned so that each one splits into three on impact. Each triangle-shaped fragment then tears a different route through the target's body, wreaking havoc on his internal organs. WINGED BOLTS Damage: 3-6 Piercing THAC0: +1 Speed: 5 Weight: 0 Proficiency: Missiles These head of these bolts have been carved to resemble a pair of feathered wings. The bolts are extremely light and look more like arrows than crossbow bolts. Although not magical, they are more accurate and do more damage when they strike an opponent than standard crossbow bolts. ZEPHYR BOLTS Damage: 2-5 Piercing Enchanted: +1 THAC0: +1 Speed: 10 Weight: 0 Proficiency: Missiles These crossbow bolts have heads with grooves cut into the sides. They do no more damage than normal crossbow bolts, but they bear a minor enchantment that allows them to correct their path in flight, making them more likely to hit an opponent. ------------------------------------------------------------------------------- Bracelets ------------------------------------------------------------------------------- BELL'S SHIELD Special: +3 to Wisdom +25% Magic Resistance Memorize 1 Additional 1st Level Priest Spell Memorize 1 Additional 2nd Level Priest Spell Memorize 1 Additional 3rd Level Priest Spell Memorize 1 Additional 4th Level Priest Spell Memorize 1 Additional 5th Level Priest Spell Memorize 1 Additional 6th Level Priest Spell Weight: 0 Usable only by Fall-From-Grace The engravings on this bracelet are nothing short of beautiful. The craftsmanship reflects the skilled work of the Meh 'gahmi Sah 'ma nomadic tribes. This bracelet was carved for their greatest warrior-priestess, Bell, who sought to bring peace to the greater southern plains region. The enthralling purple stones inset along the bracelet give off a soft, warm, royal purple glow. BRONZE BRACELET Weight: 0 This thick bronze bracelet is heavy, simple, and uninteresting. You could probably sell it to a local merchant for a bit of coin. DREAD BOND Special: Immunity to Panic +1 to Strength Weight: 3 Usable only by Fighters and living creatures Legend has it that this bracelet was created by Nacek the Sadistic. Tiny razor sharp spikes cover the entire surface of this item injecting small amounts of rare reagents into the blood stream of the user. The effect of these chemicals causes the user to feel a constant adrenaline rush of strength. DUSTMAN EMBALMING CHARM, GREATER Invokes: "Embalming, Greater" 3 Charges Weight: 0 Usable only on Nameless One and Morte This intricate metal bracelet has directions inscribed on the side of it. Judging from the text, it appears that the bracelet works by being held by a living creature, then while pronouncing a mantra to the 'True Death,' it is touched to the forehead of a zombie or skeleton. When this is done, the enchantment held within the item spreads through the corpse, strengthening their bones, killing traces of corpse rot and/or grave mold, and helping to seal minor tears in the skin. It appears that this bracelet has been forged with a great deal of skill and care. Presumably it is more powerful than some of the standard embalming charms. DUSTMAN EMBALMING CHARM, LESSER Invokes: "Embalming, Minor" 3 Charges Weight: 0 Usable only on Nameless One and Morte This strange metal bracelet has directions inscribed on the side of it. Judging from the crude text, it appears that the bracelet works by being held by a living creature, then while pronouncing a mantra to the 'True Death,' it is touched to the forehead of a zombie or skeleton. When this is done, the minor enchantment held within the item spreads through the corpse, strengthening their bones, killing traces of corpse rot and/or grave mold, and helping to seal minor tears in the skin. NOTE: This item will work on either you or Morte. Simply place it in your quick item slot, then use it from the quick menu on Morte (or have Morte use it on you) in order for it to take effect. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a "half-hour." The extra hit points will heal the target if he is less than max hit points or they will give him bonus hit points for a half-hour. GOLD BRACELET Weight: 0 Although this bracelet is of fine gold, it bears no ornamentation or engravings. Despite its simplicity, it is bound to be worth something to a local merchant. INTESTINAL PHYLACTERY Invokes: "Heal" Special: +9 to Base Hit Points +2 to Armor Class Weight: 2 Usable only by living creatures This ropy mass of bloody intestines is yours; Ravel pulled them quickly and painlessly out of your body when she reverted to "Marta" during your conversation in the Black-Barbed Maze. The fluids surrounding these intestines have congealed into a slick resin, and holding them is like holding a dry, rubbery cord. You have to admit it makes you uncomfortable to see them outside of your body. Ravel... Marta... WHOEVER that insane hag was... mentioned that these intestines would serve as a powerful charm; it looks like when they are wrapped around one's wrist like a phylactery, they give the wearer a portion of your immortal endurance, increasing the person's pain threshold and armor class. Furthermore, you may call upon this phylactery's power to fully heal a target three times - even when this ability is exhausted, the intestines will still remain. You have to confess, however, no matter what blessing these intestines bestow, they look pretty damn gross when worn as a bracelet. MAGUS GUARD Armor Class: 6 Weight: 2 Usable only by Mages Considered standard equipment for any adventuring mage, bracelets such as these can be found across the planes. Judging by the markings on this particular bracelet it appears to have been made in a style quite common to Sigil. Various glyphs of warding are meticulously carved along the surface producing an almost hypnotic effect when looked at. When worn this bracelet protects the wearer from normal attacks as if they were wearing scale armor. MAGUS SHIELD Armor Class: 4 Weight: 2 Usable only by Mages This bracelet is a variation of the Magus Guard. Essentially using the same spells and glyphs as its predecessor, the Magus Shield is better able to focus the energy of the enchantments placed upon it. SILVER BRACELET Weight: 1 This thin circlet is of fine silver, with a series of beautiful engravings surrounding its exterior. It is bound to be worth something to a local merchant. SPIDER BRACELET Special: +25% Resistance to all Normal Attacks +10 to Base Hit Points -1 to Intelligence -1 to Wisdom Weight: 0 Usable only by Thieves In actuality this is a living spider not jewelry. When attached to ones wrist, the spider will sink its fangs into the users flesh and feed from the host, providing both beneficial and detrimental effects. TARNISHED SILVER BRACELET Weight: 1 This tarnished silver bracelet has a number of dents and scratches on it. It doesn't look old, but it looks as if it has seen a lot of use. Despite its appearance, it might be worth a few coins to a local merchant. ------------------------------------------------------------------------------- Daggers ------------------------------------------------------------------------------- ADAHN'S DAGGER Damage: 2-5 Piercing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a gift you received from Adahn when you bid him farewell in the Smoldering Corpse Bar. It's a featureless metal dagger with a gold plated hilt. It is difficult to get a feel for its balance, as it is almost weightless. The dagger blade itself is made of some strange metal that shifts as you watch it, changing from silver, to bronze, to gold. BACKBITER Damage: 2-5 Piercing Enchanted: +1 Special: +1 Piercing Damage +10% Stealth Skill Bonus THACO: +1 Speed: 1 Weight: 1 Proficiency: Edged Usable only by Thieves Crafted specifically with the adept cross-trader in mind, this magical blade masks the approach of the wielder by muffling any sounds he or she might make in passing, thus improving his or her chances of approaching a target by stealth. BONE DAGGER Damage: 1-6 Piercing Enchanted: +1 Special: +1 Piercing Damage THAC0: +1 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests The blade of this dagger seems to be made from the bone of some creature. The edge of this blade is extremely sharp. CHAOS FEATHER Damage: 2-5 Piercing Enchanted: +1 Special: Panics target Fragile, Breakable THAC0: +1 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This feather is ash-gray, fading to black around the edges. It is much larger than a bird feather, and it creates an unpleasant tingling sensation when held for more than a minute. Examination of the feather reveals that is the feather from a Vrock, one of the many races of tanar'ri that fill the Abyss. The Vrock resemble huge vultures, and they are often used as socuts for the tanar'ri forces in the Blood War. This particular feather is believed to have been taken from a Vrock shaman, who is reported to have died by simply disbelieving himself. Possessed of a certain mental imbalance and with an odious habit of devouring his followers to gain strength, this barmy Vrock was rumored to be capable of causing others of his flock to behave erratically -- much more so than for a normal tan'nari. He convinced many of his flock to tear off their wings and take up burrowing in the ground. Other times, he preached the virtues of honesty as being more evil and destructive than any lie. When he disintegrated, only the feather was left behind as testament to his fevered existence. Some of the shaman's residue is believed to reside in this "Chaos Feather." The Chaos Feather, when used in combat as a dagger, inflicts a minor amount of damage (about the same as a conventional dagger) and has the power to confuse any target it strikes. Creatures struck by the feather may be stunned, run away, or attack their allies. Most tan'nari consider the feather to be a sacred object. Vrocks will kill anyone possessing it in order to retrieve it. "DAGGER OF CELESTIAL FIRE" Damage: 3-18 Piercing Enchanted: +3 Special: +2 to Armor Classs +10 Fire Damage +10% Resistance to Piercing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Edged Not usable by Priests Usable only by Lawful Good characters "Celestial Fire" is the only object that Trias had left to remind him of the Upper Planes. The blade became a dagger in your hands. It is warm to the touch, and flames have been carved across the surface of the surface. The intricacy of the carvings is breathtaking; they are done with such skill that the dagger seems to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the dagger is unfamiliar... it is heavy, but it shines like silver. The dagger looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat. "ENLIGHTENMENT" Damage: 2-7 Piercing Enchanted: +2 Special: +2 Piercing Damage +1 to Charisma +1 to Armor Class THAC0: +2 Speed: 1 Weight: 1 Proficiency: Daggers Not usable by Priests Usable only by Godsmen The second weapon of the Godsmen's "Triad of Tests" - "Ascension" and "Reason" are the other two weapons in the triad - this dagger is slim, perfectly balanced, and light as a feather. The symbol of the Godsmen is engraved along the blade, and the entire weapon seems to shiver as if in anticipation. You are the first to bear this weapon. ENTROPIC BLADE Damage: 3-23 Slashing Enchanted: +2 THAC0: +2 Speed: 7 Weight: 7 Proficiency: Edged Usable only by Fighters This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape. It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later. FIEND'S BLOOD DAGGER (Cursed) Damage: 3-8 Piercing Special: Poisons Target -4 Save vs Spells Causes user to go Berserk in Combat THAC0: +2 Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests Years of being embedded in the flesh of a fiend have imbued this once ordinary dagger with qualities best left with their kind. Blood of the fiend has infused itself with the dagger causing it to feel slightly warm to the touch. When in combat the user of this dagger can hear a constant chittering in the back of his mind causing him to lose all self-control making him unstoppable in combat, but vulnerable to spells. The history of this dagger is for the most part unknown. More than likely some berk perished while fighting the fiend, losing his dagger as well as his life. For now the name is but a description, it has yet to earn a proper title. GREEN STEEL DAGGER Damage: 2-5 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This slim dagger has been forged out of the famed Baatorian Green Steel. Found only in the wastelands of Avernus, this peculiar green ore can be tempered into metal much lighter than normal steel. In addition, Green Steel weapons tend to retain their remarkably fine edges and are capable of dealing out more damage than their standard counterparts. GREEN STEEL KNIFE Damage: 1-4 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This razor sharp knife has been forged out of the famed Baatorian Green Steel. Found only in the wastelands of Avernus, this peculiar green ore can be tempered into metal much lighter than normal steel. In addition, Green Steel weapons tend to retain their remarkably fine edges and are capable of dealing out more damage than their standard counterparts. HIGH QUALITY STILETTO Damage: 1-4 Piercing Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests This slim dagger is a beauty among its kind. It is a one-handed thrusting weapon. IRON SPIKE Damage: 1-3 Piercing Speed: 2 Weight: 2 Proficiency: Edged Not usable by Priests This is a crude iron spike, covered with rust. If necessary, you could use it as a dagger. JAGGED KNIFE Damage: 1-3 Slashing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This hooked knife has a thick double-edged blade and a curved wooden handle. Judging from the shape of the blade, it looks like this knife is used primarily as a surgical tool. KAARLAC'S KNIFE Damage: 1-3 Slashing Special: Doubles all 1st Level Mage Spells Speed: 1 Weight: 1 Proficiency: Edged Usable only by Mages The final achievement of one Kaarlac Cragenmoor, this enchanted knife is a boon to those who practice the mystic arts. Kaarlac, ever one to aspire to greatness, sought to create a magic item that could retain an imprint of a portion of his memory -- particularly the short term memory that contained his considerable spell repertoire. He theorized that, if successful, he could effectively double the amount of spell knowledge he could retain at any given time. Unfortunately, the enchantment was beyond his capability and in the midst of his fervent casting, Kaarlac went mad and plunged the knife into his own chest. His sacrifice, however, was not in vain, for the knife possesses enough of the intended enchantment to bestow upon its wielder the ability to memorize twice the number of first level spells. KNIFE Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This knife has a four-inch blade, with a plain handle of bone. "LAST RESORT" (Cursed Artifact) Damage: 1-2 Slashing Enchanted: +3 Speed: 10 Weight: 1 Proficiency: Edged Not usable by Priests This small dagger looks fragile, but a series of jagged teeth line the edge of the blade. The hilt itself is covered with dried blood, most likely the blood of the users who held the weapon and were unable to release their grip. Research indicates that this cursed dagger has had many names, the most prominent of which was "Last Resort." When equipped, the user cannot release the grip until death, or until the curse is lifted by spell or divine intervention. Although the dagger is slower than most two-handed weapons and the damage it inflicts is comparable to a scratch, it is rumored to be able to hurt almost any creature it strikes, no matter what the creature's plane of origin or its defenses. One planewalker who had freed herself from its curse actually chose to travel with it, figuring that in any instance where she *had* to use it couldn't be worsened by having it in her possession. MAD SPLINTER Damage: 2-5 Piercing Enchanted: +1 Special: Poisons Target Fragile, Breakable THAC0: +1 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a dagger-shaped fragment of stone taken from the statue of Gangroighydron. It bears a powerful enchantment -- each time someone is stabbed by the splinter, they have a chance of being Cursed. It is most likely that the fell curse trapped upon Gangroighydron's lips has soaked into the very stone of his petrified form, and 'poisons' those the splinter stabs with his malicious magic. NOTCHED DAGGER Damage: 1-6 Piercing Enchanted: +2 Special: +2 Piercing Damage THAC0: +2 Proficiency: Edged Not usable by Priests This dagger has various notches strategically placed about the blade. When used correctly, this dagger has the ability to catch incoming blows from bladed weapons. PHANTOM DAGGER Damage: 1-6 Piercing Enchanted: +3 Special: +3 Piercing Damage THAC0: +3 Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests As if of its own volition, this dagger seems to reach out to its enemies, instinctively finding the most vulnerable spots on any creature.. POOR QUALITY STILETTO Damage: 1-2 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This squat dagger, while ideally a thrusting weapon, looks like it would be better used as a paperweight. It is not sharp or well-balanced, and might actually hinder you in combat. PORPHATYS BLADE (Cursed) Damage: 1-6 Piercing Enchanted: +3 Special: 1-6 Acid Damage Beserk THAC0: +3 Speed: 0 Weight: 1 Proficiency: Edged Not usable by Priests The acids of Porphyatys, the fifth layer of Carceri, are dangerous to more than a body's physical form - they tear at his mind and soul, eating away at his reason. Weapons forged in this heart of betrayal do the same thing to their owners, but too many believe that the acidic powers of a weapon created in Porphatys are worth the risk. RAVEL'S FINGERNAIL (Unique, Artifact) Damage: 2-7 Piercing Enchanted: +2 Special: 2-12 Poison Damage THAC0: +2 Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests This twisted fingernail of extruded night hag skin has got to be one of the ugliest things you have ever seen. Its mottled green, red, and black surface is almost a foot long, and it seems like it was used alternately as a scratching aid, nose-picking tool, and gardening trowel. Looking at it makes you wish that Ravel did chew her nails. Or at least had a nail file with her in the maze. RUNEBLADE Damage: 1-4 Piercing Special +50% Resistance to Magic THAC0: -4 Speed: 1 Weight: 1 Proficiency: Edged Usable only by Mages only Created by a legendary guild of battle mages known as "the Scarlet Seers," these enchanted blades were specifically designed as a defensive countermeasure against opposing spellcasters. The tiny runes etched into the blade are powerful wards that offer the wielder increased resistance against all types of magic. Unfortunately, with its emphasis on magical defense, the weapon's awkward design makes it virtually ineffective in physical combat. RUSTY DAGGER Damage: 1-3 Piercing Special: Fragile, Breakable Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a small rusty dagger. Its blade is chipped and the hilt is loose; it doesn't look like it will stand up to repeated use without breaking. SCALPEL Damage: 1-3 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This simple surgical cutting tool looks like it's seen a lot of use. NOTE: To equip the scalpel, left click it to pick it up, then drop it on the player character's portrait or in his weapon slot. SILVER FORK Damage: 1-2 Piercing Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a silver dining fork. Its tines are especially sharp. Upon further consideration, it might be able to be used as a dagger, though it most likely wouldn't do any more damage than a conventional dagger. It might prove useful against creatures damaged only by silver weapons. SILVER HAIRPIN Damage: 1-2 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a thin silver hair pin. The tip is extremely sharp. STEAK KNIFE Damage: 1-3 Slashing Special: Fragile, Breakable Speed: 2 Weight: 0 Proficiency: Edged Not usable by Priests This is a common steak knife. You're sure if this dagger could talk, it would have many long-winded stories about cooking and carving large haunches of meat. STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade. SWORD OF WH'YNN (Unique, Artifact) Damage: 2-7 Slashing THAC0: +1 Speed: 1 Weight: 1 Proficiency: Edged Not usable by Priests The Sword of Why'nn - also known as the Cheater's Blade - looks more like an ornamental dagger than a combat-worthy blade. Though not particularly well balanced, it has been enchanted with powerful magicks and is thus more effective in battle than a more 'common' knife. The Sword of Wh'ynn's greatest power, however, lies in its ability to let its bearer cheat: by merely holding the 'sword' aloft in a suitably melodramatic pose, its owner will beat whatever game the artifact's been found in. "THE EVISCERATOR" (Unique, Artifact, Cheat) Damage: 4-80 + 20 +20 to hit +20 to Armor Class Sets all Stats to 25 Weight: 0 Speed: 1 Proficiency: Edged This unholy weapon is obviously intended for Quality Assurance to massacre any creature in their path as quickly as possible. WIDOWMAKER Damage: 3-7 Piercing Enchanted: +2 Special: +2 Slashing Damage Poisons Target +25% Resistance to Poison THAC0: +2 Speed: 1 Weight: 1 Proficiency: Edged Usable only by Thieves Tempered with the lethal venom of the dreaded hook spider, the magical properties of this blade, known simply as "Widowmaker," are much sought after by practicing assassins throughout the Planes. The poison that has been magically and permanently infused into the dagger immediately infects those cut by it. Additionally, the wielder of "Widowmaker" immediately develops an improved resistance to poison simply from holding the blade. ------------------------------------------------------------------------------- Earrings ------------------------------------------------------------------------------- AMBER EARRINGS Special: +2 to Armor Class Memorize 2 Additional 1st Level Mage Spells Weight: 0 Usable only by Mages Usable only by Nameless One These earrings are made from hardened sap of the razor vine. When properly prepared, items made from this substance can be enchanted with powerful spells of protection. ANARCHIST EARRING #1 Special: +1 to Charisma Weight: 0 Usable only by Nameless One This earring is one of four, each with its own special ability. They are designed to enable the wearer to escape detection from the law, or to persuade others to aid the Anarchist in his pursuit of freedom for all. Note that these earrings, while useful, are not exactly subtle in declaring allegiance to the Revolutionary League. This particular earring makes you more attractive, more persuasive, and better able to infiltrate the strongholds of the overweening power structure. ANARCHIST EARRING #2 Invokes: "Blindness" Weight: 0 This earring is one of four, each with its own special ability. They are designed to enable their wearer to escape detection from the law, or to persuade others to aid the Anarchist in his pursuit of freedom for all. Note that these earrings, while useful, are not exactly subtle in declaring allegiance to the Revolutionary League. This particular earring causes blindness in the target creature. Use it carefully. ANARCHIST EARRING #3 Special: Immunity to Panic Weight: 0 This earring is one of four, each with its own special ability. They are designed to enable their wearer to escape detection from the law, or to persuade others to aid the Anarchist in his pursuit of freedom for all. Note that these earrings, while useful, are not exactly subtle in declaring allegiance to the Revolutionary League. This particular earring allows its user to function with a clear mind against the terrors of enemies. ANARCHIST EARRING #4 Invokes: "Pacify" Weight: 0 This earring is one of four, each with its own special ability. They are designed to enable their wearer to escape detection from the law, or to persuade others to aid the Anarchist in his pursuit of freedom for all. Note that these earrings, while useful, are not exactly subtle in declaring allegiance to the Revolutionary League. This particular earring allows its owner to overpower its target with a mental barrage, leaving the target weak-minded and vulnerable. ANCIENT COPPER EARRING (CLOSED) Weight: 0 Unusable (Closed) This copper earring looks ancient. Oddly enough, there doesn't seem to be a hook or any means of actually attaching it to your ear. A series of strange grooves have been carved on the inside of the earring, however, which might merit a closer examination. NOTE: If you're ever capable of examining an object further, or performing an action on the object outside of the world screen, a "USE" button will appear for the object on this examine screen. This button allows you to manipulate it through a dialogue screen. If you wish to examine the grooves on the earring further, select the USE button below. ANCIENT COPPER EARRING (HOLLOW) Weight: 0 This ancient copper earring has a series of grooves cut along the inside. Although there doesn't appear to be an obvious way to wear it, it can be unlocked by hooking your fingernail into the third groove from the top and pressing inwards. Not only does this allow the earring to be worn, but it also opens up a hollow compartment inside the earring where messages or other small items can be stored. The earring might be worth more to a merchant as a result. CHAINED-TEETH EARRINGS Special: +5% Open Locks Skill Bonus Weight: 0 Usable only by Thieves Perhaps the idea that Annah would wear anything solely for ornamental value makes you suspicious of these earrings. Upon closer examination, you discover these thin metal earrings are actually a series of well-crafted lockpicks. If need be, you can unhook them and use them to pick open stubborn locks. NOTE: These earrings will only add to your Open Locks skill when they are equipped. COPPER EARRING Weight: 0 This crude copper circlet looks like it was the victim of an eager lover... or something that enjoys eating metal... for it is bent on one side and bears teeth marks. CRIMSON SPHERE EARRING Special: +10% Resistance Fire +5% Resistance to Magical Fire Weight: 0 Not usable by Ignus This small red gem set into this earring acts like a heat sponge, protecting the wearer from heat or flame attacks. Whenever the wearer is exposed to fire, the gem draws some of the heat into itself, shielding its wearer from part of the damage. It is rumored that each of these earrings holds a tiny fire mephit inside, and that they are so starved for heat that they will drink deep of any fire in the vicinity. This has never been proven, mostly because no one really cares to investigate the matter. DUSTMAN EARRING Special: +30% Resistance to Cold +30% Resistance to Magical Cold +30% Resistance to Fire +30% Resistance to Magical Fire +2 Saving Throw vs. Death Magic Weight: 0 Usable only by Dustmen This earring has the smell of ash and dust about it and is icy cold to the touch. When worn, the earring shields the wearer from temperature extremes, granting the wearer partial resistance to heat and cold. Furthermore, the earring also protects the wearer from mind-influencing magics and magics that attack the body, including paralyzation and death magic. The earring signifies the wearer's allegiance to the Dustmen and can only be worn by a member of the Dustman faction. According to rumor, this earring helps dull the Dustmen to the effects of the outside world. FALL-FROM-GRACE'S EARRINGS Special: +1 to All Saving Throws +5% Resistance to Magic Weight: 0 Usable only by Females These are Fall-From-Grace's earrings. They give her a slight amount of protection from spells and other magic, and like almost everything else, they look really good on her. GOLD EARRING Weight: 0 This simple gold pendant may have once hung from a nobleman's ear. INDEP EARRING Special: +1 to Armor Class +1 to All Saving Throws +1 to Save vs. Spells Immunity to Confusion Weight: 0 Usable only by Indeps This barbed earring marks the wearer as a member of the Indep faction. This earring is the home of an independent spirit which accompanies the wearer and does its best to protect him from harm. Whenever possible, the spirit gives its wearer a mental nudge to get them out of harm's way... the tiny counseling spirit provides the user with +1 to all Saving Throws, and its mere presence gives the wearer an additional bonus to avoid spells and confusion effects. Many of these enchanted items were made in the bazaars of Sigil by a silversmith from Oerth, who had found a way of shaping metal in such a way that it attracted 'free spirits' to the metal and caused them to take up residence there. The spirit is not bound to the earring by any means; from what scholars have determined, there is something about the earring that the spirits find "cozy." OBSIDIAN EARRING Special: +10% Stealth Skill Bonus Weight: 0 Usable only by Thieves This small earring is made from polished obsidian. Despite the smoothness of its surface, it reflects no light whatsoever. Commonly referred to as "a rogue's best friend," the black gem this earring is made from possesses magical properties that absorb light, making it easier for its wearer to move undetected in the shadows. RULE-OF-THREE EARRING Minor Copper Blessing Weight: 0 You received this small earring from folding a note in the mouth of one of the walking corpses in the Mortuary. It's a beautiful earring, but despite its beauty, all it seems to do is remind you how strange this world you've woken up in is. This earring carries a minor blessing from one of the gods of wealth on some backwater prime world; when held in the hand and the word "copper" is whispered, it gives the wearer 33 copper commons. This blessing can be used three times before the enchantment is exhausted. SILVER EARRING Weight: 0 This simple silver circlet earring has faint engravings on its surface, but you can't make out the designs. SILVER EARRING Weight: 0 This is a small silver earring you recovered from the drunken harlot outside the Smoldering Corpse Bar. STINGER EARRING Special: +2 to Armor Class +2 to Armor Class vs. Piercing Attacks Weight: 0 This earring has been made from the hardened shell of a segmented, larva-like creature. Its shell has been treated with some sort of glazed finish that makes it look disturbingly alive. The wire that hooks to the ear looks like it is part of the larva itself, perhaps its stinger or antenna. To activate the earring's power, the wearer must prick his thumb with the stinger, allowing it to bond with its new owner. When "awakened," this earring helps protect the wearer from attacks, giving the wearer's skin the same strength and durability of the larva's shell. ------------------------------------------------------------------------------- Eyeballs & Lenses ------------------------------------------------------------------------------- ANGLE-LESS EYE Special: +1 to Armor Class vs. Missile Attacks -1 to Armor Class vs. Crushing Attacks +10% Detect Traps Skill Bonus THAC0: +1 Weight: 0 At first glance, this glass eye seems a poor replacement for a real one. However, when inserted into an empty eye socket facing inwards, its power awakens. Although the eye dulls the wearer to colors and sights, it increases his awareness of angles and shapes, giving the wearer greater accuracy with weapons and giving him a greater chance of dodging incoming missile attacks. Furthermore, mechanical traps stand out to the wearer's vision, making it easier to spot and disarm them. The user becomes more vulnerable to crushing attacks, however - some of the fragility of the glass eye seems to be transferred to its wearer. BEER GOGGLES (Cursed) Special: Intoxicates Wearer Immunity to Panic -1 to Damage +10 to Base Hit Points THAC0: -1 to Missile Weapons Weight: 0 Usable only by Modrons Apparently, some modron once foolishly asked a wizard what it was like to be intoxicated, and these goggles were fashioned. When this lens is equipped, the wearer becomes "braver," "stronger," but can't see targets too well, reducing his chances to hit and damage an enemy. EYEBALL Weight: 0 This is your eye. It looks like it's seen better days. EYE OF VECNA (Cursed Artifact) Special: Doubles all 1st Level Mage Spells Doubles all 2nd Level Mage Spells +35% Resistance to Magic +4 Save vs. Death Magic -3 to Wisdom -3 to Intelligence Weight: 0 Many tales are told of the arch-lich Vecna. It is said that Vecna was one of the Planes' mightiest sorcerers, able to draw life from dust and send it back again, extinguish lives with a glance, and make the earth shudder beneath his touch. He was said to be so powerful that when the end of his life drew near, death refused to take him into its kingdom. And so Vecna died, yet lived on. Abandoned by death, Vecna became the master of a vast kingdom on a prime world called Oerth. Neither kind nor just, Lord Vecna's rule was one of great horror and suffering, and it is said his reach was so great that even the Powers of Oerth feared to cross him for fearing of drawing his eye. Yet, while Vecna's gaze traveled ever outward in search of new conquests, he failed to see his own end when it came for him... in the form of his lieutenant, Kas. As was fitting for Vecna's left hand servant, the arch-lich had fashioned a terrible weapon for his lieutenant as a symbol of his authority. Vecna made this weapon with such skill it is said that part of the sorcerer entered the blade, and it was this sliver of Vecna that gave the blade its life and its treacherous nature. Where once there was lifeless steel, there became thought, intent, and, perhaps most horrible of all, a voice. The sword whispered treacheries to the ambitious Kas, night upon night, month upon month, year upon year, until one night, the remains of Kas' discipline was seduced by the rippling edge of the blade. Convinced by his blade that he was Vecna's superior, Kas confronted his dread master upon his Dessicated Throne, and the two of them fought a terrible battle. During the battle, Kas was killed, but before he fell, his blade had dismembered his former master, scattering his remains so that no one may draw them together again. And so it has come to pass that pieces of Vecna have made their way across the Planes... one of these is the Eye of Vecna. It carries with it a bloody, violent history, so much so that many scholars refuse to speak of its treacheries, for fear the eye will come to them, seeking to add another victim to its bloody chronology. The Eye of Vecna was instrumental in the extermination of the House of Hyeric, once the ruling dynasty in Nyrond. It is said to have been behind the sundering of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that poisoned the seas of Malhatai and left the oceanic world barren of life. On the ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe with the potential to lead his suffering people from their shadowed lands to the Gates of Paradise... had not the eye drove Sasaran's father to murder his son as he lay sleeping in his crib. All these kingdoms, all these futures, the Eye of Vecna laid waste. The Eye's powers are said to shift with each new owner, but one thing is certain: no good ever comes from whoever has the misfortune to possess it. It is destined to betray its wearer at a critical moment, failing him when he needs its power the most. GLASS EYE Special: -1 to Damage with All Attacks. THAC0: -1 Weight: 0 This glass eye is a poor replacement for a real one. The wearer's depth perception is impaired while this eye is worn. KALEIDOSCOPIC EYE Invokes: "Chromatic Orb" when held Special: Equipped +1 to All Saving Throws +1 to Save vs. Spells +5% Resistance to Magic Weight: 0 Usable only by Good creatures This shimmering jewel is actually the corpse of a radiance spirit from the Upper Plane of Elysium. When these creatures pass away, they leave their shimmering husks behind. These husks are often mistaken for jewels or semi-precious stones. Their essence is still that of harmony and goodness, and they can only be employed by a creature whose heart is filled with good intentions. The kaleidoscopic eye can either be wielded in the hand or placed in an empty eye socket, depending on whether its owner wishes to use it for defense or offense. When held, the user may summon its power to harness ambient light, twist it, then turn it against his enemies. When placed in the owner's eye socket, the eye grafts itself to the wearer's skull and helps shield its new owner. It absorbs a portion of the energies from incoming attacks and provides proof against all manner of magical attacks. When the Kaleidoscopic Eye's offensive power is exhausted, it cracks and turns to dust. LENS OF CONFOUNDING Special: +2 to Armor Class Weight: 0 Usable only by Modrons This scope possesses a strange ability; it clouds the eyesight of anyone who intends to harm the wearer, making him seem blurry and indistinct to his enemies. The Lens of Confounding makes the wearer harder to hit, giving him a bonus to their Armor Class. LENS OF INHERENT VICIOUSNESS Special: +2 to Damage THAC0: +2 to Missile Weapons Weight: 0 Usable only by Modrons This snap-on magnifying lens somehow seems inherently vicious to you. You can't really explain why this is... you have a strange feeling it's looking at you sometimes, sizing you up. LENS OF PERSPICACITY Special: +1 to Damage +1 Save vs. Spells +3 to Lore Skill THAC0: +1 to Missile Weapons Weight: 0 Usable only by Modrons This powerful lens heightens the perceptions and the thoughts of the wearer when worn. It grants the wearer enhanced deduction abilities, the knowledge of spell-casting (and how to thwart it), and also gives any missile attack greater range and damage. LENS OF SEEING DOUBLE Special: +8 to Damage THAC0: -2 to Missile Weapons Weight: 0 Usable only by Modrons This bizarre bubble shaped scope has two lenses mounted side by side. When looking through it, everything appears double, which makes it difficult to distinguish which target is the real one. The benefit of the lens, however, is any projectile the user fires at a target IS doubled while he is wearing the lens. When equipped, any projectile fired by the lens-wearer splits into two, doubling its damage. LENS OF THE BAT (Cursed) Special: Induces "Blindness" -4 to Damage THAC0: -4 to Missile Weapons Weight: 0 Usably only by Modrons Whether a joke or the result of a bizarre experiment, some insane machinist dabbling in the Art has crafted a lens that "gifts" the user with the vision of a bat. The inventor must have wanted to force the user to appreciate the perspective, as the lens cannot be removed without a Remove Curse spell. LENS OF THE HORIZON Special: -50 to Lore Skill THAC0: +5 to Missile Weapons Weight: 0 Usable only by Modrons This aqua-marine lens of this scope is a drop of water of Oceanus. The water drop has been frozen with the reflection of the Elysium's skies on its surface, giving anyone who looks through it the ability to see objects at an incredible distance. It increases the wearer's chance to hit, but it reduces their ability to look closely at objects. MAGNIFYING LENS Special: +10 to Lore Skill -2 to Damage THAC0: -2 to Missile Weapons Weight: 0 Usable only by Modrons This snap-on lens is good for examining things up close, but makes for a poor sighting scope. NORDOM'S OCULAR THAC0: +1 to Missile Weapons Weight: 0 Usable only by Modrons This snap-on magnifying lens serves as a sighting scope for Nordom's crossbows. It improves his accuracy and looks really intimidating when he slides it down over his left eye. "OPTIX" (Cursed Minor Artifact) Invokes: "Knock" Special: +2 to Damage +15% Critical Hit Chance +1 Luck THAC0: +2 to Missile Weapons Weight: 0 Usable only by Modrons Nordom's Crossbows are not the only gear spirits to have fled from Mechanus - Optix, a somewhat older and more curmudgeonly gear spirit, has been living his last few centuries in an alchemy lab in Sigil. When the alchemist passed away, Optix moved on to various odd jobs, including keg taps, cuckoo clocks, metronomes, corkscrews, and so on, never settling very long in one place. His most recent form, that of a sniper scope, seems to content him for now. Although Optix is an irritating nag to the two younger crossbow gear spirts, he *has* studied the physiology of creatures throughout the Planes. The two youngsters grudgingly admit (with reluctant, strained clicks) that his advice on how to aim for the eyes and other vital areas of creatures is quite valuable. Although it runs contrary to his nature, Optix can actually force itself to be charming to other small mechanical devices... just not for too long . While in Nordom's possession, Optix can be convinced to 'talk' to any locks you encounter and try to persuade them to unlock. This ability is the equivalent of a Knock spell, but it can only be used a certain number of times before Optix gets fed up and refuses to do it anymore. Another unfortunate aspect of Optix's presence is that once he's "comfortable," he doesn't like to come off. A Remove Curse will be needed to pull him off of Nordom's head if he becomes too irritating. RETRACTABLE SCOPE Special: +1 to Damage THAC0: +2 to Missile Weapons Weight: 0 Usable only by Modrons This intricately designed sighting scope folds up into itself when not in use. When activated, it clamps into place over the user's left eye and immediately begins tracking any targets in range with a series of low, threatening *clicks.* The tracking system gives the user greater accuracy with missile weapons and makes projectiles more damaging. STEALTH LENS Special: Phases Wearer +4 to Armor Class +2 to Armor Class vs. Missile Weapons +2 to All Saving Throws +50% Resistance to Missile Weapons Weight: 0 Usable only by Modrons This scope looks as if it's missing its lens, but in fact, the lens itself is displaced in space: if you use your peripheral vision, you can make it out a few feet to your left, just hanging in space. When this scope is equipped, a portion of the wearer phases out, and he becomes EXTREMELY difficult to hit with missile weapons or spells. Furthermore, the wearer is just hard to see, period; it's almost like he's not all there. Depending on who's wearing this lens, it may complement his personality just fine. THE FIENDISH EYE OF KALEM'DARR (Minor Artifact) Special: +2 Charisma +5% Resistance to Fire +5% Resistance to Magical Fire +5% Resistance to Gas Attacks +5% Resistance to Cold +5% Resistance to Magical Cold -1 Wisdom Weight: 0 A well-known and respected fiend from the Lower Planes, Kalem'Darr was a member of the Fated faction in Sigil. His businesses were spread far and wide, and it was said he had a glittering touch, for every enterprise he undertook was successful. He planned carefully, took few risks, and prospered. Occasionally, he was forced to collect on debts - which could be bloody undertakings, but in the end, he always received his payments. One day, one of his debtors came to Kalem'Darr and told him he could not settle his debt with coin... but would provide something of greater worth, if the fiend was interested. The man was a hedge wizard of little power, but he claimed he knew the ways of blessing a businessman's eye so that no opportunity would ever escape his sight. Kalem'Darr, both greedy and intrigued, agreed to accept the enchantment as payment. It worked... too well, as perhaps the wizard has intended. Kalem'Darr's enchanted eye soon saw opportunities *everywhere.* Too many to be exploited, and many others the fiend did not know HOW to take advantage of. What his "blessed" eye saw, his hands made broken - every opportunity he tried to take advantage of, his ineptitude mangled. His businesses fell apart, his financial empire crumbled. He soon found himself in debt to his fellows, who had little sympathy for their former competitor. Kalem'Darr, unable to bear his reversal of fortune, finally plucked the offending eyeball from his socket and placed it within a cube of glass upon his mantle-piece. Then one day... the eye simply vanished. It is said the eyeball itself saw a better opportunity as a free agent, but this has never been proven. When placed within an empty eye socket, not only does the fiendish eye grants the wearer a trace of Kalem'Darr's fiendish immunities, it also grants the wearer a bonus to their dealings with others, allowing them to thread their way through a conversation and take what they need. Still, the blinding array of opportunities the eye presents to the wearer blinds him to the opportunities he does take, reducing how much he learns from his experiences. TIME'S EYEPIECE Special: +2 to Armor Class +2 to Armor Class vs. Missile Weapons THAC0: +3 to Missile Weapons Weight: 0 Usable only by Modrons This snap-on magnifying lens gives the wearer the ability to see a few seconds into the future, allowing them to anticipate where an opponent will be and dodge incoming attacks. Archers and snipers will have a maddeningly hard time trying to pin down anyone wearing this lens. ------------------------------------------------------------------------------- Fist Weapons ------------------------------------------------------------------------------- ANNAH'S PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Annah Annah's common weapons are a pair of jagged dagger blades mounted on iron knuckles. The blades are well-oiled and razor-sharp; in addition, their relatively small size allows them to be concealed quickly when a guard patrol makes a sudden appearance. ASSASSIN'S KNUCKLES Damage: 1-10 Piercing Enchanted: +3 Special: Causes Stunning Silence Poison THAC0: +3 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Thieves A totally redesigned version of ordinary iron knuckles, these knuckles have long razor sharp blades attached to them. In addition, powerful spells have been placed on this weapon to better assist any would be assassin. When used correctly this weapon will stun an opponent making him easier to hit. A spell of silence is also placed on the victim to prevent him from crying out for help or in the case of mages from casting spells. To finish the job, the blades are coated with an exotic poison to ensure a quick death. ENCHANTED PUNCH DAGGERS Damage: 1-4 Piercing Enchanted: +1 Special: +1 Piercing Damage THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent. In addition, the blades have been magically enhanced to increase the damage incurred. ENTROPIC BLADE Damage: 3-23 Slashing Enchanted: +2 THAC0: +2 Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape. It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later. FALL-FROM-GRACE'S KISS Drains Hit Points, Gives Hit Points to Grace Speed: 1 Weight: 0 Proficiency: Fists Usable only by Fall-From-Grace This is Grace's secondary (special) power. It drains six points of health and gives them to Grace. FALL-FROM-GRACE'S TOUCH [Default Weapon] Damage: 1-3 Slashing Speed: 1 Weight: 0 Proficiency: Fists Usably only by Fall-From-Grace This is Grace's basic attack. It does slight slashing damage (1-3). FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists NOTE: Your fist is your default attack. Although the amount of damage you can do with your fists is relatively small, you can attack quickly and the damage you do *is* affected by your Strength. Your punches are lethal; you CAN kill with repeated blows. As long as you have not filled up all your quick weapon slots, you can always select 'fist' as your current weapon. FIST IRONS Damage: 2-4 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages This crude iron bar is designed to slip over the fist, with the thick portion resting in the palm and the iron ring facing outwards, over the knuckles. While wearing these fist irons, a single punch can shatter someone's jaw. NOTE: Many weapons in Torment do similar amounts of damage... but the *type* of damage each weapon does varies. Some creatures are more vulnerable to certain types of damage than others; if your current weapon isn't doing much damage against a creature, chances are it is resistant to it. Switch off weapons and see which one works best. "GAUNTLETS OF CELESTIAL FIRE" Damage: 3-18 Crushing Enchanted: +3 Special: +2 to Armor Class +10 Fire Damage +10% Resistance to Crushing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Fist Usable only by Fighters and Thieves Usable only by Lawful Good characters "Celestial Fire" was the only object that Trias had left to remind him of the Upper Planes. The blade became a pair of gauntlets in your hands. They is warm to the touch, and flames have been carved across the knuckles of the gloves. The intricacy of the carvings is breathtaking; they are done with such skill that the gauntlets seem to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the gauntlets is unfamiliar... it is heavy, but it shines like silver. The gauntlets look several millennia old. A faint hum can be felt within them, and the vibration becomes stronger when they touch human flesh. Not surprisingly, the "Gauntlets of Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, the "Gauntlets of Celestial Fire" burst into a holy radiance that burns any evil creature they strike in combat. GAUNTLETS OF RENDING Damage: 2-7 Slashing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These leather gloves give the user the ability to use his hands like claws. When the wearer attacks a foe with his hands, long black talons lance forth from the fingers of the gauntlets and allow the user to rake an opponent for additional slashing damage. When the wearer is not attacking, the talons recede back into the gauntlets...although they seem to do so reluctantly. When the talons are not extended, the gauntlets appear to be nothing more than stiff leather gloves. GAUNTLETS OF TEETH (Cursed) Damage: 3-8 Slashing Damage: 1-2 Crushing Enchanted: +1 THAC0: +2 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These gauntlets have had many names over the centuries. Some have termed the gauntlets the 'Gauntlets of Hunger.' Other terms have ranged from 'Gloves of Greed,' or, among the stupidest, 'the Gnashing Gloves.' The Githzerai called them 'they-which-devour,' and believed them to be an artifact fashioned by the slaadi, the intelligent carnivorous frog-like beings that inhabit the plane of Limbo. The most common name for this item is the "Gauntlets of Teeth." The exact creature from which the bones originate from is unknown. Nonetheless, when the nature of the gloves is revealed, their power awakens as soon as they are used in combat. When the user punches an enemy, the bone exteriors of the gloves peel back to reveal several rows of teeth. These teeth sink greedily into the foe's body. These teeth are not jagged -- they are mostly wide and blunt, but they clamp onto a target with the strength of a giant, doing additional crushing damage when punching an opponent. IGNUS' FIREBALL Damage: 1-3 Missile Damage: 2-8 Fire Speed: 5 Weight: 0 Proficiency: Fists Usable only by Ignus This is Ignus' main attack. It is a series of fireballs he fires at an opponent. IRON KNUCKLES Damage: 1-3 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages Iron knuckles that slip over the fingers, giving your fists the extra "oomph" they need to deliver bone-crushing punches. MAGIC PUNCH DAGGERS Damage: 1-4 Piercing Enchanted: +1 Special: +2 Piercing Damage THAC0: +2 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent. In addition, the blades have been magically enhanced to increase the damage incurred. MARK OF THE SAVANT Damage: 3-18 Piercing Enchanted: +4 Special: +2 to Armor Class +1 to Dexterity +15 to Base Hit Points +25% Open Locks Skill Bonus +25% Stealth Skill Bonus +10% Detect Trap Skill Bonus THAC0: +3 Speed: 2 Weight: 3 Proficiency: Fists Usable only by Thieves Cleverly designed, this object splits into two pieces to form punch daggers. When properly used they are deadly in combat. The easily accessible levers and gears shoot out and twist various blades almost as if they were extensions of the hand. Although excellent as a combat weapon, those same mechanisms used to shred the flesh of an enemy can also be used for the delicate procedures of opening locks and disarming traps. Only the most gifted of thieves possess items such as this. As it takes keen mind and skill hand to properly operate. PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent. PUNCH DAGGERS OF MOORIN Damage: 2-8 Piercing Enchanted: +2 Special: +1 Piercing Damage +2 to Armor Class +1 to Luck THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves These daggers were once wielded by Moorin, the jinxed. Moorin was a hapless young woman who became a thief through a series of disasters. Each of these "accidents" resulted in the death of the trainer for whatever profession she chose. Out of desperation Moorin trained herself in the art of Thievery with laughable results. Moorin's thieving career was filled with numerous mishaps that involved her in combat situations. Each such combat often ended with Moorin being seriously wounded and thrown into prison. When it became obvious that Moorin was not long for this world her father, Arch-mage Xoorcon, created these magical blades for her use. With the luck provided by her new blades Moorin was actually able to successfully strike an opponent in combat (which came as a shock to her). While her opponent was busy bleeding, Moorin would make good her escape. Unfortunately, during one such escape, Moorin tripped, fell on her dagger and died before she could staunch the bleeding from her wounds. PUNCH DAGGERS OF SHAR Damage: 1-4 Piercing Enchanted: +3 Special: +2 to All Saving Throws +35% Resistance to Magic Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves These daggers were once wielded by Shar, the Mage-slayer. Shar was an assassin of some merit who decided to specialize in the 'removal' of mages for large sums of gold. To further her goal she commissioned the creation of these blades by the mage Thex Voorton. With her new weapons in hand she was quite successful at her craft. Shar met her demise when she was hired to assassinate the very mage who created the daggers. Much to her surprise the weapons failed to harm their creator, Thex, nor did they grant Shar protection against his spells... PUNCH DAGGERS OF TRUE DEATH Damage: 1-4 Piercing Special: Poisons Target THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves Usable only by Dustmen To ensure that the recipient reaches the "True Death", these daggers have been coated with a powerful poison. PUNCH DAGGERS OF ZAR 'ANUN Damage: 3-12 Piercing Enchanted: +2 Special: +2 Piercing Damage +2 to Armor Class +35% Stealth Skill Bonus THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves This infamous weapon is said to have once been wielded by the assassin Zar 'anun. At first nothing more than a little known thief, Zar'anun soon rose high in the ranks of his guild by assassinating everyone who got in his way. His career came to an end when one of his 'possibly next' victims noticed that the upcoming thief was never without his daggers, keeping them with him even while bathing. When the daggers mysteriously disappeared, so did Zar 'anun. SHARDS OF FATE Damage: 10-100 Piercing Special: Breaks after first use Speed: 1 Weight: 5 Proficiency: Fists Usable only by Fighters These are gauntlets have been created from special crystals found only on the planes of Baator. When struck by these gauntlets, the crystals will shatter into thousands of pieces, tearing into the flesh and bone of those unlucky enough to be struck. Although heavy metal plates protect the users hands, there remains a slight chance that some of shards may strike the user. SIPHON KNUCKLES Damage: 1-6 Piercing Enchanted: +2 Special: Transfers Hit Points From Target to Wielder THAC0: +2 Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages These knuckles have had large metal spikes added to it, so as to pierce armor as well as flesh. Used by the less savory inhabitants of Sigil, these knuckles have the ability to drain the life force of an opponent and at the same time is able to rejuvenate the wielder. SPIKED GAUNTLETS Damage: 1-4 Piercing Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of spikes bristle along the knuckles of these gauntlets, allowing the wearer to perforate any target they punch. SPIKED GAUNTLETS OF OGRE POWER Damage: 4-6 Crushing Damage: 4-6 Piercing Enchanted: +1 THAC0: +3 Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves A ridge of huge black spikes bristle along the knuckles of these metal gauntlets, allowing the wearer to perforate any target they punch. Clamps line the edges of the gauntlets, as if to secure them in place once worn. This gauntlets bear an enchantment that allows the user to strike opponents with the strength of ten men. The spikes along the knuckles simply add insult to injury, as any victim whose bones are not shattered by the initial attack will slowly bleed to death from the jagged wounds the spikes inflict. SPIKED KNUCKLES Damage: 1-6 Piercing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages These iron knuckles have been improved upon by the addition of tiny spikes. In addition, a minor enchantment has been placed on them making them lighter and stronger than ordinary iron. UMEI KAIHEN Damage: 3-21 Piercing Enchanted: +3 Special: +3 to Dexterity +10% Open Locks Skill Bonus +10% Detect Traps Skill Bonus +10% Stealth Skill Bonus THAC0: +3 Speed: 2 Weight: 0 Proficiency: Fists Usable only by Fighters and Thieves These punch daggers seems to almost slip from your grasp as you hold it, yet at the same time, it invokes a strange sensation as you wield it, as if fate itself was changing in your favor. As a dagger-type weapon, it is massive and fearsome, with sharp serrated edges along both sides. It is bathed in a vibrant, royal purple hue. Along the hilt is carved the word: "Hii 'toh 'mi." ------------------------------------------------------------------------------- Misc. Items ------------------------------------------------------------------------------- ABYSSAL PIPE Invokes: "Cloudkill" Weight: 0 This a small pipe wooden pipe, carved to resemble the head of a demon. When used, this pipe billows forth great gouts of deadly fumes from the planes of the Abyss. ADDER'S TEAR Invokes: "Adder's Kiss" Weight: 0 This glistening green tear is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and gives the user the ability to spit forth spiraling bolts of acidic green energy at an opponent. ASHES OF THE PABULUM Summons Trelons Weight: 1 Not usable by Mages Usable only by Nameless One These ashes are all that remains of a school of illusionists called the Pabulum. According to their expedition logs, they traveled to the Plain of Shale in search of the lost works of the Fosterer, a powerful sorcerer who once ruled an empire where the Plain of Shale now lies. The naive illusionists were successful, and they stumbled across one of his lost works: a hive of vicious creatures called the Trelons. The remains of the mages were found days later by two bariaur scouts and were burned over a pyre as a symbol of their folly. To unlock the power of these ashes, one only needs to stir them with the index finger of the left hand, then sprinkle a pinch of the ashes into the air in a circular pattern. The smell of the remains of these dead mages is said to cause a Trelon to appear to serve the user. No one knows where the Trelons originated from, but they seem to combine the worst characteristics of demons and insects. They seem to bear an insane hatred for mages, but the reason for this is unknown. BANDAGES Special: Heals 3 Hit Points Weight: 0 This is a roll of bandages, useful for stanching minor wounds. NOTE: When used, bandages will heal a character for 3 hit points of damage. To use them, either select the 'Use' button below or place them in one of your quick slots and use them on the quick action menu on the world screen. NOTE: Bandages are "stackable" items. When you pick them up, they automatically stack on top of one another in your inventory, freeing up slots for other items. If you wish to unstack them for any reason, simply double click on the item. You will then be given an option to divide the stack. BLACK-BARBED CHARM Invokes: "Black-Barbed Shield" Weight: 0 This is a string of black barbed seeds linked together by one of Ravel's long gray hairs. This is one of Ravel's improvised charms; when the string of seeds is sliced in the right spot, the necklace unravels around the caster, surrounding the user with a black-barbed shield that will help protect them from attacks and will also damage anyone attempting to harm the caster. BLACK-BARBED WAND Invokes: "Black-Barbed Shield" Invokes: "Black-Barbed Curse" Weight: 1 Usable only by Mages This twisted branch is actually composed of three black branches that have grown tightly around each other. The branches look much like the ones in Ravel's maze, but the branches have none of the black barbs that covered the trees in her maze. This black-barbed branch is a wand forged from the trees in Ravel's maze and endowed with a fraction of her magical power. By calling on the power within the wand, the wielder may summon forth a shield of black brambles to protect the caster from harm or cause a series of black brambles to rip from the earth around a target and enfold them in their constricting embrace. The wand itself only holds a certain amount of Ravel inside it, and once expended, it becomes useless. NOTE: To change which spell is cast from this item, first place the wand into your quick item slot. Now right click on wand to bring up the description. By selecting the abilities button you will be able to change which spell you may cast. BLESSED CANDY Invokes: "Bless" Weight: 0 This piece of delicious milk chocolate has had its creamy, caramel center blessed by a powerful priest of an unnamed power of good. Eating it will confer this blessing upon the devourer. BLOOD CHARM Special: Heals 18 Hit Points Weight: 0 This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's veins and heart. Like its younger cousin, the clot charm, the blood charm stimulates the user's blood into clotting and scabbing over existing wounds, healing damage the user may have suffered before consuming the charm. However, while the blood charm's initial healing effect is more powerful than the clot charm, it has no other lasting effects. BLOOD FLY CHARM (ABISHAI) Special: Heals 3 Hit Points Increases Regeneration Weight: 0 Blood flies are pests believed to have originated from one of the Lower Planes. In many ways, they resemble mosquitoes with an insatiable appetite -- a cloud of blood flies can suck all the blood from a human body within minutes. Their stingers are capable of penetrating even the skin of fiends. Despite their vicious appetite and temperament, blood flies are used by healers to draw forth diseased blood from an individual or even drain blood from a dead body. On occasion, blood flies are used to siphon off rare types of blood and are then paralyzed with powders or spells and kept in storage for future use. This particular blood fly charm seems to hold the blood of a lesser fiend, an abishai, in its food sac. When this paralyzed fly is consumed, the user heals a small amount of damage immediately and also gains the ability to regenerate for a certain period of time. If the character is already able to regenerate, then the regeneration rate is increased. BONE CHARM Special: +2 to Armor Class +2 to Armor Class vs. Crushing Attacks +15% Resistance to Crushing Attacks Weight: 0 This old finger bone charm has been hollowed out and tiny symbols have been scratched on its surface. A user must snap it in two to activate it. When snapped, the bone charm temporarily strengthens the user's skeleton and acts as a ward against breaks and fractures. The charm gives the user an overall bonus to their armor class and additional resistance against crushing attacks. CANDLESTICK Weight: 2 This candlestick has seen much use. Dents and nicks adorn the tarnished surface. CHARCOAL CHARM Special: +50% Resistance to Fire +25% Resistance to Magical Fire Weight: 0 This piece of charcoal is a charred bone fragment of some creature, perhaps a finger bone or a talon. Various symbols have been scratched onto its surface... the scratchings are so faint you almost missed them. This charcoal charm temporarily protects the user against flames and extreme heat. To use the charm, the charred bone is snapped and both halves are ground to powder, then the charcoal dust is rubbed over the heart of the user. CHARM OF INFINITE RECALL Special: Lore Skill set to 100 Weight: 0 While practicing, some Mage students discovered a means to condense and store knowledge into a charm form. This particular charm contains the entire resource library of the famed Charon School of Mages. Unfortunately, the effects of this charm are fleeting and the user is rendered unintelligible for a short period of time. NOTE: This charm can be used to "identify" unknown items. It can *only* be used on the quick item menu on the world screen. After the charm is used, the user must then enter their inventory screen and right-click (i.e., "examine") each item they want to identify. The charm will only allow the user to identify objects that are in his possession -- items in other character's inventories cannot be identified this way. The effects of this charm are temporary and must be used quickly. CLIPPED COPPER CHARM Special: Minor Copper Blessing +1 to Luck (temporary) Weight: 0 This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. Although many Hive dwellers practice this method of "making money," when the Fated faction practices it, they do so with a frightening sense of purpose, creating charms that reflect their own miserly natures. In order to create these charms, the Fated faction seek out failed business owners and other individuals who once possessed great wealth, then had a reversal of fortune and were left desitute. These individuals are then given enchanted carving blades and asked to "clip a copper" for the Fated in a tedious day-long ritual, which infuses the copper coin with the last traces of their former luck. The ritual and the nature of the individual clipping the copper allows a minor enchantment to seep into the coin and affect the fortune of the whoever uses it. When the clipped copper charm is flipped into the air, it will spill into a rain of copper pieces, and bestow some luck upon the user. CLOT CHARM Special: Heals 9 Hit Points +5% Resistance to Slashing Attacks +10% Resistance to Piercing Attacks Weight: 0 This glistening blood drop is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's bloodstream. The charm stimulates the user's blood into clotting and scabbing over existing wounds, healing any minor damage the user may have suffered before consuming the charm. Furthermore, as long as the charm is in effect, the player's blood becomes more "aware" of new wounds that occur, especially any attacks that draw blood. The charmed individual becomes more resistant to slashing and piercing attacks, as their blood clots and scabs over the wound as soon as the flesh is torn. COCKROACH CHARM Special: +4 to Armor Class +2 to Armor Class vs. Crushing Attacks +10% Resistance vs. Crushing Attacks Weight: 0 Cockroaches are as common on the Planes as other scavengers. The shell of this particular dead cockroach has been dotted with paints and faint arcane symbols. The magic contained within the charm is activated when the roach is consumed. When swallowed, the recipient temporarily gains the protection of the cockroach. Their skin hardens, taking on the strength of a suit of chain mail armor, and the charmed individual becomes difficult to squash, giving them added protection vs. crushing attacks. CODEX OF THE INCONCEIVABLE Weight: 3 What you had first taken to be a rather unassuming book held closed by a tiny brass lock is, in actuality, bound in strange leathers and enchanted bronze. It is labeled simply: 'The Codex of the Inconceivable.' CORPSE FLY CHARM Invokes: "Swarm Curse" Weight: 0 This corpse fly looks like it was frozen; it appears to be dead, but you can't be sure. The magic contained within the charm is activated when the insect is consumed. When swallowed, the recipient suddenly becomes extremely nauseous... a few seconds later, the charmed individual expels a stream of insects from their nose and mouth. Provided the charmed individual can keep their wits about them after the casting, the caster can send this cloud to attack a target. CRANIUM RAT CHARM Special: +5% Detect Traps Skill Bonus +5 to Lore Skill +1 to Intelligence Weight: 0 The body of this cranium rat has been specially prepared: its insides have been hollowed out and stuffed with various herbs and shreds of papyrus containing arcane symbols. When the charm is consumed, the user gains a temporary increase to their reasoning and perception abilities; it feels as if the player is looking through several pairs of eyes and sifting through several minds at once... the sensation is somewhat dizzying for a minute or two, but there are no harmful side effects. CRUNCHITY CANDY Invokes: "Armor" Weight: 0 This piece of chocolate is coated with a crisp, sugary shell. Eating it temporarily coats the devourer with a magically crisp, crunchy coating of their own. DHALL'S QUILL PEN Special: Permanent +1 to Lore Skill Weight: 0 Usable only by Mages Examination of the quill pen reveals that the feather is from a Vrock, one of the many races of tanar'ri that fill the Abyss. The Vrock resemble huge vultures, and they are often used as scouts for the tanar'ri forces in the Blood War. Dhall used this quill pen all of his life, and as such, it carries some of his experiences and memories inside it. By snapping it, you will absorb a portion of his knowledge, giving you a permanent bonus to your Lore skill. DIRTY RAT CHARM Special: +10% Stealth Skill Bonus +5% Pickpocket Skill Bonus -1 to Charisma Weight: 0 Usable only by Thieves This cranium rat tail charm is particularly filthy and smells faintly of vomit. The tail is stiff, like a wire, and it can be bent into different shapes... it would almost make a great lockpick, except it is too thick. When this rank charm is consumed, the user temporarily becomes much stealthier and shiftier, giving them a greater chance of success with hiding in shadows and picking pockets. People viewing the charmed individual will detect something unsavory about him, however, reducing first impressions accordingly. This unsavoriness will last only as long as the charm is in effect, however. DIVINE CENSER Invokes: "Raise Dead" Weight: 3 When lit, this censer has the power to entice the soul back of the recently departed. Unfortunately, there is only a limited amount of incense left in it. EMBALMING FLUID Special: +2-8 to Hit Points +1 to Armor Class Weight: 1 Usable only by the Nameless One and Morte This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Effects are temporary. FANGED MIRROR OF YEHCIR-EYA (Minor Artifact) Invokes "Soul Exodus" Weight: 1 The Fanged Mirrors of Yehcir-Eya were the hope of an empire. The last Great Matriarch of the Sea of Black Sand, Yehcir-Eya, found herself slowly dying. Surrounded by rival nations that wished to claim her lands for her own, Yehcir-Eya sought to choose one of the Lesser Matriarchs from the surrounding nations and enter into an alliance, preserving her nation against invasion. Yet she knew not which of the Lesser Matriarchs to trust. Consulting her oracles, she asked them for a means of testing the hearts of the Lesser Matriarchs. They told her to travel to the edges of the Sea of Black Sand - there, where the shifting black sand gave way to slate, she would find what she sought. The Great Matriarch journeyed many leagues, travelling on foot until she reached the edges of the Great Sea. There, her feet fell upon a great plate of silvered glass the size of a courtyard embedded in the floor of the desert. Her oracles instructed her to cut the great glass and fashion thirty-three mirrors. These mirrors were sent to the Lesser Matriarchs of the surrounding nations as gifts. The mirrors would test their hearts, the oracles predicted. No one is certain what happened on that final night, but with every mirror that was delivered, a Lesser Matriarch fell dead. There were wild tales of spectral forms that crawled from the bodies of the Lesser Matriarchs as they gazed upon the mirrors, and the howling cries as they strangled their owners. In response to the assassination of their leaders, the surrounding nations attacked the nation of Yehcir-Eya and razed it to the ground. The Fanged Mirrors of Yehcir-Eya were scattered and lost. According to several planar scholars, the Fanged Mirrors had the ability to cause a soul to slip from its owner and take on physical form. Whether it was because the Lesser Matriarchs were consumed by greed and a desire for conquest or whether the great plate of silvered glass found on the edges of the Sea of Black Sand was evil in itself, the mirrors created a vicious reflection of their owners. Their souls took on substance and killed their owners. The fanged mirror can be used against an opponent - when used, it will reflect a spectral version of the target that will appear and attempt to kill him. FROSTY MINT CANDY Invokes: "Friends" Weight: 0 This small, round bit of hard candy makes the devourer's breath so winter cool and frosty, minty fresh that their Charisma is increased considerably for a period of time. GORDIAN KNOT (Unique, Artifact) Special: Permanent +2 to Charisma Permanent -1 to Wisdom Weight: 0 Usable only by Fighters The knot binding the two ends of this rope together holds a powerful magic. When this knot is severed by a fighter with an edged weapon, the warrior gains a rush of confidence and arrogance, reducing their Wisdom but raising their Charisma. The user is also beset with the urge to gather an army and rush out and conquer the Planes, but this urge does not rule the user's actions. It is said that this is a knotted piece of rope that was cut in two by a conqueror on a distant prime material world. Every time the knot is severed, it disappears, showing up years later in the hands of another who can make use of its power. HEALING SCROLL Special: Heals 33 Hit Points Weight: 0 This tissue-thin vellum scroll was part of Deionarra's legacy. The scroll is neatly rolled up and wrapped with a red ribbon. When the ribbon is opened, the healing magic contained within the scroll is released. The scroll will heal even the most critical of wounds. It disintegrates into powder when used. HEART CHARM Special: Heal 27 Hit Points Reduces Fatigue +10% Resistance to Slashing Attacks +20% Resistance to Piercing Attacks Weight: 0 This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's veins and heart. The heart charm is more powerful than the blood and clot charms, and it heals a number of wounds instantly, even serious or critical injuries. Furthermore, the user will also gain a rush of energy, removing any fatigue they may be otherwise feeling. HEART OF THE FOSTERER (Minor Artifacts) Special: Summons the Sohmien Weight: 1 Usable only by Evil and Neutral Characters This strange object is said to be the "Heart of the Fosterer." According to legend, the Fosterer was a sorcerer who built his empire upon the Plane of Shale many centuries ago. He was rumored to have 3,333 hearts, and each of them carried in it a different evil he had committed in his lifetime. One of the evils he committed was the discovery of how to summon the Sohmien and bind them to his will. It is said that the Fosterer was carried away by these beasts after he invoked them against some ancient foe, leaving only his hearts behind. According to planar scholars, the Sohmien are fiendish horses, said to have been born from the blood of the last of the nightmare lords. They're not so much flesh and blood as an abstract given substance. They come to anyone who seeks revenge and bind themselves to them. They were born from a great treachery at the Gloom Meet, the time when the fiends gather to speak to the others of their kind. The nightmares ride the skies to gather the fiends to this meeting, acting as messengers. While the fiends saw the nightmares are helpful, convenient allies, they had grown tired of bartering with the last of the nightmare lords for his consent to use them. So the fiends called a Gloom Meet only for the purpose of killing. They lured the nightmare lord there to kill him, and when he arrived, the fiends set upon him. He beseeched the other nightmares for aid, but they only watched, their eyes aflame as their lord was attacked. The fiends tried to put him in the dead book - they scattered the earth with caltrops covered with the foulest poisons in the hells, hurled barbed cold-iron spears a league wide into him, and when he tried to take to the air to escape, they turned the sky alight with magick, blinding his eyes white. They struck at him with everything in their hateful arsenal - but no matter what they struck him with, he was too proud to die. They hounded him to the edge of the Outlands, firing their cruel arrows and spears into him until he staggered into the Hinterland mists and died there... or so it is said. It's said that as the nightmare lord stumbled into the mists of the Hinterlands, his dark blood left a steaming trail across the landscape. Wherever his blood fell, the Outland itself cried out, wailing like a banshee, uttering the cries the nightmare lord would not. Less than a year later, the Sohmien rode from the Hinterlands, seeking out any nightmares and fiends where they could find them. Their cries were the same as had risen from the blood wounds on the Outlands, and their minds were focused solely on revenge. It is said that gripping the heart of the Sohmien and wishing harm upon another will cause them to appear. The Sohmien will answer the user's call, then fade into the mists from which they came. HOLY CANDY Invokes: "Protection From Evil" Weight: 0 This piece of sweet, dark chocolate has had its crunchy, praline-filled center prayed over by the Eoialn, an order of wise, mystical monks from the Prime World of Irm. Eating it will protect the user against the forces of evil for a time. KASSEG, CEREBRAL PARASITE Special: +3 to Intelligence +1 to Wisdom Immunity to Panic Weight: 1 The *kasseg* are a species of mental parasite feeds on the nervous energy of sentient creatures. Believed to be a deviant branch of the dreaded intellect devourers, the kasseg is different in that it soothes the mind and bolster its host's higher mental processes, taking over certain mundane thinking tasks in exchange for feeding on his nervous energy for a time. To "use" the *kasseg*, the user simply attaches it to his bare skin. The *kasseg* then excretes a mucus-like resin that acts as a means of communication between the victim in itself. Once "attached," the *kasseg* lifespan drops to only a few hours. KNOT CHARM Invokes: "Strength" Weight: 0 This charm is made from a small piece of hemp knotted into a loop. No matter how much you study it, however, you cannot seem to figure out how the knot was tied... it looks like it has been wrapped around, inside and even *through* itself several times. Ironically, despite the knot's complexity, it comes undone easily when pulled. The person undoing the knot charm temporarily gains a rush of strength, allowing them to do more damage with melee attacks and carry more weight. LADY OF PAIN RAG DOLL Weight: 1 The years haven't been kind to this tiny rag doll; it is coming apart at the seams, and it looks like its threads are unraveling. It is obviously intended to be a replica of the Lady of Pain, but the button eyes and its plush softness don't strike much fear into your heart. LUCKY CANDY Invokes: "Luck" Weight: 0 This moon-shaped piece of chocolate is filled with tasty marshmallow creme. Eating it increases the devourer's luck for a time. MASLOW'S PYRAMID Special: Reduces Fatigue Reduces Intoxication Heals 9 Hit Points Weight: 7 Maslow's Pyramid removes the need for food and drink, and also deadens the user's feelings toward pain. It initially holds thirty-three charges, which can remove fatigue remove intoxication effects, and heal a character for nine points of damage per charge. MECHANUS CANDY Invokes: "Call Lightning" Weight: 0 The piece of hard candy is shaped like a small gear or cog. It is chocolate-flavored with a slight, metallic aftertaste. Placed in the mouth, it tingles slightly as small crackles of electricity play over it. If the conditions are right, lightning has been known to issue from -- or strike -- the eater of such candy. MINAUROSIAN CHOCOLATE Invokes: "Swarm Curse" Weight: 0 Eating this moldering, bitter piece of chocolate will result in the devourer vomiting forth great clouds of angry insects. MIRROR OF IMAGING Special: Creates 1-4 Mirror Images of self Weight: 2 This magical mirror creates duplicates of anyone reflected in it's surface. The effect is similar to the wizard spell 'Magic Mirror'. From 1 to 4 images are created. Each image is identical to the user of the mirror and may confuse enemies. There is a chance that an image will be targeted rather than the mirror user. MODRON CUBE Weight: 1 This small metal toy is a replica of a cube-like mechanical creature with huge eyes on one of its faces. The toy has two legs, two arms, two folding wings, and at least eighteen points of articulation. Maybe it's a collector's item. The intricacy of this toy is incredible; its joints are composed of tiny gears, cogs, pulleys, and swivel joints, and there are even tiny springs on the legs that help support the feet. There is a little switch on the back that moves the eyes back and forth, and the wings are made of some tissue-like metal that folds up neatly when the wings are flush with the body. Despite the toy's awkward shape, it rests easily on any surface, no matter how uneven. MONSTER JUG Weight: 4 This is a heavy, plain-looking, metallic jug with a hinged stopper. Despite its common appearance, you feel reluctant to touch the thing, as if it might bite you. You've been told there's some sort of monster trapped inside of it - but peering into the jug's mouth reveals nothing but inky blackness. MURK Invokes: "Blacksphere" Weight: 0 This is a small bottle containing some dark liquid. The liquid contained within seems to be thicker and blacker than ordinary liquid. The blackness of the liquid is so dark that light seems to be absorbed into the liquid. NEEDLE AND THREAD Special: Heals 6 Hit Points Weight: 0 This is a spool of thread and a small bone needle. They look like they're used for stitching up wounds... in living or dead bodies. When used on a creature, it heals 6 hit points of damage. PORTAL LENS Weight: 0 This magical device can form a gateway to other locations by temporarily attaching itself to known, existing portals. This allows the user access to the portal without traveling to it. QUIVERING CANDY Invokes: "Strength" Weight: 0 This heavy chunk of solid chocolate quakes and trembles in your hands. When consumed, the devourer's muscles ripple with similarly powerful spasms, increasing their strength for a period of time. RAT CHARM Invokes: "Confusion" Special: +2 to Armor Class +1 to Strength +1 to Constitution -2 to Wisdom Weight: 0 Usable only by Chaosmen This strange charm of woven rat tails was made by Barking-Wilder, and it has been infused with some of his chaotic spirit. When worn, it helps the wearer shrug off physical attacks and gives him an insane rush of strength and energy (but reduces the wearer's wisdom accordingly). When held in the hand, it can also be used to confound others for a limited period of time. This item can be used only by Xaositects. ROD OF MODRON MIGHT Special: Summons 1-3 Modron Constructs Weight: 5 This magical rod allows the user to summon Modron constructs to do battle with his enemies. From one to three constructs are summoned. The constructs will fight fearlessly to the death. SADISTIC FRAME Invokes: "Pain Mirror" Weight: 1 When used, this item causes an attacker to feel the same pain and hurt that he has inflicted upon the user. NOTE: This item must be used from the Quick Items menu. SCENT OF THE STORM Invokes: "Acid Storm" This is a perfume bottle. A small atomizer is attached to the bottle that produces a fine mist when used. There seems to be a small amount of liquid left in the bottle. Spraying this into the air will call forth a storm of acid to fall upon your enemies. SHACKLES OF LIGHT Invokes: "Chain Lightning Storm" Weight: 10 Somehow someone or something has managed to transform the power of lightning and turn it into a solid form. These shackles contain all the power and fury of a lightning storm and at one time could probably contain even the most powerful of creatures. Now, it looks as if the spells that have bound the lightning are failing, as evident by the constant discharge of energy. Throwing the chains should be enough to release the energy contained in the chains. SHAMANIC ROD Invokes: "Magic Missile" Damage: 2-5 Points of Damage per Missile Range: 180 ft. + (30 ft. / level) Duration: Instant Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 1 Usable only by Mages This is the severed foot of some large bird. For whatever reason, someone has enchanted it, making it capable of casting the spell "Magic Missile" for a limited number of times. STINKY CHOCOLATE Invokes: "Cloudkill" Weight: 0 This foul-smelling, oozing bit of chocolate will cause its eater to breathe out great gouts of toxic fumes when consumed. STONE GULLET OF L'PHAHL THE GROSS (Unique, Artifact) Special: Permanent +1 to Save vs. Poison Permanent +15% Resistance to Acid Weight: 3 The Gurgling Stone Gullet of L'Phahl the Gross is not as well known as most artifacts tend to be; no wars have been waged over it, no betrayals, no epic journeys into the underworld... only a few moralizing sorcerers, a fat man, and his stomach. As the "legend" goes, L'Phahl the Gross was said to have been a promising practitioner of the Art, a sorcerer's apprentice to one of the Last Seers of Es-Annon. Despite his skill at the Art, however, his gluttony was the subject of much ridicule among his peers. During the last great Massing of Es-Annon, L'Phahl was invited to dine at the center table, but unknown to him, his peers had filled his wine goblet with an elixir of turning flesh to stone to teach the rotund student a "lesson." L'Phahl consumed such great amounts of food and drink during the Mass, however, that it diluted the potion's effects. Complaining of a stomach ache hours after the feast, the local healers discovered that L'Phahl's stomach had turned into stone, yet was still capable of digesting food. L'Phahl lived the rest of his days happily eating, though his gullet was a few pounds heavier than before. When he finally died, his stomach was removed as an oddity... and since then, it has 'wandered' the Planes in search of new stomachs. To use the artifact, one must consume it (it has the consistency of stale bread)... so doing will turn the eater's stomach into the stone gullet. Devouring the stone gullet of L'Phahl will grant the user the blessing of stone and rock and slight resistance to (stomach) acid. SYMBOL OF TORMENT (Greater Artifact) Invokes: "Rune of Torment" Weight: 0 Usable only by Nameless One This strip of flesh holds the symbol of Torment that you have always worn; it peeled away from your arm when you realized your true name. The symbol no longer rules you, and you may harness its power to bring retribution against your enemies. Merely holding it and invoking its power will summon all the pain and suffering from your past incarnations upon your foes. TEAR OF SALIERU-DEI (Artifact) Special: Permanent +1 Constitution Weight: 0 Usable only by Lawful Good Characters This glistening red tear was shed by the martyred Harmonium officer Salieru-Dei when he was put to death on the Harmonium's home plane of Ortho. Mistaken as a member of the hated Revolutionary League, Salieru-Dei's obedience and loyalty was such he could not bring himself to challenge the allegations of his superiors. At the moment of his execution, three tears fell from his right eye and turned to stone as they fell upon the flagstones of the square. Ironically enough, an anarchist subsequently revealed the Harmonium's mistake to the public, discrediting them. Ever since, the tears of Salieru-Dei have been considered relics of the Harmonium... and used as a lesson to the evils of unquestioning obedience by the Revolutionary League. TEARS OF SORROW Invokes: "Elysium's Tears" Weight: 1 Contained in this bottle are the tears of sorrow that were shed by this persons relatives. All the rage and anguish of this person's senseless death in battle are contained in this smiling bottle. By throwing this bottle at an enemy, their wrath can be unleashed. THE GRIMOIRE OF PESTILENTIAL THOUGHT Weight: 2 This black-bound tome seems to radiate a slight rotting smell, and the covers are unpleasant to the touch - like uncured human flesh left out in the sun. Rusted buckles on the cover seal it against the elements. It is the Grimoire of Pestilential Thought, an arcane tome created ages ago for purposes unknown, the purpose of which is to teach mortals the nature of evil. Some sages warn against its use, while others urge it. It is said to grant mighty magical powers when services are performed for it. THE UNBROKEN CIRCLE OF ZERTHIMON Weight: 2 Usable only by Dak'kon This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken Circle is a *zerth* religious text, containing teachings of Zerthimon, the founder of the githzerai people. The Circle is made up of a series of interlocking circles that fold out from one another, depending on which branch the reader wishes to follow in the path of teachings... it is said that some zerths spend years poring over the combinations of the plates, looking for new significance in the teachings. Dak'kon seems to use the text as a means of focusing his spell casting abilities, for he pores over the tablet occasionally, memorizing the words. THRICE-BLIND CHARM Invokes "Blindness" Weight: 0 These three cranium rat tails have been woven into a small charm. Despite the separation from their owners, however, they still twitch occasionally, as if irritated. To use this charm, the caster must select a target within his line of sight, then, while remaining focused on the target, untie the charm. The target's vision will turn black for several minutes, rendering them helpless and reducing their combat ability drastically. TOME O' CHEATS Weight: 4 This is the infamous Tome o' Cheats, a massive libram of sleazy little loopholes and the like written through the collaboration of dozens of dastardly power-gamers. As soon as it's decided exactly how much of its possible functions can be implemented in the short amount of time we want to allot to it, you'll be able to cheat, cheat, *cheat* like mad with it. Hoody-hoo! WHISPERING FLASK Invokes: "Aid" Special: +2 to Strength Usable only by Githzerai This container holds a peculiar powder called "Whispering Motes" (loose translation of the Gith expression), a form of healing powder commonly used by the githzerai on the Plane of Limbo. When the stopper is pulled and the spice touched on the skin of a wounded person, the spice travels through the injured person's body, generating raw matter to fill up the "holes" in his physical form, no matter how small or large. In order for the spice to work, the user must concentrate on its healing effects... with the proper discipline, a practiced githzerai can even heal the greatest of wounds. In addition to its curative properties, it is also the element in several of their rites of passage... it is believed that the spice also fills in the "holes" in a person's psyche, removing doubts and giving them focus and purpose. WHISTLE OF WARDING Invokes: "Anti-Magic Shell" Weight: 0 Carved of human bone, the Whistle of Warding is a favorite artifact of the practicing Necromancer. The enchantments placed upon the item allow its possessor to invoke its magic simply by blowing a tune on the whistle. The whistle can only be blown one time, for once its enchantment is released, its power is spent and the item crumbles to dust. XACHARIAH'S HEART (Minor Artifact) Special: Permanent +1 to Dexterity when broken Permanent +1 to Armor Class vs. Missiles Weight: 10 Usable only by Fighters This blackened, fist-sized object looks more like a lump of burned charcoal than Xachariah's heart. It is extremely heavy for its size, and cracks run across its surface... it looks like it might break in two at any moment. Handling it leaves strange rust-colored streaks on your hands that won't come off. Something about the object's weight makes you curious enough to study it for a while; upon closer examination, what you at first took for Xachariah's heart is, in fact, a stone. As far as you can tell, there is no sign that this was ever living tissue. How Xachariah survived with -this- beating in his chest is unknown. Whatever blessing was laid upon Xachariah's eyes that allowed his arrows to fly true has left its mark upon his heart as well. When Xachariah's heart is broken in two, the breaker of his heart will gain a portion of Xachariah's sight, agility and perception. This gives the breaker a bonus to their dexterity and a chance of spotting and dodging any missiles aimed at them. ------------------------------------------------------------------------------- Quest Items ------------------------------------------------------------------------------- ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull. ANGYAR'S DEAD CONTRACT Weight: 0 This crisp parchment has a musty smell about it, like it has been stored in an attic for too long. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and a man named "Angyar." In exchange for thirty copper pieces, Angyar has signed away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary. BATTERED TANKARD Weight: 3 This battered tankard is covered with dents, and its handle looks ready to fall off. Judging from the size of some of the dents, it looks like it was used to bash in someone's skull. BLOODY HANDKERCHIEF Weight: 0 This silk handkerchief has some of Kesai-Serris' blood on it. BRONZE SPHERE Weight: 5 This simple bronze sphere is about a foot across, but it is surprisingly light, as if hollow inside. Although its basic appearance is normal enough, this sphere somehow manages to offend the rest of your senses. The texture of the sphere, just the 'feel' of it gives you the impression it's an egg that just about to burst open -- just touching it makes your skin crawl. To make matters worse, the faint smell of rotten custard emanates from it, and it makes your eyes water. CHOCOLATE QUASIT Weight: 1 This is a twisted little imp-like creature - a quasit, a sort of fiendish familiar - that has been polymorphed by powerful magic into sweet, milk chocolate. Imported from the Lower Planes, they are quite prized by lovers of chocolate and confections. CHARCOAL PENCIL Weight: 0 This is an ordinary charcoal pencil used for writing and drawing. CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat. CRIMSON VEIL Weight: 0 This is a beautiful crimson veil. Whatever textile it's made of is so light and gauzy that it's like a sheaf of pure, brilliant color, rather than an object of dyed cloth. CRUMPLEPUNCH'S LEGACY Weight: 0 This legacy is inscribed on a wadded-up piece of old vellum, creased and soot-covered. It has obviously been much pored over by someone with very dirty hands. It belongs to Crumplepunch the smith, and from what you can decipher, it appears that his father was both uneducated and sloppy in his handwriting. The little you can make out appears to order the division of the smithy and the distillery between the two brothers, but does not provide detail as to how the division is to be accomplished. DEAD NATIONS KEY Weight: 0 This heavy iron key came from Hargrimm the Bleak, Skeleton Priest of the Dead Nations. DECANTER OF ENDLESS WATER Weight: 2 This is an ordinary-looking, stoppered flask that somehow holds an endless supply of water. It might be useful for putting out fires or some such task. DEVA'S TEARS Weight: 1 This is a small glass phial labeled as 'Deva's Tears.' They were collected from a deva who was captured during a Blood War skirmish. The fiends tormented the imprisoned angel for eons before he at last escaped - this small bottle holds the twelve tears he shed in that time. Deva's tears are said to soothe the most savage anger... even that of a fiend's tongue. DECANTER OF ENDLESS WATER Weight: 2 This is an ordinary-looking, stoppered flask that somehow holds an endless supply of water. You know the command word for this item - "Nildenosaj" - and you're confident you can put out most any fire, no matter how intense. NOTE: This item can only be used through dialogue with an object or creature. DODECAHEDRON Weight: 2 This heavy dodecahedron - about the size of both your fists balled together - seems inexplicably familiar to you. It texture is cold and smooth, but whether it's metal or stone, you cannot tell. A certain, almost intangible 'tension' runs over the object, as if it were ready to spring into the air at any moment. DREAM CAGE Weight: 0 This is a fine-wrought birdcage adorned with razors that you obtained from Coaxmetal the Golem. You are supposed to take it back to Nihl Xander for use in the Dream Builder. DREAM KEY Weight: 0 This is a simple, black feather, used to operate the Dream Builder in the Great Foundry. DREAM PILLOW Weight: 1 This small embroidered pillow came from a coffin at the Coffin-Maker's establishment. DREAM VIAL Weight: 0 This vial contains scrapings of skin and some of your blood, to be used in powering the Dream Builder of Nihl Xander. DUSTMAN COSTUME Weight: 5 This is a well-crafted replica of the dull black robes commonly worn by members of the Dustmen faction. Unlike a true Dustman's robes, however, it is made of fine materials and lined with silken padding. ELIXIR OF HORRIFIC SEPARATION Weight: 1 This vial of Elixir of Horrific Separation was compounded by a scholar who'd found she possessed a darker half - a side of her which took control, at times, and bade her do awful things. This potion was to have 'split' the darker half away from her, creating two separate beings. Mercykillers, however, found and executed her for a string of depraved murders before she could use it. Unless the imbiber is actually more than one being existing within a single body - possessed by a fiend, for instance - the elixir will have no effect. EMBALMING ROOM KEY Weight: 0 This long, thin key has a spiral head and smells faintly of embalming fluid. It looks extremely old, and numerous scratches cover its surface. NOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items. FESTHALL ROOM KEY Weight: 0 This is the key to a room within the Civic Festhall. FIEND'S TONGUE Weight: 2 This is a fiend's silvery tongue floating in a jar of brine. It's said that, once placed into the mouth of any living thing, it will give the ability of speech, even if there was none before. FIN ANDLYE'S NOTES Weight: 1 These are the notes of the deceased linguist Fin Andlye. They are composed of his research into the language of the Uyo. FINAM'S BOOK Weight: 1 This is the research journal of a linguist named Finam. FINGER-BONE Weight: 0 This is a well-decayed and nearly meatless finger bone from a humanoid of roughly your size. There is still some sort of odd ring on the finger. It is an intricate thing, sculpted with dozens of tiny, ornate flanges and decorative protrusions. Oddly enough, it seems firmly rooted to the finger, and no amount of pulling or prying will budge the thing... almost as if the ring's jagged edges have dug into the lifeless finger itself and refuse to release it. FINGER BONE KEY Weight: 0 This key is fashioned from a human finger, cunningly fitted with grooves, flanges, and rings. The lock that would take this key would be complicated indeed. FORGE HAMMER Weight: 4 A hammer used to beat heated iron ore into shape. It's very heavy. FROST-ALE MUG Weight: 2 This large, pewter ale stein is of unusual manufacture, its surface etched with strange runes. It keeps its contents icy cold, whatever the surrounding temperature. FROST-ALE MUG WITH DARK BIRD Weight: 3 This large, pewter ale stein is of unusual manufacture, its surface etched with strange runes. It keeps its contents icy cold, whatever the surrounding temperature. Currently, it's holding a Dark Bird of Ocanthus - a shard of black ice from an exhibit in Yvana's Galleria in the Clerk's Ward. GILTSPUR'S HANDBILL Weight: 1 This is the handbill Giltspur asked you to deliver to Scofflaw Penn for printing. It's nothing special. It's a little promotional note for Giltspur's auctioneering services: "COME ONE, COME ALL TO GILTSPUR'S AUCTION" And so forth.. It's not much to read, but it certainly reflects his personality accurately. GILTSPUR'S NOTE Weight: 1 This is the note Giltspur has asked you to deliver to Keldor of Durian, in the Great Foundry. It looks like it's a private note, but you don't seem to have any scruples about reading it. Upon further examination, it appears that it's just a bill for Giltspur's promotional services. You're a little disappointed that it's not something more exciting. GILTSPUR'S POSTING BILL Weight: 1 This is the handbill Giltspur asked you to deliver to Barkis at the Smoldering Corpse Bar. It's a copy of the bill Penn printed up for him. Giltspur must be hard up for messengers if he'll pay you two hundred coins for this. GODSMAN COSTUME Weight: 5 These are well-crafted replicas of the plain, sturdy clothes and work-boots that make up the typical Godsman's working garb. Unlike a true Godsman's clothes, however, these are made of fine materials and lined with silken padding. GODSMAN RECEIPT Weight: 0 A receipt stamped with the symbol of the Godsmen. Probably redeemable at the Great Foundry. GODSMAN TOKEN Weight: 0 The bearer of this token - a brass coin embossed with the seal of the Believers of the Source - has proven himself to the Godsmen. It is a symbol of trust, and as such, it allows its bearer into the portions of the Foundry that are normally off-limits except to the high-ups of the faction. Guard it carefully. GORGON SALVE Weight: 1 A small bottle labeled as 'Gorgon Salve.' Smeared onto the surface of any being turned to stone, it will revert them to flesh. HANDKERCHIEF Weight: 0 This is an unremarkable silk handkerchief. HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull. IANNIS'S VAULT KEY Weight: 0 This thick metal key looks like it may unlock the vaults in the advocate's office. INK-FILLED TANKARD Weight: 4 This battered tankard is covered with dents, and its handle looks ready to fall off. Judging from the size of some of the dents, it looks like it was used to bash in someone's skull. This tankard is currently holding a mass of ink from a *brogota-fin* fish. Hopefully, this is the last damn thing Mebbeth needs from the marketplace. IRON ORE Weight: 5 A lump of iron ore. JUNK Weight: 1 This is a collection of junk... small springs, broken bolts, and a cracked gear or two. It looks like someone felt these pieces might be useful one day, but they seem pretty useless to you. KESTER'S LEGACY Weight: 0 This legacy is inscribed on a carefully-folded piece of well-tended, old vellum. It belongs to Kester the distiller, and from what you can decipher, it appears that his father was both uneducated and sloppy in his handwriting. The little you can make out appears to suggest that the two brothers devote themselves to increasing their wealth by building the businesses... and here the ink smudges into unreadability. The rest of the document does not provide detail as to how the division is to be accomplished. KEYS TO DOLORA'S HEART Weight: 0 This pair of keys is attached to a key-chain from which a heart-shaped charm dangles. The surface of the heart is inscribed with hundreds of tiny numbers, and the word 'DOLORA.' LEATHER APRON Weight: 5 This looks to be a heavy apron made from hide of some creature. Aprons such as these are used to protect workers clothes from the heat of the forge. LINGUIST'S ASHES Weight: 3 This is an urn full of ashes and charred bits of bone. Etched into the base of the urn are the words 'Fin Andlye - Beloved Husband, Father, and Scholar of One Hundred Languages.' LOAN DOCUMENT Weight: 0 This document shows that Trist's loan from Byron Pikit was paid in full. LOVE LETTER Weight: 0 This is a passionate, steamy, and rather graphic love letter. Who it's to and whom it's from, however, are quite vague. LUMP OF OBSIDIAN Weight: 1 This is a chunk of rough obsidian, recently burnt by Avernus' fires. MEBBETH'S WASH Weight: 15 This is a flattened mass of green rags, thin as paper, yet so stiff they look like they could double as wooden boards. The rags are so caked with a greenish-lime starch that they look like it would take years of soaking to relax them. Perhaps Mebbeth can find a way to salvage them, but you think that would be beyond anyone's abilities. MORIDOR'S RUBY Weight: 0 This is a fairly large ruby recovered from Moridor's Box. Gems of this quality are valued by practitioners of the 'art' as a component for various spells. MORTUARY FRONT GATE KEY Weight: 0 This is a large, unimaginative iron key. For some reason, its somber appearance reminds you of the Mortuary. NOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items. MORTUARY SANCTUM KEY Weight: 1 This heavy key is a strange fusion of bone and an unidentifiable blood-red metal. Its jagged C-shaped head looks like its ready to clamp down on whoever holds it. This key is used to open the inner gates in the Mortuary. NOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items. ORNATE BOX Weight: 2 This appears to be a small wooden box. Intricate designs etched in gold adorn the box. At one time this box would have been worthy enough to be displayed at any aristocrat's estate. However, years of neglect have taken their toll and it appears to be falling apart. If not for the large ruby mounted to the front of the box, it would be worthless. Feelings of dread seem to emanate from the box. PHINEAS' KEY Weight: 0 This is the key to Phineas' basement at the Office of Vermin and Disease Control. PRAYER BEADS Weight: 1 This is a necklace of red and black prayer beads. A web of black lines swirls around the edges of the prayer beads as you hold them, moving in some strange pattern you cannot decipher. PREPARATION ROOM KEY Weight: 0 The head of this bronze key has been twisted around itself several times, so that it resembles a screw. If Morte is to be believed, it unlocks one of the doors in the Preparation Room. NOTE: When using keys in Torment, you only need to have them in your inventory to unlock a door. In some cases, the key will vanish after it is used... this is done when the key is no longer needed and frees up your inventory slots for other, more important items. PROMISSORY NOTE Weight: 0 This is a promissary note in the amount of one thousand copper commons that the possessor can collect upon from the Brothel of Slating Intellectual Lusts. Ecco gave it to you in order to purchase the Deva's Tears with; it's doubtful you could do anything else with it. QUINT'S POISON CHARM Special: Cures Poison Weight: 1 This is a necklace made of pointed teeth. Examining it more closely, you see that each of the teeth has been hollowed out, as if it could carry a small amount of liquid. It is Quint's poison charm. When used it has the ability to cure various types of poisons. RAVEL'S GRAY HAIR Weight: 0 This is one of Ravel's long gray hairs; it's so old, it looks like her normally gray hair is turning an even whiter shade of gray. It must be a few feet long... and it looks pretty tough, to boot. SCENTED VEIL Weight: 0 This is a beautiful perfumed, crimson veil. Whatever textile it's made of is so light and gauzy that it's like a sheaf of pure, brilliant color, rather than an object of dyed cloth. More remarkable than the veil's appearance, though, is its scent - doubtlessly one of the most intensely exotic and arousing aromas you have ever had the pleasure of inhaling. SCROLL OF EVIDENCE Weight: 0 This is a scroll listing the criminal activities of Byron Pikit. SKIN OF REGRETS Weight: 1 This is a scrap of your flesh with a regret inscribed upon it. It is a small, tattered thing, but just looking at it makes you feel uncomfortable. It has a strange weight about it and feels heavier than it should. SKULL OF MANTUOK Weight: 2 This is the skull of the wererat Mantuok. SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King. SMALL RED KEY Weight: 0 Taken from the Starved Dog sentry in the main hall of the Tenement of Thugs, this slender strongbox key is ornately crafted and appears as though it might be of significance to the Starved Dogs Barking gang. SMALL STEEL FORK Damage: 1-2 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This fork is definitely no prize piece of cutlery. Its steel finish is scratched and slightly bent and its tines are crusted with dirt. SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident." SOUNDING STONE Weight: 2 This dark stone is covered in dust, as if it has been sitting here for years - it looks like a piece of one of the statues that was chipped away. A tracery of strange runes and markings cover the stone's surface. It feels strangely familiar somehow. STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous. STEEL BOX Weight: 10 This sturdy steel box has a thick leather handle on the top, but there's no apparent way to open the thing - it appears to be welded shut. There are a number of very narrow slits along one side, though you can't quite see into the box through them. A sickly-sweet, rotting smell wafts out from the slits. STRIP OF SKIN Weight: 0 Usable only by Nameless One This scrap of skin has been peeled from the back of your left forearm. Its scarred, gray surface reminds you of a zombie's hide; it feels more like a piece of cured leather than a strip of skin. NOTE: To inscribe a regret on this skin, select the "Use" command. TENEMENT KEY Weight: 0 This small, plain key is fashioned of wrought iron and appears to be of no particular value. TENEMENT STOREROOM KEY Weight: 0 This plain iron key is scratched and worn from repeated use. THILDON'S AWL Weight: 1 This is a well-fashioned awl, with the name "Thildon" burnt expertly into the wood handle. TOMB KEY1 Weight: 0 This key seems vaguely familiar somehow... as you hold it, you suddenly know its purpose. It's supposed to allow you to teleport to one of the inner chambers of the Weeping Stone Catacombs tomb -- but only if you use it in the entrance corridor; once inside the chamber, it's useless. If you could somehow get back to the entrance chamber, you might be able to use it to use the key to jump somewhere else... TOMB KEY2 Weight: 0 This is a portal key. TOMB KEY3 Weight: 0 This is a portal key. TOMB KEY4 Weight: 0 This is a portal key. TOMB PLANS Weight: 0 These are the plans of a custom made tomb. Stenciled proudly across the top edge are the words 'Engineered for Eternity.' TOME OF BONE AND ASH Weight: 5 This worn, leather-bound tome lists diagrams and charts detailing several minor wards and enchantments. There are numerous drawings of skeletons, bones, and the manner by which they may be preserved over time. Of particular interest is the section regarding "guardians." Apparently, the Dustmen animate corpses of fallen giants to serve as guardians for the Mortuary. To make them even deadlier, armoring enchantments are woven into their breastplates to help shield them from attacks. The book is much too complex for you to absorb all at once, but it looks as if you could refer to certain sections when the need arises. TONGS Weight: 5 Soot-covered tongs used to hold iron ore in the heat of a foundry fire. UHIR'S KNIFE Damage: 1-3 Piercing Special +1 to Luck Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This unremarkable, dirt-caked dagger has the letters 'UHIR' carved into its handle. Despite its shoddy appearance, the blade is well-balanced. UNFOLDING PORTAL Weight: 10 Usable only by Nameless One This is a shimmering piece of filigreed metalwork that you picked up in the Great Foundry. It looks almost gauzy. Sharp edge protrude from it. You have no idea where it goes right now, but it must be important if you commissioned it for yourself. All you need to do to activate it is find the proper key. VLASK'S PORTAL KEY Weight: 0 A small fragile glass bead containing the reagents needed to open a certain portal once. Simply crush to activate. ------------------------------------------------------------------------------- Rings ------------------------------------------------------------------------------- ADAHN'S RING Weight: 0 This is a gift you received from Adahn when you bid him farewell in the Smoldering Corpse Bar. It's a featureless metal ring looks extremely thick and heavy, but it is almost weightless. It shifts as you watch, changing from silver, to bronze, to gold. AEGIS OF TORMENT Special: +3 to Constitution +15 to Base Hit Points +3 to Armor Class Weight: 0 Rows and rows of minute skulls line the outer edge of this ring. It is crowned by an over-sized skull with fire-red gems that serves as its eyes. This ring is the physical manifestation of the suffering of the tormented slaves of Dahnthur. It was their ultimate wish to gain protection from their oppressors, and with this magical ring, their wish was finally realized. Even with the fiery red gems, a royal purple hue continually emanates outward. ARKIN'S RING Weight: 0 This ring belongs to Arkin, Sheryl's father. BRONZE RING Weight: 0 This crude bronze ring looks like it might have doubled as someone's nose ring in the past. Despite the dents and scratches, it might be worth a few coins to a local merchant. DEIONARRA'S WEDDING RING Special: +1 to All Saving Throws +1 to Armor Class +3 to Armor Class vs. Piercing Weight: 0 Usable only by Nameless One This ivory ring was part of Deionarra's legacy. It radiates a slight glow, and though it is cold to the touch, the chill is strangely comforting. The ivory band stretches to fit the width of any finger. Among the many secrets of the Society of Sensation is the ability to shape a peculiar stone from Elysium, dubbed "soulstone." While this stone is not as powerful as the sensory stones, the soul stone is said to carry an imprint of the shaper's feelings. These rings are often used in Sensate marriage ceremonies, each ring inscribed with the feelings of the other. This ring was obviously intended for you. When wearing Deionarra's ring, you gain added protection from all attacks, and additional protection from any piercing attacks... presumably, the ring's purpose is to shield the heart from shock and trauma, and this extends to any physical pain the wearer suffers as well. DEIONARRA'S WEDDING RING Special: +3 to All Saving Throws +3 to Armor Class +3 to Armor Class vs. Piercing Weight: 0 Usable only by Nameless One This ivory ring was part of Deionarra's legacy, and through some unknown means, she has enhanced its power three-fold. Where it radiated only a slight glow before, it now burns with a cold, white fire along the edges. The fire does not burn - if anything, it's touch is comforting. As with wearing Deionarra's normal soulstone ring, you gain added protection from all attacks, and additional protection from any piercing attacks... presumably, the ring's purpose is to shield the heart from shock and trauma, and this extends to any physical pain the wearer suffers as well. DISPLACER RING Special: +2 to Armor Class Weight: 0 Created from the blood of a displacer beast, this ring is able to partially redirect the force of any ordinary weapon. This results in making the user harder to hit and when hit takes less damage than normal. GEHRAISE'S RING Special: +3 to Save vs. Poison Weight: 0 This small silver ring looks like it belongs on a woman's finger. It feels slightly warm to the touch and it has the power to offset poison that has entered the wearer's bloodstream. GOLD RING Weight: 0 The exterior of this gold ring has a series of engravings on its surface, but you can't make out their significance. Whatever its past purpose, it might be worth quite a few coins to a local merchant. MEMPA'S BITING RING (Cursed) Special: +2 to Armor Class Weight: 0 Mempa was a mage obsessed with the possibility of having her magic items lost or burgled while she was asleep or otherwise incapacitated. While the vast majority of her carried possessions were inseparable from her corpse and thus buried with her, some of her weaker items - early experiments, perhaps - were left behind and remain in the world of the living. Mempa's Biting Ring, whose powerful aura protects its bearer from bodily harm, is one such item. However, once placed upon one's finger, the ring bites down and holds on so tenaciously that it is nigh impossible to remove it from the 'bitten' digit. NEGATIVE TOKEN Special: Ward against Shadows Special: Holds Shadow Creatures Temporarily Weight: 0 This is a "negative token": a flat, black disk that appears to have no substance to it at all. Turning it over reveals that it has no third dimension - there is no thickness to this item at all. It gives you some command over creatures of shadow - you can command them to stand still for a few precious seconds. The more powerful the shadow, the less likely it will obey your command. As an added benefit, as long as this token is carried by *any* of your party members, it acts as a ward against shadows. It will not prevent shadows from attacking your group, but the shadows will find it more difficult to harm you while the Token is carried. RING OF FALLEN STARS Invokes: "Meteor Storm Bombardment" Weight: 0 The band of this ring is made of stone recovered from a fallen star. When used this ring can call others of its kind to rain down upon the users enemies. RING OF THE TRAVELER Special: +1 to Armor Class Weight: 0 These rings are quite common across the planes. Simple to make and in great demand, Mages usually create these items as a way to raise quick money. This particular ring has a minor enchantment on it that protects the wearer from harm. RING OF THEX Special: +20 to Base Hit Points +4 to Armor Class +2 to All Saving Throws Weight: 0 Usable only by Mages This ornate silver ring is set with a single red stone of an unknown type. The ring is believed to have been created by an adventuring mage named Thex. Thex claimed she was tired of sitting back and flinging spells at enemies while the rest of her adventuring party was able to get into the thick of battle. She felt that the ring would allow her to become what she chose to call a Battlemage. The Ring of Thex was the crowning achievement of her short career. RING ZERO Special: +3 to Armor Class +3 to Intelligence Memorize 1 Additional 1st Level Mage Spell Memorize 1 Additional 2nd Level Mage Spell Memorize 1 Additional 3rd Level Mage Spell Memorize 1 Additional 4th Level Mage Spell Memorize 1 Additional 5th Level Mage Spell Memorize 1 Additional 6th Level Mage Spell Memorize 1 Additional 7th Level Mage Spell Memorize 1 Additional 8th Level Mage Spell Memorize 1 Additional 9th Level Mage Spell Weight: 0 Usable only by Mages From a Hero of ancient times during the Year of Gii 'on, AC195, this exquisite ring is smartly carved, with spiked edges. The ring is made of a metal that is unidentifiable, with a center stone that is ice cold to the touch. It emanates a strange, royal purple glow. SERPENT RING Special: Immune to Poison +33% Resistance to Magic +2 Save vs Spells Weight: 0 Usable only by Thieves This appears to be a baby serpent of some sort that has been frozen into the shape of a ring. Its eyes glitter and swirl like jewels and even appear to move occasionally. SILVER RING Weight: 0 This simple band of silver has no ornamentation; it may have once been a wedding ring. Whatever its past purpose, it may be worth a few coins to a local merchant. TWISTED RING Special: +1 to Armor Class Weight: 0 This ring looks like three rings that have been wrapped around each other. Just looking at it makes you dizzy. YEVRAH'S RING OF ALMOST INVISIBILITY Special: +1 to Armor Class Weight: 0 This is Yevrah's Ring of Almost Invisibility. It makes its wearer invisible - almost. Sometimes, for brief periods, the wearer becomes really, *really* close to being invisible - an event which is often disconcerting to an attacker - and is thus more difficult to strike in combat. ------------------------------------------------------------------------------- Scrolls ------------------------------------------------------------------------------- ANCIENT SCROLL Weight: 0 Despite it's age, this scroll is amazingly well preserved. Strange symbols have been carefully penned onto the parchment. BAATOR SPELL KEY Weight: 0 This symbol of Baator is inscribed upon a piece of human flesh. It smells burnt, and it is frayed around the edges. As long as you carry it on your person, it will prevent your spells from going awry while on the plane of Baator. BONE-FRAMED JOURNAL Weight: 2 This appears to be some sort of journal. Sheets of dried human skin have been stretched across a framework of bone, and strangely enough, it appears the sheets of skin have healed together at the seams, forming the spine of a makeshift book. It looks like the outer sheets of skin form a cover for a series of other skin sheets locked inside the bone frame. A series of symbols have been written in blood across the exterior of the sheets of skin, but you can't make them out; they appear to be some form of writing, but they seem to be written upside down, right to left, and at odd angles that make your eyes hurt. Despite the crudity of the writing, you have to admit the design of the bone frame is actually quite intricate; the bones have been carved so that they snap neatly together. It looks like the bones can be unhooked from each other, allowing the book to be opened and read. CARCERI SPELL KEY Weight: 0 This symbol of Carceri is inscribed upon a piece of human flesh. It has a rose-colored tint about it, and it feels cold to the touch, almost like a sheet of ice. As long as you carry it on your person, it will prevent your spells from going awry while on the plane of Carceri. DEIONARRA'S LEGACY Weight: 0 My Love, If you are reading this, then the tragedy I have Seen has come to pass. I have died, and you have remained to suffer the loss. Know this, my Love... I know why you were forced to shield your feelings from me. You sought to protect me from the terrible burden you carry with you. The distance you kept between us was your way of protecting me, and the brief moments when we were alone and you let your feelings be known, *that* was when I knew you cared for me. Carry no regrets with you, carry no guilt, for I came with you on your haunted journey of my own accord, and no matter how death came for me, I know that you did everything in your power to save me. Our lives are intertwined my Love, and death shall not be a wall between us. For my Sight has seen what is to come, only in staccato segments, but it is enough for me to know that we will be separated for a time, but we shall be reconciled again. Thus, do not see my death as a farewell, but only as an interval before we meet again. Carry my ring with you, and these other pieces of me, and think of me. Keep me in your mind and heart, and that will be the beacon that brings us together. Forever, Deionarra. DUSTMAN REQUEST Weight: 0 A note written on a scrap of dry parchment: "Contact the necromancer responsible for Raising contractual worker 42. I know he's examined the skeleton before, but I am certain the initial Raising of the body was warped. The worker still responds to commands, but when it has completed a task, it resumes pacing in the same circular pattern as it did before. "Dhall recently informed me that worker 42 exhibited that same walking pattern when it was a zombie decades ago. There may be a soul echo in the marrow or the skeleton's age may have caused the magic animating him to decay. One of the Initiates suggested it may be following an order issued by a higher-ranking Dustman in the past, but I have found no records of such an order. "Whatever the reason for its behavior, the matter is to be resolved or the worker replaced." FORGED DEAD CONTRACT Weight: 0 This false 'Dead Contract' is similar to a standard Dustman Dead Contract, but the tiny cramped writing on it hides the fact that the signer in fact does not owe his corpse to the Dustman after death at all... essentially, any Dustman who signs the contract will essentially be paying the signer for doing nothing but putting his signature to paper. MORTUARY REMINDER MESSAGE Weight: 0 This rolled up piece of parchment appears to be some sort of message the skeleton in the Mortuary was supposed to deliver: "This is the third and *last* request for the prybar; if it has been misplaced, *tell* me and I shall go to the Hive market and purchase another. I have no objection to maintaining the Contracted workers, but I've been trying to repair the skeletons, and the bolts are wedged in so tight I can't get them out. "Also, some of the locks on the storage cabinets on the third floor have become stuck again due to the heat, and I need the prybar to snap them open as well. If the prybar is indeed lost, I will see about procuring the services of a locksmith and having the cabinet locks replaced. "Your aid in this matter would be appreciated, An unreadable signature has been scrawled beneath the message. MORTUARY TASK LIST Weight: 0 Someone has penned a series of tasks in red ink on this scrap of parchment: - I would like the Contracted Workers to be inspected thrice-daily, at the end of each work shift when the new Initiates come on duty. We have experienced too many Contracted collapses while engaged in heavy labor as of late, and I fear the embalming enchantments initially used on the corpses may be decaying or may have been warped somehow. - If the Contracted workers could be inspected every eight hours and Raised if they have collapsed, then this would prevent the backlog of shells in the Preparation Rooms and free up more Contracted workers for other duties. - I do not wish collapsed bodies to be disposed of; when possible, the original Contracted shells are to be Raised and be made to resume their duties. - I have included spare embalming charms within the shelves for the Initiates on duty. They are to be used only when the shells cannot be repaired with stitching, bandaging, or applications of embalming fluid. NEGATIVE MATERIAL PLANE SPELL KEY Weight: 0 This symbol of the Negative Material Plane is inscribed upon a piece of human flesh. It smells of dust and corpse rot, yet it feels dry to the touch, like a serpent's tongue. As long as you carry it on your person, it will prevent your spells from going awry while on the Negative Material Plane. NOTE FROM CORPSE #1201 Weight: 0 This is a foul-smelling note retrieved from the mouth of one of the Mortuary zombies; it looks like it was sewn into the corpse's mouth by accident. Despite its condition, the writing is legible: "Please, to whatever Dustman reads this; I beg of you. I know of my legal obligation under the terms of the Dead Contract, but I am prepared to offer *more* than my signing fee if you will cremate my body rather than Raising it. I have arranged for this note to be left with my body upon my death. If you are reading this, then please use this note as instructed and accept the result in exchange for my Contracted duty. Let my Contract number serve as the key." It looks like the corpse was too late to prevent the Raising... but you notice that beneath the writing is a diagram. It looks like directions for folding the parchment into a strange pattern. NOTE: If you are ever capable of examining an object further, or performing an action on the object outside of the world screen, a "USE" button will appear for the object on this examine screen. This button allows you to manipulate the item through a dialogue screen. If you wish to examine the diagram on this note further, select the USE button below. PENN'S NOTE Weight: 0 This note has been written with remarkable penmanship upon the finest parchment: Vaxis, If you are reading this, then you have undoubtedly failed in your task and have been forced to use the escape route I arranged. I told you that your little disguise idea was ridiculous. In any case, you'll need to lay low for a while. The Dustmen may be deluded, but they are not fools, and they will certainly seek retribution for our intrusion. I've left you some coins. Use them to secure a hiding place in the Hive, preferably in Ragpicker's Square. The Dustmen will be unwilling to look for you there. Once you have secured a new hiding place, I have a new mission for you: find out where Pharod is getting those bodies he's delivering to the Mortuary. It's apparently causing the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports are that that stone-faced Dustman at the Gathering Dust Bar -- Initiate Emoric, I think the fool's name is -- has been sending out finders to try and mark Pharod's movements. See if you can find out how far along he is and hinder his efforts until we know more about Pharod's activities. I don't want Emoric finding out something before we do. - Penn RAGGED NOTE FROM PHAROD Weight: 0 This is the tattered note you received from Pharod. It reads as follows: - Beware SHADows - Beware places where the night LIVEs. - They wait - There is no Natural Darknesss - Only ShaDOWS RECEIVING LOG PAGE Weight: 0 This ragged page looks like it was cut neatly out of a book. It is written in a tight, crabbed script: 16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? -- Collector: Pox -- 3 Commons Paid --No possessions. 16538: 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.) 16539: 5th Night: Scarred Shell -- Cause of Death: Indeterminable (scars do not appear to be cause of death - shock trauma?) -- Collector: Pharod -- 3 Commons Paid -- Possessions Logged: - Fist Irons - Thirteen Commons - Middle Table, Receiving Room. 16540: 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- Possessions Logged: Knife marks evident from dissection, but the dissection was not thorough enough - Copper earring found lodged in abdomen; earring has been locked in Southeast Preparation Room. Have an Initiate from the Third Circle examine it; it has strange markings, like those on Contracted Worker #79. 16541: 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.) * As with the previous entries, these shells Pharod has brought also shows signs of having been prepared. I have asked that Initiate Emoric launch an investigation into the matter. Furthermore, Entry 16542 is one of Pharod's gang. I have seen the individual before - I would ask Emoric to pay heed to how the man died. 16542: 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration of wounds are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.) RECEIVING ROOM LOG BOOK Weight: 2 This huge log book lists Mortuary procedures in a tight, crabbed script: - All shells entering the Mortuary are to be delivered to the Receiving Room and logged with the scribe on duty before being embalmed or cremated. - The records are to be checked to determine if the shell is one of the Contracted, and if so, do not prepare the shell. Move the shell to one of the Preparation Rooms, contact the scribe on duty, and notify him that a Contracted shell is to be Raised. - Be certain that a shell is thoroughly stripped of its possessions before being sent to the Preparation Rooms. The Contracted workers are intended for simple manual labor and do not have the capacity to search and strip a shell. - The faction is not responsible for any possessions lost or items stolen by Collectors who have brought the shells to the Mortuary. - The shell's possessions are to be stored in the Receiving Room until an Initiate can be sent to claim them. Please catalogue all possessions in the log book. Following this list is thousands of entries of bodies that have been sent to the Receiving Room. As you flip through the rest of the book, however, you notice the last page has been cut out. REMINDER NOTE Weight: 0 "Elsin: For the love of whatever powers you hold dear, don't make the same mistake thrice. You're not trying to open the door to the Inner Sanctum, so DO NOT step on the trigger plate. The first time you made that mistake, it cost you your foot. The second time, it was most of your leg. I shudder to think what atrocities you might inflict on yourself should you step on it a third time. Destroy this note when you've finally gotten this message through that blockade of stone you call a skull." SCRAWLED NOTE Weight: 0 Looks like someone has scrawled a reminder to themselves: - The lock to the door to the Eastern Preparation Room is jammed shut again. See to it that it is fixed. I tire of having to force it open just to walk to the Embalming Room. - NOTE: To bash a locked door or a chest, select the attack key (either through the quick menu on the world screen or by holding down the CTRL key) and "attack" the door or chest. This will not always be successful, but it can open objects that are stuck or might otherwise need a key. Usually, your success will depend on the strength of the door or container and your character's Strength score. STRAHAN'S DIARY Weight: 1 This leather-bound tome is cracked and worn with age. Some sort of crest has been burned into the cover. You can make out a series of interlocking triangles centered about the initials SR. The writing upon its pages has faded considerably, but the last few entries seem to have been penned recently. Day 2 of the 127th Year of Factol Hashkar's reign: At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my possession. As I had guessed, the page detailed the necessary components for the casting of the final transformation spell. I have all but one of the components. A drop of an immortal's blood is all that stands between me and the eternal power of lichdom. But where can I find such a rarity? Perhaps I should seek the answer through divination. Day 14 of the 127th Year of Factol Hashkar's reign: After days of taxing divination spells, I finally have my answers. The divination revealed the location of an immortal to be somewhere within an ancient Mausoleum located in the Hive section of Sigil. I must make haste. I must find this creature and draw its blood before it moves on. Day 15 of the 127th Year of Factol Hashkar's reign: I have arrived at the Mausoleum. Immediately, I was set upon by a shade that guards the remains of those interred within this place. I managed to elude the spirit and found my way into what appears to have been some sort of inner sanctum. Protected by some minor wards to prevent any further interruptions by that supernatural twit, I have set about raising some of the locals to conduct a search for the immortal. If the divination was accurate and the immortal is here, then likely it is interred within one of the many crypts that line these halls. It is only a matter of time now. Day 17 of the 127th Year of Factol Hashkar's reign: I am not alone. Someone has entered the Mausoleum and is interfering with my servants. Could this be the one I seek? The divination revealed only that I would find the immortal here. Could it be that MY presence in this place has prompted that which I seek to seek ME out? What a delightful twist, I shall have to The ink of this last entry is still wet. SUSPICIOUS SEALED SCROLL Weight: 1 This scroll has been tightly bound with red ribbon and sealed with wax. You can't put your finger on it, but you've got a bad feeling about the thing - as if opening and reading the scroll could be somehow dangerous. THE SCROLL OF AGRIL-SHANAK Weight: 1 This scroll is covered with gold leaf and scrawled upon with an ink that looks suspiciously like dried blood. The writing is irregular and chaotic, without any pattern that you can discern, and the feeling that rises from it is of incredible malevolence. ------------------------------------------------------------------------------- Spells ------------------------------------------------------------------------------- BLACK-BARBED SEED Invokes: "Black-Barbed Curse" Allows user to copy "Black-Barbed Curse" into Spell Book Range: 30 feet Duration: Instant Speed: 2 Area of Effect: 1 creature Saving Throw: None Weight: 0 These malevolent seeds contain a portion of the black-barbed maze within themselves. Their power is activated when the seed is hurled at the ground in front of an opponent - when the seed strikes the ground, it sprouts into black-barbed black branches that tear hungrily into the victim's body. Each seed contains only one such curse. EIGHTH CIRCLE OF ZERTHIMON Allows user to copy "Zerthimon's Focus" into Spell Book Range: 50 feet Duration: 5 seconds per level Speed: 3 Area of Effect: 1 creature Saving Throw: None Weight: 1 Usable only by Mage, Dak'kon and Nameless One Inscribed upon this circular stone plate is the Eighth Circle of Zerthimon: "*Know* that a mind divided divides the man. The will and the hand must be as one. In *knowing* the self, one becomes strong." "*Know* that if you *know* a course of action to be true in your heart, do not betray it because the path leads to hardship. *Know* that without suffering, the Rising would have never been, and the People would never have come to *know* themselves." "*Know* that there is nothing in all the Worlds that can stand against unity. When all *know* a single purpose, when all hands are guided by one will, and all act with the same intent, the Planes themselves may be moved." "A divided mind is one that does not *know* itself. When it is divided, it cleaves the body in two. When one has a single purpose, the body is strengthened. In *knowing* the self, grow strong." FIFTH CIRCLE OF ZERTHIMON Allows user to copy "Power of One" into Spell Book Range: Touch Duration: 30 mins per level Speed: 2 Area of Effect: Person touched Saving Throw: None Weight: 1 Usable only by Mages and Nameless One Inscribed upon this circular stone plate is the Fifth Circle of Zerthimon: "Zerthimon was the first to *know* the way of freedom. Yet it was not he that first came to *know* the way of rebellion." "The *knowing* of rebellion came to the warrior-queen Gith, one of the People. She had served the *illithids* upon many of the False Worlds as a soldier, and she had come to *know* war and carried it in her heart. She had come to *know* how others might be organized to subjugate others. She *knew* the paths of power, and she *knew* the art of taking from the conquerors the weapons by which they could be defeated. Her mind was focused, and both her will and her blade were as one." "The turning in which Zerthimon came to *know* Gith, Zerthimon ceased to *know* himself. Her words were as fires lit in the hearts of all who heard her. In hearing her words, he wished to *know* war. He *knew* not what afflicted him, but he *knew* he wished to join his blade to Gith. He wished to give his hate expression and share his pain with the *illithid.*" "Gith was one of the People, but her *knowing* of herself was greater than any Zerthimon had ever encountered. She *knew* the ways of flesh, she *knew* the *illithids* and in *knowing* herself, she was to *know* how to defeat them in battle. The strength of her *knowing* was so great, that all those that walked her path came to *know* themselves." "Gith was but one. Her strength was such that it caused others to *know* their strength. And Zerthimon laid his steel at her feet." FOURTH CIRCLE OF ZERTHIMON Allows user to copy "Vilquar's Eye" into Spell Book Range: 45 ft. + 15 ft. / level Duration: 30 seconds Speed: 1 Area of Effect: 1 Creature Saving Throw: Neg. Weight: 1 Usable only by Mages and Nameless One Inscribed upon this circular stone plate is the Fourth Circle of Zerthimon: "*Know* that the Rising of the People against the *illithid* was a thing built upon many ten-turnings of labor. Many of the People were gathered and taught in secret the ways of defeating their *illithid* masters. They were taught to shield their minds, and use them as weapons. They were taught the scripture of steel, and most importantly, they were given the *knowing* of freedom." "Some of the People learned the nature of freedom and took it into their hearts. The *knowing* gave them strength. Others feared freedom and kept silent. But there were those that *knew* freedom and *knew* slavery, and it was their choice that the People remain chained. One of these was Vilquar." "Vilquar saw no *freedom* in the Rising, but opportunity. He saw that the *illithid* had spawned across many of the False Worlds. Their Worlds numbered so many that their vision was turned only outwards, to all they did not already touch. Vilquar's eye saw that much took place that the *illithid* did not see. To the Rising, the *illithid* were blinded." "Vilquar came before his master, the *illithid* Zhijitaris, with the *knowing* of the Rising. Vilquar added to his chains and offered to be their eyes against the Rising. In exchange, Vilquar asked that he be rewarded for his service. The *illithid* agreed to his contract." "At the bonding of the contract, a dark time occurred. Many were betrayals Vilquar committed and many were the People that the *illithids* fed upon to stem the Rising. It seemed that the Rising would die before it could occur, and the *illithid* were pleased with Vilquar's eye." "It was near the end of this dark time when Zerthimon came to *know* Vilquar's treacheries. In *knowing* Vilquar's eye, Zerthimon forced the Rising to silence itself, so that Vilquar might think at last his treacheries had succeeded, and the Rising had fallen. He *knew* that Vilquar eye was filled only with the reward he had been promised. He would see what he wished to see." "With greed beating in his heart, Vilquar came upon the *illithid* Zhijitaris and spoke to his master of his success. He said that the Rising had fallen, and the *illithids* were safe to turn their eyes outwards once more. He praised their wisdom in using Vilquar's eye, and he asked them for his reward." "In his greed-blindness, Vilquar had forgotten the *knowing* of why the People had sought freedom. He had lost the *knowing* of what slavery meant. He had forgotten what his *illithid* masters saw when they looked upon him. And so Vilquar's betrayal of the People was ended with another betrayal. Vilquar came to *know* that when Vilquar's eye has nothing left to see, Vilquar's eye is useless." "The *illithid* gave to Vilquar his reward, opening the cavity of his skull and devouring his brain. Vilquar's corpse was cast upon the Fields of Husks so its blood might water the poison-stemmed grasses." IGNUS' CHARM Allows user to copy "Seeking Flames" into Spell Book Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet radius Saving Throw: None Weight: 0 Usable only by Nameless One Usable only by Mages This is your charred right index finger; the tip has been snapped off, and the flesh that once surrounded the bone has been turned to ash. It was but a *touch* from Ignus, but it was enough to leave lingering, blackened, scars on your hand. To make matters worse, you notice that your flesh has healed slowly and poorly from the wound... if Ignus were to attack you with a rage, he might be able to muster enough heat and flames that recovering would be difficult... perhaps even destroy you? The thought doesn't please you. Ignus has hinted that this charred remain of your finger somehow holds a fraction of his infernal power... now passed on to you. To invoke its power, you must slice off your finger again, place this stump there, then let the flesh heal over it. When this occurs, the traces of Ignus that remain upon the finger will 'kindle' a small portion of knowledge within you. IGNUS' EYE Allows user to copy "Ignus' Terror" into Spell Book Range: 75 feet Duration: 50 seconds Speed: 2 Area of Effect: 30 feet radius Saving Throw: Neg. Weight: 0 Usable only by Nameless One Usable only by Mages This is the scorched remains of your eye, blistered by Ignus' touch. Ignus has hinted that this charred remain of your eye somehow holds a fraction of his infernal power... now passed on to you. To invoke its power, you must crush the blackened eyeball between both your hands, then take the ashes and touch them to each eyelid. Doing so will transfer a small portion of Ignus' arcane knowledge to you, giving you the knowledge of how to show others brief, terrible glimpses of the elemental forces Ignus draws upon. The sight is usually enough to cause living creatures to flee for their lives. IGNUS' HAND Allows user to copy "Infernal Orb" into Spell Book Range: 50 feet Duration: Special Speed: 1 Area of Effect: 1 creature Saving Throw: Neg. Weight: 1 Usable only by Nameless One Usable only by Mages This is your charred hand; it has been severed at the wrist, and the flesh that once surrounded the bone has been scoured clean, leaving only the stark white bones behind. Despite the lack of muscle and skin, however, the bones of the hand have been fused together so that the bones do not fall apart. The pain of having the hand separated from you was almost more than you could bear, and it left lingering, blackened, scars on your wrists and arm. To make matters worse, you notice that your flesh has healed slowly and poorly from the wound... if Ignus were to attack you with a rage, he might be able to muster enough heat and flames that recovering would be difficult... perhaps even destroy you? The thought doesn't please you. Ignus has hinted that this charred remain of your hand somehow holds a fraction of his infernal power... now passed on to you. To invoke its power, you must slice off your hand again, place the skeletal hand there, then let the flesh heal over it. When this occurs, the traces of Ignus that remain upon the charred bones will 'kindle' a portion of Ignus' knowledge within you. IGNUS' INNARDS Allows user to copy "Infernal Shield" into Spell Book Range: 0 Duration: 5 seconds per level or (Special) Speed: 3 Area of Effect: Caster Saving Throw: None Weight: 2 Usable only by Nameless One Usable only by Mages This is your charred mass of intestines; Ignus has hinted that these charred remains hold a fraction of his infernal power... now passed on to you. To invoke its power, you must slice open your abdomen, replace the innards, then let the flesh heal over the wound. When this occurs, the traces of Ignus that remain upon the charred bones will 'kindle' a portion of Ignus' knowledge within you. RECIPE: BLOOD BRIDGE Allows user to copy "Blood Bridge" into Spell Book Range: 0 Duration: Instant Speed: 2 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages This tattered card has the recipe for the ingredients and the incantations necessary for the necromantic spell, "Blood Bridge." This spell allows the caster to share a portion of his life with others, weakening himself but strengthening others. RECIPE: CHROMATIC ORB Allows user to copy "Chromatic Orb" into Spell Book Range: 50 feet Duration: Special Speed: 1 Area of Effect: 1 creature Saving Throw: Neg. Weight: 0 Usable only by Mages This tattered card has the recipe for the ingredients and the incantations necessary for the minor evocation, "Chromatic Orb." RECIPE: IDENTIFY Allows user to copy "IDENTIFY" into Spell Book Range: 1 Item Duration: Instant Speed: 1 Area of Effect: Inventory usage only Saving Throw: None Weight: 0 Usable only by Mages This tattered card has the recipe for the ingredients and the incantations necessary for the minor divination spell, "Identify." This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities. RUNE OF ARMOR Invokes: "Armor" Teaches user "Armor" Level: 1 / Wizard Range: 0 Duration: Until destroyed by damage Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 5 Usable only by Mages Upon closer examination of this breastplate, you realize you didn't mar the warding rune beyond recognition. In fact, unlike the other breastplates, the spell that maintained the integrity of the giant skeleton is mostly intact, so much so you could either cast the runes as a spell or copy them into a spell book and keep it as part of your arsenal. Either casting or copying the spell will destroy the breastplate, however. NOTE: To cast the rune as a spell, simply use it as an item. To enter the "Armor" spell into your spell book, click the "Copy" button on the item interface. RUNE OF GREATER WARDING Invokes: "Shield" Teaches user "Shield" Level: 1 / Wizard Range: 10 feet Duration: 25 sec. / level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 5 Usable only by Mages Upon closer examination of the runes covering the surface of this breastplate, you think you might be able to unlock the rune's power and use it to invoke a primitive warding enchantment, similar to the one that protected the giant skeleton. Activating the rune will destroy the breastplate, however. RUNE OF LESSER WARDING Invokes: "Armor" Teaches user "Armor" Level: 1 / Wizard Range: 0 Duration: Until destroyed by damage Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 5 Usable only by Mages Upon closer examination of the runes covering the surface of this breastplate, you think you might be able to unlock the rune's power and use it to invoke a primitive warding enchantment, similar to the one that protected the giant skeleton. Activating the rune will destroy the breastplate, however. RUNE OF SHIELDING Invokes: "Shield" Teaches user "Shield" Level: 1 / Wizard Range: 10 feet Duration: 25 sec. / level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 5 Usable only by Mages Upon closer examination of this breastplate, you realize you didn't mar the warding rune beyond recognition. In fact, unlike the other breastplates, the spell that maintained the integrity of the giant skeleton is mostly intact, so much so you could either cast the runes as a spell or copy them into a spell book and keep it as part of your arsenal. Either casting or copying the spell will destroy the breastplate, however. NOTE: To cast the rune as a spell, simply use it as an item. To enter the "Shield" spell into your spell book, click the "Copy" button on the item interface. SCROLL OF ABYSSAL FURY Allows user to cast "Abyssal Fury" Allows user to copy "Abyssal Fury" into Spell Book Level: 9 / Wizard Range: 50 feet Duration: Instant Speed: 9 Area of Effect: 1 creature Saving Throw: see below Weight: 0 Usable only by Mages When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell. This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal. (1) If the victim makes a successful saving throw, he will get spit out of the portal in 'one piece,' but while the victim sensed nothing at first, after a split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer 5d10 pts. of damage as he suffers multiple 'delayed' attacks and slashes from all angles. (2) If the victim fails the saving throw, it is instant death. All that is left are body parts. SCROLL OF ACID STORM Allows user to cast "Acid Storm" Allows user to copy "Acid Storm" into Spell Book Level: 7 / Wizard Range: 30 ft. Duration: 30 seconds Speed: 7 Area of Effect: 20 ft. radius up to 20 ft. high Saving Throw: 1/2 Weight: 0 Usable only by Mages The tempest of acid may come and go, but its sting lingers much longer. This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft. radius area that inflicts 1-6 pts. of damage for every 5 seconds per level of the caster. A successful saving throw reduces the damage in half. SCROLL OF ADDER'S KISS Allows user to cast "Adder's Kiss" Allows user to copy "Adder's Kiss" into Spell Book Level: 2 / Wizard Range: 150 feet Duration: 5 seconds per 3 levels Speed: 6 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth. When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 2-8 hit points of acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid damage / 5 second segments. SCROLL OF AID Allows user to cast "Aid" Level: 2 / Priest Range: 0 Duration: 10 seconds + 10 seconds per level Speed: 1 Area of Effect: Special Saving Throw: None Weight: 0 Usable only by Priests Bolster an allies' courage, giving him added skill and the ability to withstand more damage. Aid Grants +1 to hit and +1 to saves to the target creature, provided that being is not already engaged in combat. The spell also provides 1-8 more hit points for the target creature for the duration of the spell; this spell allows the creature to have more than its ordinary total hit points. These hit points are only temporary, and disappear when the spell ends - however, if the creature loses those hit points to damage, it does not lose additional points when the spell expires. SCROLL OF ANTIMAGIC SHELL Allows user to cast " Antimagic Shell" Allows user to copy "Antimagic Shell" into Spell Book Level: 6 / Wizard Range: 0 Duration: 5 minutes Speed: 1 Area of Effect: 1 foot per level diameter Saving Throw: None Weight: 0 Usable only by Mages In an ironic twist, all magic in its area of effect shall be undone, with this spell. This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magicitems) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and it globe's area of effect is 1 foot per level of the caster. SCROLL OF ARMOR Allows user to cast "Armor" Allows user to copy "Armor" into Spell Book Level: 1 / Wizard Range: 0 Duration: Until destroyed by damage Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages Physical attacks shall be better thwarted as protection is granted to those who have none. This spell grants an Armor Class of 6 to the target. It is culmulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains culmulative damage more totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only distintegrates after that much damage has been inflicted on it. SCROLL OF AX OF TORMENT Allows user to cast "Ax of Torment" Allows user to copy "Ax of Torment" into Spell Book Level: 3 / Wizard Range: 50 feet Duration: Instant / Special Speed: 3 Area of Effect: 1 Creature Saving Throw: Neg. Weight: 0 Usable only by Mages As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow. Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 1-8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): (1) Suffer an additional 1-8 pts. of damage; (2) 2-16 pts. of damage; (3) Paralyzed for 5-15 seconds. * At Level 9+, the following new effects can occur: (4) 5-40 pts. of Fire damage; (5) 6-48 pts. of Ice damage; (6) Randomly teleported 1-100 yds. Away; (7) Turned to stone; or (8) 8-64 pts. of pure damage. SCROLL OF BALL LIGHTNING Allows user to cast "Ball of Lightning" Allows user to copy "Ball of Lightning" into Spell Book Level: 3 / Wizard Range: 90 ft + 30 ft. per level Duration: Instant Speed: 3 Area of Effect: Nearest target Saving Throw: 1/2 Weight: 0 Usable only by Mages Spheres of electrical force shoot forth and strike your nearest foes. Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: 4 2d4 each 3 2d6 each 2 5d4 each 1 4d12 SCROLL OF BLACK BARBED CURSE Allows user to cast "Black Barbed Curse" Allows user to copy "Black Barbed Curse" into Spell Book Level: 2 / Wizard Range: 30 feet Duration: Instant Speed: 2 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for 4-16 hit points of piercing physical damage. SCROLL OF BLACK BARBED SHIELD Allows user to cast "Black Barbed Shield" Allows user to copy "Black Barbed Shield" into Spell Book Level: 2 / Wizard Range: Self only Duration: 5-30 seconds Speed: 2 Area of Effect: Self only Saving Throw: None Weight: 0 Usable only by Mages Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage. This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 5-30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character. SCROLL OF BLACKSPHERE Allows user to cast "Blacksphere" Allows user to copy "Blacksphere" into Spell Book Level: 4 / Wizard Range: 30 ft. (50 ft. at level 10+) Duration: 10 seconds Speed: 4 Area of Effect: 10 feet radius globe Saving Throw: Special Weight: 0 Usable only by Mages This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well. The spell allows the caster to create a black sphere of force which explodes and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures with in a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the saving throw they still take damage from the blacksphere itself. SCROLL OF BLADESTORM Allows user to cast "Bladestorm" Allows user to copy "Bladestorm" into Spell Book Level: 7 / Wizard Range: 75 feet Duration: Instant Speed: 7 Area of Effect: 10 yards per level radius Saving Throw: 1/2 Weight: 0 Usable only by Mages The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you. This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius with a THACO of 11 and inflicts 1-8 pts. of damage per level of the caster, in addition to inflicting another 2-20 pts. of damage on a natural roll of 20. SCROLL OF BLESSING Allows user to cast "Blessing" Level: 1 / Priest Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet cube Saving Throw: None Weight: 0 Usable only by Priests A boon to one's companions, granting them strength when they are in need. Bless grants +1 to hit and +1 to saves to all friendly creatures that are in a 50 feet radius from the casting point. SCROLL OF BLINDNESS Allows user to cast "Blindness" Allows user to copy "Blindness" into Spell Book Level: 1 / Wizard Range: 90 ft. + 30 ft. / level Duration: 60 seconds Speed: 1 Area of Effect: 1 Creature Saving Throw: Neg. Weight: 0 Usable only by Mages How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. If the targeted creature fails its saving throw, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to all opponents' attack rolls. SCROLL OF BLOOD BRIDGE Allows user to cast "Blood Bridge" Allows user to copy "Blood Bridge" into Spell Book Level: 2 / Wizard Range: 0 Duration: Instant Speed: 2 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself. When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target. SCROLL OF BLUR Allows user to cast "Blur" Allows user to copy "Blur" into Spell Book Level: 2 / Wizard Range: 0 Duration: 15 seconds + 5 seconds per level Speed: 2 Area of Effect: The caster Saving Throw: None Weight: 0 Usable only by Mages The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle. Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws. SCROLL OF CALL LIGHTNING Allows user to cast "Call Lightning" Level: 3 / Priest Range: 180 feet Duration: Instant Speed: 3 Area of Effect: 10 feet radius Saving Throw: 1/2 Weight: 0 Usable only by Priests This spell summons nature's fury to strike your foes. The caster can call one bolt of electricity, hurling it down upon her enemies for 2-16 points of electrical damage, plus an additional 1-8 points for every level of the caster. This damage affects any creature within the 10 foot radius of where the bolt crashes down. Area of Effect is 10 feet Radius. A Save vs. Spells results in half-damage. SCROLL OF CELESTIAL HOST Allows user to cast "Celestial Host" Allows user to copy "Celestial Host" into Spell Book Level: 9 / Wizard Range: 100 feet Duration: Instant Speed: 9 Area of Effect: 50 ft. x 50 ft. area Saving Throw: None Weight: 0 Usable only by Mages While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes! When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent the some of the most powerful celestial beings from the Upper Planes: Astral Deva (Mace of Disruption), Phoenix (Fire Storm), Solar Aasimon (Celestial Bow), and a Gold Dragon (Energy Wave). SCROLL OF CHAIN LIGHTNING STORM Allows user to cast "Chain Lightning Storm" Allows user to copy "Chain Lightning Storm" into Spell Book Level: 6 / Wizard Range: 50 feet Duration: Instant Speed: 6 Area of Effect: 50 x 50 ft area Saving Throw: 1/2 Weight: 0 Usable only by Mages "As Man looked up and cried to the heavens, so it responded..." Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death. Giant Lightning Bolts strike down all hostile creatures on screen for 7-70 pts. of damage. A successful saving throw reduces it to half damage. SCROLL OF CHROMATIC ORB Allows user to cast "Chromatic Orb" Allows user to copy "Chromatic Orb" into Spell Book Level: 1 / Wizard Range: 50 feet Duration: Special Speed: 1 Area of Effect: 1 creature Saving Throw: Neg. Weight: 0 Usable only by Mages Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others. This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level. Level: 1 White Damage: 1-4 pts. Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC Level: 2 Red Damage: 1-6 pts. Special Power: 10 sec: -1 Strength, -1 Dexterity Level: 3 Orange Damage: 1-8 pts. Special Power: Additional 1-4 pts. of fire damage Level: 4 Yellow Damage: 1-10 pts. Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC Level: 5 Green Damage: 1-12 pts. Special Power: Stun for 10-25 sec. Level: 6 Turquoise Damage: 2-8 pts. Special Power: Unconscious for 10-25 sec. Level: 7 Blue Damage: 2-16 pts. Special Power: Paralyzed for 30-100 sec. Level: 10 Violet Damage: Paralysis Special Power: Petrification Level: 12 Black Damage: 4-40 pts. Special Power: Paralysis for 10-40 sec. SCROLL OF CLOAK OF WARDING Allows user to cast "Cloak of Warding" Allows user to copy "Cloak of Warding" into Spell Book Level: 3 / Wizard Range: 0 Duration: 5 seconds per level or (Special) Speed: 3 Area of Effect: Caster Saving Throw: None Weight: 0 Usable only by Mages This spell summons a magical cloak of force around your body that absorbs damage. The spell creates a "shield" effect similar to the shield spell that absorbs 3-12 points of damage + 1 point per level of the caster. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds per level of the caster. SCROLL OF CLOUDKILL Allows user to cast "Cloudkill" Allows user to copy "Cloudkill" into Spell Book Level: 5 / Wizard Range: 100 feet Duration: Instant Speed: 5 Area of Effect: 50 x 50 ft. cloud Saving Throw: None Weight: 0 Usable only by Mages Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest. A billowing cloud of toxic vapors are created that is so deadly that it will slay any creature with fewer than 4+1 HD, cause creatures with 4+1 to 5+1 HD to roll saving throws vs. poison at -4 penalties or be slain, and creatures up to 6 HD to roll unmodified saving throws vs. poison or be slain! Those above 6 HD suffer 1-10 pts. SCROLL OF CONE OF COLD Allows user to cast "Cone of Cold" Allows user to copy "Cone of Cold" into Spell Book Level: 5 / Wizard Range: 30 feet Duration: Instant Speed: 5 Area of Effect: Special Saving Throw: 1/2 Weight: 0 Usable only by Mages Extreme cold blasts forth and welcomes your enemies in its freezing embrace. This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the caster, to a maximum of 10-40 +10 pts. SCROLL OF CONFLAGRATION Allows user to cast "Conflagration" Allows user to copy "Conflagration" into Spell Book Level: 9 / Wizard Range: 50 feet Duration: 50 seconds Speed: 9 Area of Effect: 1 creature Saving Throw: Special Weight: 0 Usable only by Mages Burn, burn, burn. A single creature shall be set aflame with this hideous spell, suffering 2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 2-12 pts. of damage, but are allowed a saving throw vs. spells to halve the damage. SCROLL OF CONFUSION Allows user to cast "Confusion" Allows user to copy "Confusion" into Spell Book Level: 4 / Wizard Range: 120 feet Duration: 10 seconds + 1 second per level Speed: 4 Area of Effect: Up to 60 square feet Saving Throw: Neg. Weight: 0 Usable only by Mages Focus and purpose shall become undone. As per the name, this spell causes 1-4 creatures, +1 creature / level, to become confused and unsure of itself. They will either: 1) Wander away; 2) Stand confused; 3) Attack nearest creature; 4) Act normal. SCROLL OF CURE CRITICAL WOUNDS Allows user to cast "Cure Critical Wounds" Level: 5 / Priest Range: 0 Duration: Permanent / Instant Speed: 8 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Priests This spell heals any critical wounds a target may have gained. Restores 27 hit points to the target creature. The creature's restored hit points cannot exceed its maximum hit points. SCROLL OF CURE LIGHT WOUNDS Allows user to cast "Cure Light Wounds" Level: 1 / Priest Range: 0 Duration: Permanent / Instant Speed: 1 Area of Effect: Creature touched Saving Throw: None Weight: 0 Usable only by Priests This spell seals minor wounds on a target. The caster can cast the spell on anyone within touch range, in a 30 ft. area. Cure Light Wounds heals a target for 8 hit points of damage. The creature's restored hit points cannot exceed its maximum hit points. SCROLL OF CURE MODERATE WOUNDS Allows user to cast "Cure Moderate Wounds" Level: 2 / Priest Range: 0 Duration: Permanent / Instant Speed: 2 Area of Effect: Creature touched Saving Throw: None Weight: 0 Usable only by Priests This spell seals moderate wounds on a target. When cast, a targeting cursor appears, and the player can cast the spell on anyone within touch range. Cure Moderate Wounds heals a target for 11 hit points of damage. The creature's restored hit points cannot exceed its maximum hit points. SCROLL OF CURE SERIOUS WOUNDS Allows user to cast "Cure Serious Wounds" Level: 4 / Priest Range: 0 Duration: Permanent / Instant Speed: 4 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Priests This spell heals any serious wounds a target may have gained. Restores 17 hit points to the target creature. The creature's restored hit points cannot exceed its maximum hit points. SCROLL OF CURSE Allows user to cast "Curse" Level: 1 / Priest Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet radius Saving Throw: None Weight: 0 Usable only by Priests A bane to one's enemies, weakening them. The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, -1 to Attacks and -1 to their saving throws for 30 seconds. SCROLL OF DEATHBOLT Allows user to cast "Deathbolt" Allows user to copy "Deathbolt" into Spell Book Level: 8 / Wizard Range: 100 feet Duration: Instant Speed: 8 Area of Effect: 1 creature Saving Throw: Special Weight: 0 Usable only by Mages Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark. This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 10-60 pts. of damage. SCROLL OF DESERT HELL Allows user to cast "Desert Hell" Allows user to copy "Desert Hell" into Spell Book Level: 5 / Wizard Range: 50 feet Duration: Instant Speed: 5 Area of Effect: 50 x 50 ft. Saving Throw: 1/2 Weight: 0 Usable only by Mages 'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert. This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save vs. spell or spontaneously combust for 4-40 pts. of damage. Even if they save, they still take half damage from the searing heat. SCROLL OF DETECT EVIL Allows user to cast "Detect Evil" Level: 1 / Priest Range: 0 Duration: 50 seconds + 25 seconds / level (maximum of 5 minutes) Speed: 1 Area of Effect: Caster Saving Throw: None Weight: 0 Usable only by Priests This spell detects evil intent, revealing the inner nature of the target. When cast, this spell detects any evil emanations from creatures within range for 50 seconds + 25 seconds / level of the caster. SCROLL OF ELYSIUM'S FIRES Allows user to cast "Elysium's Fires" Allows user to copy "Elysium's Fires" into Spell Book Level: 9 / Wizard Range: 90 feet Duration: Instant Speed: 9 Area of Effect: 50 ft. x 50 ft. area Saving Throw: 1/2 Weight: 0 Usable only by Mages Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact. This spell summons 8 meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing 5-20 points of damage. A creature gets a Saving Throw for each of the blasts that hit him. SCROLL OF ELYSIUM'S TEARS Allows user to cast "Elysium's Tears" Allows user to copy "Elysium's Tears" into Spell Book Level: 3 / Wizard Range: 90 feet Duration: Instant Speed: 3 Area of Effect: 1 target/meteor Saving Throw: None Weight: 0 Usable only by Mages The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes. The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well. SCROLL OF ENOLL EVA'S DUPLICATION Allows user to cast "Enoll Eva's Duplication" Allows user to copy "Enoll Eva's Duplication" into Spell Book Level: 5 / Wizard Range: 50 feet Duration: 60 seconds Speed: 4 Area of Effect: One Saving Throw: None Weight: 0 Usable only by Mages This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage. This spell affects a single target. No Saving Throw required. When cast, all subsequent attacks (physical or magical) will be duplicated once: For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 minutes after casting. SCROLL OF FIRE AND ICE Allows user to cast "Fire and Ice" Allows user to copy "Fire and Ice" into Spell Book Level: 5 / Wizard Range: 150 feet Duration: Instant Speed: 5 Area of Effect: 30 feet radius globe Saving Throw: Special Weight: 0 Usable only by Mages A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing. This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 3-18 of cold damage to all w/in range. A successful saving throw vs. spell halves the damage. SCROLL OF FIST OF IRON Allows user to cast "Fist of Iron" Allows user to copy "Fist of Iron" into Spell Book Level: 1 / Wizard Range: Caster Duration: (5 seconds / level) + 5 seconds Speed: 1 Area of Effect: Nameless One only Saving Throw: None Weight: 0 Usable only by Mages This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal. This spell works only on the Nameless One. When cast, all his normal punch attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells while the Fist of Iron is in place. SCROLL OF FLAMEWALK Allows user to cast "Flamewalk" Level: 3 / Priest Range: 0 Duration: 10 seconds + 10 seconds per level Speed: 3 Area of Effect: Creature(s) touched Saving Throw: None Weight: 0 Usable only by Priests This spell protects the recipient from the effects of flames... for a time. This spell gives a single target +2 on their saving throws against any fire-based attack, and gives all fire-based attacks a multiplier of x.5 for any damage that does succeed in reaching the targets of this spell. SCROLL OF FORCE MISSILES Allows user to cast "Force Missiles" Allows user to copy "Force Missiles" into Spell Book Level: 4 / Wizard Range: 90 ft. + 5 ft. per level Duration: Instant Speed: 4 Area of Effect: 1 or more creatures or objects Saving Throw: Special Weight: 0 Usable only by Mages Missiles of Force accurately strike down and blast its intended victims. Like the magic missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 2-8 pts. of damage, regardless of saving throw. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. If a saving throw is made then this concussive damage is negated. The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles. SCROLL OF FRIENDS Allows user to cast "Friends" Allows user to copy "Friends" into Spell Book Level: 1 / Wizard Range: 0 Duration: 5-20 seconds + 5 sec. / level Speed: 1 Area of Effect: Caster Saving Throw: Special Weight: 0 Usable only by Mages One's charm, one's beauty and one's charisma is oftentimes the key to gaining the trust of strangers and creating new friends. When cast, the caster temporarily gains 2-8 points of Charisma, which could be helpful in making new friends, or opening new paths. SCROLL OF GLOBE OF INVULNERABILITY Allows user to cast "Globe of Invulnerability" Allows user to copy "Globe of Invulnerability" into Spell Book Level: 6 / Wizard Range: 0 Duration: 5 seconds per level Speed: 3 Area of Effect: 5 feet radius Saving Throw: None Weight: 0 Usable only by Mages Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within. This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the globe. But unlike antimagic shell, any type of spell can be cast out of the sphere. The globe lasts for 5 seconds per level of the caster. SCROLL OF GREATER EMBALMING Allows user to cast "Greater Embalming" Allows user to copy "Greater Embalming" into Spell Book Level: 2 / Wizard Range: 0 Duration: 60 minutes Speed: 2 Area of Effect: Creature touched Saving Throw: None Weight: 0 Usable only by Mages Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer. This spell works only on the Nameless One or any undead. When cast, the target gains +2 hp/level of the caster and +2 AC for one hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for an hour. SCROLL OF GUARDIAN MANTLE Allows user to cast "Guardian Mantle" Allows user to copy "Guardian Mantle" into Spell Book Level: 7 / Wizard Range: 0 Duration: 50 seconds + 5 seconds per level Speed: 7 Area of Effect: the caster Saving Throw: None Weight: 0 Usable only by Mages All physical hostile attacks can be done away with. This spell creates a magical blanket of energy that envelopes the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. [This spell cancels all other protective effects while the spell is active.] SCROLL OF HALO OF LESSER REVELATION Allows user to cast "Halo of Lesser Revelation" Level: 1 / Priest Range: 240 feet Duration: 20 seconds per level Speed: 1 Area of Effect: 10 sq. ft. per level within a 40 ft. radius Saving Throw: None Weight: 0 Usable only by Priests Lines a priest's enemies with a halo of light, making them easier to see and be hit. When cast, the player characters selects any target point within range to center the spell on. From there, a glowing, vibrant green glow emits from the center and grows out to a 40 foot radius. All hostile creatures will be surrounded by a glow for the duration of the spell, which bestows a +2 penalty to Armor Class to all affected creature(s). There is no Saving Throw for this spell. This spell can also cause a glow around invisible creatures. SCROLL OF HEAL Allows user to cast "Heal" Level: 6 / Priest Range: 0 Duration: Permanent / Instant Speed: 6 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Priests This spell brings forth the ultimate power of healing. It cures all blindness, all disease, and completely restores the target. Restores all hit points to a target creature and removes all blindness and disease conditions on a character. SCROLL OF HOLD UNDEAD Allows user to cast "Hold Undead" Allows user to copy "Hold Undead" into Spell Book Level: 3 / Wizard Range: 180 feet Duration: 5-20 seconds + 5 seconds per level Speed: 3 Area of Effect: 1d3 undead Saving Throw: Neg. Weight: 0 Usable only by Mages The restless dead shall be bound and held when this spell is cast. This spell allows the caster to immobilize 1-3 undead creatures, provided that the total HD of the creatures are equal to or less than the caster's level. Furthermore, undead with less than 3 HD are automatically affected. Those with 3 or more HD are allowed a saving throw to negate the spell. Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest undead are affected. SCROLL OF HORROR Allows user to cast "Horror" Allows user to copy "Horror" into Spell Book Level: 2 / Wizard Range: 75 feet Duration: 30 seconds Speed: 2 Area of Effect: 30 feet radius Saving Throw: Neg. Weight: 0 Usable only by Mages Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice. This spell causes all non-undead creatures within a 30 foot radius of the target point to flee in terror from the area, if they fail their saving throw. SCROLL OF HOWL OF PANDEMONIUM Allows user to cast "Howl of Pandemonium" Allows user to copy "Howl of Pandemonium" into Spell Book Level: 6 / Wizard Range: 50 feet Duration: Special Speed: 6 Area of Effect: 30 ft. radius or 60 x 20 ft. cone Saving Throw: Special Weight: 0 Usable only by Mages The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony. The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. spell are incapacitated for 10 - 60 minutes. Those creatures with greater than 2HD but less than the caster's who fail their saving throw become confused (as if a Confusion spell was cast on them). SCROLL OF ICE KNIFE Allows user to cast "Ice Knife" Allows user to copy "Ice Knife" into Spell Book Level: 2 / Wizard Range: 50 ft. Duration: Instant Speed: 2 Area of Effect: Special Saving Throw: Neg. Weight: 0 Usable only by Mages Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A successful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target. SCROLL OF IDENTIFY Allows user to cast "Identify" Allows user to copy "Identify" into Spell Book Level: 1 / Wizard Range: 1 Item Duration: Instant Speed: 1 Area of Effect: Inventory usage only Saving Throw: None Weight: 0 Usable only by Mages This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities. SCROLL OF IGNUS' FURY Allows user to cast "Ignus' Fury" Allows user to copy "Ignus' Fury" into Spell Book Level: 8 / Wizard Range: 100 feet Duration: Instant Speed: 8 Area of Effect: One 10 ft. cube per level Saving Throw: 1/2 Weight: 0 Usable only by Mages Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn. This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of damage, plus 1 additional pt. of damage per level of the caster, on all creatures within sight. A successful saving throw vs. spell halves the damage. SCROLL OF IMPROVED STRENGTH Allows user to cast "Improved Strength" Allows user to copy "Improved Strength" into Spell Book Level: 4 / Wizard Range: 0 Duration: 5 seconds per level Speed: 4 Area of Effect: creature touched Saving Throw: None Weight: 0 Usable only by Mages Superhuman strength can be yours, regardless of prior limitations. This spell can bestow superhuman strength upon a creature. Furthermore, improved strength allows the recipient of the spell to ignore race or class restrictions on his max Str score, possibly reaching scores as high as 25. Warrior 1d8+4 (max 25) Priest 1d6+4 (max 23) Rogue 1d6+4 (max 23) Wizard 1d4+4 (max 21) SCROLL OF KNOCK Allows user to cast "Knock" Allows user to copy "Knock" into Spell Book Level: 2 / Wizard Range: 180 feet Duration: Special Speed: 1 Area of Effect: 10 sq. feet per level Saving Throw: None Weight: 0 Usable only by Mages The inaccessible, the locked, can be freed and within one's grasp with this incantation. With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell. SCROLL OF LUCK Allows user to cast "Luck" Allows user to copy "Luck" into Spell Book Level: 2 / Wizard Range: 30 feet Duration: 5 seconds per level Speed: 2 Area of Effect: 1 creature Saving Throw: NoneWeight: 0 Usable only by Mages Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration. This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the caster. This bonus increases the chance for success in various efforts such as Attacking, Thieving Skills, or Saving Throws and the like. SCROLL OF MAGIC MISSILE Allows user to cast "Magic Missile" Allows user to copy "Magic Missile" into Spell Book Level: 1 / Wizard Range: 80 ft. + (30 ft. / level) Duration: Instant Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9. SCROLL OF MECHANUS' CANNON Allows user to cast "Mechanus' Cannon" Allows user to copy "Mechanus' Cannon" into Spell Book Level: 8 / Wizard Range: 50 feet Duration: Instant Speed: 8 Area of Effect: 1 creature Saving Throw: 1/2 Weight: 0 Usable only by Mages The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus. This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting 30-90 pts. of damage, with no saving throw. SCROLL OF METEOR STORM BOMBARDMENT Allows user to cast "Meteor Storm Bombardment" Allows user to copy "Meteor Storm Bombardment" into Spell Book Level: 8 / Wizard Range: 50 Duration: Instant Speed: 8 Area of Effect: 50 ft X 50 ft area Saving Throw: 1/2 Weight: 0 Usable only by Mages Meteors from across the multiverse are called to rain destruction upon all who oppose the caster. This spell calls forth a great shower of meteors to bombard all enemies within sight for 10-120 pts. of damage, or half the damage with a successful saving throw vs. spell. SCROLL OF MINOR EMBALMING Allows user to cast "Minor Embalming" Allows user to copy "Minor Embalming" into Spell Book Level: 1 / Wizard Range: 0 Duration: 30 minutes Speed: 1 Area of Effect: Creature touched Saving Throw: None Weight: 0 Usable only by Mages Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour. SCROLL OF MISSILE OF PATIENCE Allows user to cast "Missile of Patience" Allows user to copy "Missile of Patience" into Spell Book Level: 1 / Wizard Range: ? Duration: ? Speed: ? Area of Effect: ? Saving Throw: Special Weight: 0 Usable only by Mages "Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane of mages everywhere, could this be the practical joke of an arch-mage, or living disproof of the old Prime Material axiom that "good things come to those who wait"? SCROLL OF PACIFY Allows user to cast "Pacify" Allows user to copy "Pacify" into Spell Book Level: 1 / Wizard Range: 180 feet Duration: 40 seconds + (5 seconds / level) Speed: 1 Area of Effect: 2-8 creatures (non-undead) Saving Throw: None Weight: 0 Usable only by Mages Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means. As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combat, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try and break the spell. SCROLL OF PAIN MIRROR Allows user to cast "Pain Mirror" Allows user to copy "Pain Mirror" into Spell Book Level: 2 / Wizard Range: Caster only Duration: When hit, or 5 seconds per level of caster Speed: 2 Area of Effect: 10 ft. radius when activated Saving Throw: None Weight: 0 Usable only by Mages A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster. SCROLL OF POWER WORD, BLIND Allows user to cast "Power Word. Blind" Allows user to copy "Power Word, Blind" into Spell Book Level: 8 / Wizard Range: 15 feet per level Duration: Special Speed: 8 Area of Effect: 15 feet radius Saving Throw: None Weight: 0 Usable only by Mages The power of sight shall be removed, and darkness shall enter. This spell blinds up to 100 hit points of creatures within a 15 ft. radius / level of the caster from the specified target point. The blindness spreads outwards from the center, affecting creatures with the lowest HP totals first. Those with more than 100 HP are not affected. The spell effect's duration depends on the number of HP affected: If 25 or fewer HP are affected, then the blindness lasts for 160-400 seconds. If 26-50 HP are affected, the blindness lasts for 80-200 seconds. If 51-100 HP are affected, the blindness lasts for 16-40 seconds. An individual creature can't be partially affected: Unless all of its HP are affected, it is not blind. SCROLL OF POWER WORD KILL Allows user to cast "Power Word. Kill" Allows user to copy "Power Word, Kill" into Spell Book Level: 9 / Wizard Range: 15 feet per 2 levels Duration: Instant Speed: 1 Area of Effect: 10 feet radius Saving Throw: None Weight: 0 Usable only by Mages With a single word, life's energies are snuffed out. When this spell is uttered, one creature of any type within the spell range is instantly killed. It can kill any creature that has up to 120 hit points, with no saving throw allowed. SCROLL OF PRAYER Allows user to cast "Prayer" Level: 3 / Priest Range: 0 (centered on caster) Duration: 5 seconds per level Speed: 1 Area of Effect: 60 feet radius Saving Throw: None Weight: 0 Usable only by Priests This spell aids allies and harms your foes. This spell grants a bonus of + 1 to attack, damage, and saving throws to all who are "Friendly" to the priest. Those who are "Hostile" to the caster suffer -1 to attack, damage, and saving throws. It lasts 5 seconds / level in a 60 foot radius. SCROLL OF PROTECTION FROM EVIL Allows user to cast "Protection from Evil" Level: 1 / Priest Range: 0 Duration: 10 seconds per level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Priests This spell surrounds the caster with a circle of protection that helps protect him against attacks by those with evil intent. This spell bestows protection from evil creatures through a magical barrier that surrounds the recipient of the spell. It gives a -2 penalty to attack rolls by evil creatures and bestows a +2 bonus to all saving throws that are caused by such evil attacks for a duration of 10 seconds / level of the caster. SCROLL OF RAISE DEAD Allows user to cast "Raise Dead" Level: 5 / Priest Range: 90 feet Duration: Permanent / Instant Speed: 5 Area of Effect: 1 Person Saving Throw: None Weight: 0 Usable only by Priests The most precious gift is bestowed upon all who were lost to the living. This spell restores life back to any slain individual chosen. No saving throw is required. SCROLL OF REMOVE CURSE Allows user to cast "Remove Curse" Level: 3 / Priest Range: 0 Duration: Instant Speed: 4 Area of Effect: Special Saving Throw: None Weight: 0 Usable only by Priests Cursed items shall no longer afflict you when this spell is cast. When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item. SCROLL OF REMOVE CURSE Allows user to cast "Remove Curse" Allows user to copy "Remove Curse" into Spell Book Level: 4 / Wizard Range: 0 Duration: Instant Speed: 4 Area of Effect: Special Saving Throw: None Weight: 0 Usable only by Mages Cursed items shall no longer afflict you when this spell is cast. When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item. SCROLL OF RUNE OF TORMENT Allows user to cast "Rune of Torment" Allows user to copy "Rune of Torment" into Spell Book Level: 9 / Wizard Range: 0 Duration: Instant Speed: 9 Area of Effect: 50 ft. x 50 ft. area Saving Throw: None Weight: 0 Usable only by Mages Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn. After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit points of damage. There is no Saving Throw. SCROLL OF SHIELD Allows user to cast "Shield" Allows user to copy "Shield" into Spell Book Level: 1 / Wizard Range: 10 feet Duration: 25 sec. / level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages This spell summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds / level of the caster. SCROLL OF SHROUD OF SHADOWS Allows user to cast "Shroud of Shadows" Allows user to copy "Shroud of Shadows" into Spell Book Level: 4 / Wizard Range: 0 Duration: 5-20 seconds +10 seconds Speed: 4 Area of Effect: One Target Saving Throw: None Weight: 0 Usable only by Mages This spell brings shadows to your aid, enshrouding your body from detection and physical attacks. When this spell is cast, a targeting cursor appears, and the player may select any target within touch range. The recipient of this spell gains the following abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the caster. SCROLL OF SPEAK WITH DEAD Allows user to cast "Speak with Dead" Level: 3 / Priest Range: 50 Duration: Special Speed: 1 Area of Effect: 1 creature (undead) Saving Throw: None Weight: 0 Usable only by Priests To commune with spirits passed away. This spell allows the Nameless One to initiate a dialogue with a dead body within speaking range. SCROLL OF SPIRITUAL HAMMER Allows user to cast "Spritual Hammer" Level: 2 / Priest Range: 30 feet per level Duration: Variable (see below) Speed: 1 Area of Effect: 1 Target Saving Throw: 1/2 Weight: 0 Usable only by Priests This spell summons a hammer of spiritual energy to smite your foes. When cast, the caster chooses a target within range. The hammer causes 4-10 points of bludgeoning damage, for every three levels that the caster has, acting as a +1 weapon (+1 to hit and +1 damage), gaining an additional +1 for every six levels of the caster, to a maximum of +3. SCROLL OF STRENGTH Allows user to cast "Strength" Allows user to copy "Strength" into Spell Book Level: 2 / Wizard Range: Touch Duration: 60 mins per level Speed: 2 Area of Effect: Person touched Saving Throw: None Weight: 0 Usable only by Mages Grants immense strength to the weak - or greater strength to the strong. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows: Priest 1d6 points Rogue 1d6 points Warrior 1d8 points Wizard 1d4 points SCROLL OF STYGIAN ICE STORM Allows user to cast "Stygian Ice Storm" Allows user to copy "Stygian Ice Storm" into Spell Book Level: 7 / Wizard Range: 50 feet Duration: Special Speed: 7 Area of Effect: 50 ft X 50 ft area Saving Throw: Special Weight: 0 Usable only by Mages Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget. Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts. of ice damage, with no saving throw. Finally, all creatures must save vs. spell or suffer confusion for 5-30 seconds due to the immediate contact with the frozen, forgetful waters of the River Styx. SCROLL OF SWARM CURSE Allows user to cast "Swarm Curse" Allows user to copy "Swarm Curse" into Spell Book Level: 2 / Wizard Range: 100 feet Duration: 15 seconds Speed: 2 Area of Effect: 3 feet / level of the caster Saving Throw: Neg. Weight: 0 Usable only by Mages All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect. Brings a swarm of insects to attack all those in the area of effect. They inflict 1-4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm. SCROLL OF TASHA'S UNBEARABLE DERISIVE LAUGHTER Allows user to cast "Tasha's Unbearable Derisive Laughter" Allows user to copy "Tasha's Unbearable Derisive Laughter" into Spell Book Level: 3 / Wizard Range: 50 feet Duration: 5 seconds per level Speed: 3 Area of Effect: 30 feet radius Saving Throw: Neg. Weight: 0 Usable only by Mages What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows. Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures with an INT > 4 in range of the spell must make a Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their damage rolls for 5 seconds / level of the caster. SCROLL OF VAMPIRIC TOUCH Allows user to cast "Vampiric Touch" Allows user to copy "Vampiric Touch" into Spell Book Level: 3 / Wizard Range: Touch Duration: Instant Speed: 3 Area of Effect: 1 Creature Touched Saving Throw: None Weight: 0 Usable only by Mages This spell steals life from the target and transfers it to you. When the player touches a non-undead creature, he drains 1-6 hp from the target for every 2 wizard levels he has (2-12 hp for Lvl 4). The damage that he drains is then transferred to the caster and added to their total hp. Any hp over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage). SCROLL OF ZERTHIMON'S FOCUS Allows user to cast "Zerthimon's Focus" Allows user to copy "Zerthimon's Focus" into Spell Book Level: 3 / Wizard Range: 50 feet Duration: 5 seconds per level Speed: 3 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Mages This enchantment helps the target remember Zerthimon's teachings on the ways to channel one's mental and physical focus during battle. When cast, the recipient's chances for a Critical Attack are raised for 5 seconds per level of the caster. SECOND CIRCLE OF ZERTHIMON Allows user to copy "Scripture of Steel" into Spell Book Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet cube Saving Throw: None Weight: 1 Usable only by Mages and Nameless One Inscribed upon this circular stone plate is the Second Circle of Zerthimon: "*Know* that flesh cannot mark steel. *Know* that steel may mark flesh. In *knowing* this, Zerthimon became free." "*Know* that the tentacled ones were of flesh. They relied on the flesh and used it as tools for their will. One of the places where flesh served their will were the Fields of Husks on the False Worlds of the *illithids.*" "The Fields were where the bodies of the People were cast after the *illithids* had consumed their brains. When the brain had been devoured, the husks came to be fertilizer to grow the poison-stemmed grasses of the *illithids.* Zerthimon worked the Fields with no *knowing* of himself or what he had become. He was a tool of flesh, and the flesh was content." "It was upon these fields that Zerthimon came to *know* the scripture of steel. During one of the turnings, as Zerthimon tilled the Fields with his hands, he came across a husk whose brain remained within it. It has not been used as food. Yet it was dead." "The thought that one of the husks had died a death without serving as food for the *illithids* was a thought Zerthimon had difficulty understanding. From that thought, came a desire to *know* what had happened to the husk." "Embedded in the skull of the husk was a steel blade. It had pierced the bone. Zerthimon realized that was what had killed the husk. The steel had marked the flesh, but the flesh had not marked the steel." "Zerthimon took the blade and studied its surface. In it, he saw his reflection. It was in the reflection of the steel that Zerthimon first *knew* himself. Its edge was sharp, its will the wearer's. It was the blade that would come to be raised against Gith when Zerthimon made the Pronouncement of Two Skies." "Zerthimon kept the blade for many turnings, and many were the thoughts he had about it. He used it in the fields to aid his work. In using it, he thought about how it was not used." "The *illithids* were powerful. Zerthimon had believed that there was nothing that they did not *know.* Yet the *illithids* never carried tools of steel. They only used flesh as tools. Everything was done through flesh, for the tentacled ones were made of flesh and they *knew* flesh. Yet steel was superior to flesh. When the blade had killed the husk, it was the flesh that had been weaker than the steel." "It was then that Zerthimon came to *know* that flesh yielded to steel. In *knowing* that, he came to *know* that steel was stronger than the *illithids.*" "Steel became the scripture of the People. *Know* that steel is the scripture by which the People came to *know* freedom." SEVENTH CIRCLE OF ZERTHIMON Allows user to copy "Missile of Patience" into Spell Book Range: ? Duration: ? Speed: ? Area of Effect: ? Saving Throw: Special Weight: 1 Usable only by Mage, Dak'kon and Nameless One Inscribed upon this circular stone plate is the Seventh Circle of Zerthimon: "*Know* that the Rising of the People against the *illithid* was a thing built upon many turnings. Many were the People who lived and died under time's blade while the Rising was shaped." "The Rising was shaped upon a slow foundation. Steel was gathered so that it might mark *illithid* flesh. A means of *knowing* the movements of the *illithids* were established, at first weak and confused, then stronger, like a child finding its voice. When the movements were *known,* then the *illithids* were observed. In observing them, their ways of the mind were *known.*" "When the ways of the *illithid* were *known,* many of the People were gathered and taught in secret the means to shield their minds, and the way to harness their will as weapons. They were taught the scripture of steel, and most importantly, they were given the *knowing* of freedom." "These things were not learned quickly. The *knowing* of much of the ways was slow, and in all these things, time's weight fell upon all. From the *knowing* of one's reflection in a steel blade, to the *knowing* of submerging the will, to the *knowing* of seeing itself. All of these things and more the People built upon. In time, they came to *know* the whole." SIXTH CIRCLE OF ZERTHIMON Allows user to copy "Balance in All Things" into Spell Book Range: Caster only Duration: When hit the same number of times as Level / 4, or 5 seconds / level of caster Speed: 3 Area of Effect: 10 ft. radius when activated Saving Throw: None Weight: 1 Usable only by Mage, Dak'kon and Nameless One Inscribed upon this circular stone plate is the Sixth Circle of Zerthimon: "Upon the Blasted Plains, Zerthimon told Gith there cannot be two skies. In the wake of his words, came war." "So it came to pass that the People had achieved victory over their *illithid* masters. They *knew* freedom. Yet before the green fires had died from the battlefield, Gith spoke of continuing the war. Many, still filled with the bloodlust in their hearts, agreed with her. She spoke of not merely defeating the *illithids,* but destroying all *illithids* across the Planes. After the *illithids* had been exterminated, they would bring war to all other races they encountered." "In Gith's heart, fires raged. She lived in war, and in war, she *knew* herself. All that her eyes saw, she wanted to conquer." "Zerthimon spoke the beginnings of that which was against Gith's will. He spoke that the People already *knew* freedom. Now they should *know* themselves again and mend the damage that had been done to the People. Behind his words were many other hearts of the People who were weary of the war against the *illithid.*" "*Know* that Gith's heart was not Zerthimon's heart on this matter. She said that the war would continue. The *illithid* would be destroyed. Their flesh would be no more. Then the People would claim the False Worlds as their own. Gith told Zerthimon that they would be under the same sky in this matter. The words were like bared steel." "From Zerthimon came the Pronouncement of Two Skies. In the wake of his words came war." THIRD CIRCLE OF ZERTHIMON Allows user to copy "Submerge the Will" into Spell Book Range: 10 feet Duration: 12 sec. / level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 1 Usable only by Mages and Nameless One Inscribed upon this circular stone plate is the Third Circle of Zerthimon: "Zerthimon labored many turnings for the *illithid* Arlathii Twice-Deceased and his partnership in the cavernous heavens of the False Worlds. His duties would have broken the backs of many others, but Zerthimon labored on, suffering torment and exhaustion." "It came to pass that the *illithid* Arlathii Twice-Deceased ordered Zerthimon before him in his many-veined galleria. He claimed that Zerthimon had committed slights of obstinance and cowardice against his partnership. The claim had no weight of truth, for Arlathii only wished to *know* if flames raged within Zerthimon's heart. He wished to *know* if Zerthimon's heart was one of a slave or of a rebel." "Zerthimon surrendered to the *illithid* punishment rather than reveal his new-found strength. He *knew* that were he to show the hatred in his heart, it would serve nothing, and it would harm others that felt as he. He chose to endure the punishment and was placed within the Pillars of Silence so he might suffer for a turning." "Lashed upon the Pillars, Zerthimon moved his mind to a place where pain could not reach, leaving his body behind. He lasted a turning, and when he was brought before Arlathii Twice-Deceased, he gave gratitude for his punishment to the *illithid* as was custom. In so doing, he proved himself a slave in the *illithid* eyes while his heart remained free." "By enduring and quenching the fires of his hatred, he allowed Arlathii Twice-Deceased to think him weak. When the time of the Rising came, Arlathii was the first of the *illithid* to *know* death by Zerthimon's hand and die a third death." TWISTED GEAR OF ENOLL EVA (Minor Artifact) Special: Teaches User "Enoll Eva's Duplication" Weight: 2 Usable only by Mages The heavy gear that lies in the middle of this twisted mass of junk holds the last algebraic ruminations of Enoll Eva, the recently disintegrated Creative Director of Rubikon. Inscribed upon this twisted gear is a complex mathematical equation the modron discovered while attempting to calculate the permutations of the Rubikon maze. It is likely the presence of Limbo had an impact on his thoughts, inspiring the narrow-minded modron to think of something both brilliant and extremely dangerous. Once "calculated" (cast), Enoll Eva's equation allows all subsequent actions to be doubled or duplicated. During confrontations, all physical or magical attacks are doubled - dealing twice the amount of damage. How it ended up inside Nordom's frame is unknown, but the rogue modron may have picked it up while gathering wayward items in the Rubikon maze. ------------------------------------------------------------------------------- Tattoos ------------------------------------------------------------------------------- ANARCHIST TATTOO Invokes: "Haste" Weight: 0 This tattoo is created from the four symbols of the Revolutionary League. Wearing this openly is not a good idea. The Revolutionary League believes that all power structures should be overthrown, and they have devoted themselves to seeing that this occurs. They are the natural enemies of nearly all the other factions, and so they must move quickly when identified. The problem with this tattoo, of course, is that it immediately identifies its wearer as an Anarchist. Authority figures have a problem with this. RAZOR ANGEL INK Invokes: "Protection from Evil" Weight: 0 Not usable by Evil characters This tattoo is a reminder of the aid you gave to the Razor Angels in the Alley of Dangerous Angles. Your strike against the evil in the heart of the Alley now grants you some protection against those with spite in their hearts. This tattoo has a limited number of uses. TATTOO OF ACCURACY THAC0: +1 Weight: 0 This tattoo has two concentric rings with lines radiating from the center. When inscribed on the skin, the wearer's perceptions of distance and balance become heightened, giving their attacks greater accuracy. TATTOO OF ACTION Special: +1 to Dexterity Weight: 0 This tattoo gives the wearer's reflexes an additional edge, making him more difficult to hit. TATTOO OF ANNAH-OF-THE-SHADOWS Special: +1 to Dexterity -1 to Charisma -1 to Wisdom +3% Pick Pockets Skill Bonus +3% Stealth Skill Bonus +3% Open Locks Skill Bonus +3% Detect Traps Skill Bonus Weight: 0 Usable only by Thieves Usable only by Nameless One Some of Annah's presence must be rubbing off on you, for this tattoo allows you to call upon some of her cat-like skills and grace to hone your thief abilities. Unfortunately, it also inherits some of Annah's brashness and impulsiveness, reducing your Charisma and Wisdom accordingly. TATTOO OF AVERNUS Special: +33% Resistance to Fire +33% Resistance to Magical Fire Immunity to Panic Weight: 0 This tattoo recognizes your travels on the first layer of Baator, Avernus. It draws upon the traces of the Plane's ash and fire that still remain on your skin, and turns it outwards, giving you a bonus against all manner of fire and fear attacks. TATTOO OF BLOODLETTING Special: +1 to Damage with all Attacks Weight 0 This tattoo has a barbed whip inscribed on it. When the wearer strikes an opponent in combat, the tattoo flares and the whip takes an extra "bite" out of the opponent. TATTOO OF DEATH-IN-LIFE Invokes: "Raise Dead" Weight: 0 Usable only by Nameless One This tattoo tells of how you saved Dimtree's life by granting him a second death. Whether it was the intensity of Dimtree's gratitude or channeling of the power in the words you spoke to free him, this tattoo now allows you to draw from that experience and pull someone back from the brink of death. This tattoo will only work three times before it fades from the skin. TATTOO OF DREAMS OF ES-ANNON Special: +1 to Save vs. Spells +2 to Base Hit Points Weight: 0 For some reason, the tale of the Crier of Es-Annon filled you with a strange nostalgia, which you have related to Fell. This tattoo draws upon both this nostalgia and the perseverance of the Criers of Es-Annon, granting you a boon to your health and your endurance. Artistically, this is some of Fell's best work: although this tattoo shows the barest image of Es-Annon that you heard from the Crier of Es-Annon, you can almost *feel* the great spiraling parks and avenues of light through this intricate symbol. This tattoo helps preserve the memory of the city and the dream of its people that its majesty might be remembered. TATTOO OF DEVOURING VERMIN Special: +1 to Save vs. Poison +5% Resistance to Acid Weight: 0 This tattoo represents your inhuman appetite for vermin. It also raises your body's resistance to acidic attacks and poison, mostly because of the powers of your cast iron stomach has been externalized. TATTOO OF ENDURING Special: +3 to Base Hit Points Weight: 0 This tattoo grants the wearer a slight bonus to health, making them more difficult to knock unconscious. TATTOO OF GRAVES OF ES-ANNON Special: +2 to Save vs. Death Magic +2 to Base Hit Points Weight: 0 This tattoo is perhaps the last piece of Es-Annon that will exist... as the Criers of Es-Annon die of age and disease, their graves will be all that remains of Es-Annon. This symbol draws upon the suffering of the Criers and uses it as a shield against harm, allows you a greater chance of avoiding the Criers' fate. TATTOO OF GREATER ACTION Special: +2 to Dexterity Weight: 0 Usable only by Thieves This tattoo bolsters the wearer's reflexes, making him more difficult to hit and adding to his thief skills. TATTOO OF GREATER ENDURING Special: +9 to Base Hit Points Weight: 0 Usable only by Fighters This tattoo grants the wearer a bonus to health, making them more difficult to take down in combat. TATTOO OF GREATER HEALTH Special: +2 Constitution Weight: 0 Usable only by Fighters This tattoo bolsters the wearer's endurance and pain threshold, making him more difficult to take down in combat. TATTOO OF GREATER MIGHT Special: +2 to Strength Weight: 0 Usable only by Fighters This tattoo increases the user's strength, making his physical attacks more damaging and allowing him to carry more weight. TATTOO OF GREATER PRESENCE Special: +2 to Charisma Weight: 0 This tattoo makes the wearer more impressive and commanding, giving them a higher presence and leadership ability. TATTOO OF GREATER WARDING Special: +2 to Armor Class Weight: 0 Usable only by Fighters This tattoo is a minor ward against physical attacks. It hardens the wearer's skin, making them more difficult to hurt in combat. TATTOO OF GROSUK'S DEMISE Invokes: "Improved Strength" Weight: 0 This tattoo tells of your efforts to aid Sebastion by slaying Grosuk the abishai. This tattoo draws upon that experience and bolsters the wearer's brute strength to evade unpleasant legal entanglements. This tattoo's power is limited. When its power is exhausted, it will vanish without a trace. TATTOO OF HEALTH Special: +1 to Constitution Weight: 0 This tattoo gives a minor gain to the wearer's endurance and pain threshold, making him more difficult to take down in combat. TATTOO OF IGNUS Special: Temporary +15% Resistance to Fire +15% Resistance to Magical Fire Special: Equipped +1 to Constitution +3 to Base Hit Points -15% Resistance to Magic -1 to Wisdom Weight: 0 Usable only by Nameless One Having Ignus as a companion is allowing you to see flames and madness in a different... light. When this tattoo is worn, you may draw upon Ignus' fury to shrug off flame attacks and increase your Constitution, making your threshold of pain that much higher. Unfortunately, since Ignus' strength lies in his madness, your Wisdom is impaired when this tattoo is worn upon the skin and your susceptibility to magical attacks increases. This tattoo can only call upon its ability to protect the wearer from flames for a limited number of times. When the tattoo's power is exhausted, however, the Constitution bonus will remain. TATTOO OF INSIGHT Special: +1 to Intelligence Weight: 0 This tattoo adds a slight bonus to the user's intelligence, allowing him a greater chance of gaining memories and aiding his mage skills. TATTOO OF JUSTICE'S EYE Invokes: "Detect Evil" Special: +1 to Strength Weight: 0 This tattoo tells of your efforts to help Trist and depicts the arrest and trial of Byron Pikit. This tattoo bolsters the eye and mind of the wearer - it allows the wearer to perceive injustices and grants the user the strength to correct them. The tattoo's power may only be used a limited number of times, but when Detect Evil is exhausted, the tattoo will remain. TATTOO OF LOGIK CUBED Special: Temporary +3 to Intelligence Temporary -3 to Wisdom Weight: 0 Usable only by Nameless One Some of Nordom's presence must be rubbing off on you, for this tattoo allows you to tap into his (mostly) ordered and logical mind for brief periods of time. When this occurs, however, your ability to comprehend the world around you takes a fall, making it more difficult to learn from your experiences. This tattoo must be invoked in order to take effect. When its ability is used up, the tattoo disappears. TATTOO OF MIGHT Special: +1 to Strength Weight: 0 This tattoo adds a slight bonus to the user's strength, making his physical attacks more damaging and allowing him to carry more weight. TATTOO OF MORTE Special: Temporary +1 Save vs. Paralyzation +1 to Luck Special: Equipped +1 to Charisma -1 to Wisdom Weight: 0 Usable only by Nameless One For all Morte's faults, having him as a companion makes you seem more capable and not so much of a stranger to Sigil's streets. This tattoo reinforces that bond, giving you +1 to Charisma and, when invoked, it also lends you some of Morte's luck and his ability to shrug off anything that would otherwise cause him to stop talking (such as paralyzation or stunning). Unfortunately, it also gives the user a penalty for their Wisdom... which is not hard to understand, considering how little Morte has to spare. This tattoo can only call upon its luck ability a limited number of times. When the tattoo's power is exhausted, however, the Charisma bonus will remain. TATTOO OF PRESENCE Special: +1 Charisma Weight: 0 This tattoo gives the wearer an edge when interacting with others, giving them a higher presence and leadership ability. TATTOO OF RAVEL Special: +1 to Charisma Immunity to Panic Weight: 0 You have met a creature of legend, myth and mystery, and there are few who can claim to have met the night hag Ravel and NOT met some horrible fate. This tattoo tells of your encounter with the mythological figure; merely wearing it marks you as someone to be respected... and feared. In addition to the respect you now command, common terrors that would terrify a normal human being now slide off of you. TATTOO OF RAVEL'S KISS Special: -1 to Wisdom -1 to Intelligence +2 to Strength +2 to Constitution +1 to Save vs. Paralyzation Weight: 0 Usable only by Nameless One Your lips have touched the night hag, Ravel, and there are few who have met her and lived, much less caused her to feel some emotion other than contempt and hatred. This tattoo is blood red, and reminds you of the blood that Ravel drew when your lips touched hers. It may not have been the wisest decision, but it took tremendous bravery and strength to kiss her. When inscribed on the skin, the tattoo steels the heart and body and helps the wearer throw off the effects of paralyzation, but at the same time, it dulls your intelligence and wisdom somewhat. TATTOO OF REVELATION Special: +2 to Intelligence Weight: 0 Usable only by Mages This tattoo bolster's the user's intelligence, allowing him a greater chance of gaining memories and aiding his mage skills. TATTOO OF SAVING GRACE Special: +1 to Wisdom +5 to Lore Skill +1 to all Saving Throws Weight: 0 Usable only by Nameless One Some of Fall-From-Grace's presence must be rubbing off on you, for this tattoo allows you to steady your thoughts and take events from a calm perspective, allowing you to gain more experience from your encounters. Furthermore, this tattoo helps calm the mind and allows you to control your impulsiveness, panic and harness your adrenaline rush to shrug off spells, paralyzation, and any other attacks that rely on chance to pierce your defenses. TATTOO OF SEBASTION'S END Invokes: "Flamewalk" Weight: 0 This tattoo tells of your betrayal of Sebastion's intentions to Grosuk the abishai. This tattoo draws upon that experience, allowing you to enhance the barest trace of the abishai's evil gratitude and magnify it. When inscribed on the skin, this tattoo has the power to radiate heat away from the body. Much like the gratitude of any baatezu, this tattoo's power is limited. When its power is exhausted, it will vanish without a trace. TATTOO OF SENSATION Special: +1 to Damage with all Attacks +5% to Damage from All Physical Attacks THAC0: +1 Weight: 0 Usable only by Sensates This tattoo enhances the player's senses; as a side effect, the wearer can use their enhanced senses to pinpoint a target's vulnerable points and inflict more damage. Unfortunately, the tattoo also enhances any sensations of pain the wearer feels, so he takes more damage from physical attacks. TATTOO OF SILENT COINS Special: Grants Experience Points when invoked Grants permanent +3% Pick Pocket Skill when invoked +5% Pick Pocket Skill Bonus when worn Weight: 0 Usable only by Nameless One Usable only by Thieves This tattoo came from the severed arm you found in the Dismembered Crypt. Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you lived as a thief on Sigil's streets, before being driven down into the catacombs because of your thieving nature. In activating the tattoo, some of the memories of living on Sigil's streets will return to you, giving you more experience. Furthermore, it will give you a permanent bonus to your pick pocket skill. Even when the tattoo is invoked and the experience has been gained, however, the tattoo and the pick pocket bonus will remain. TATTOO OF SPITE Invokes: "Tasha's Unbearable Derisive Laughter" Weight: 0 This tattoo symbolizes the way in which, with but a simple statement, you clipped Corvus and Karina's relationship before it had a chance to take root. This tattoo allows you to draw upon Corvus' unrequited love and turn it into a weapon against others. When the tattoo's ability is used up, the tattoo vanishes. TATTOO OF TENEMENT SHADOWS Special: +15% Stealth Skill Bonus Weight: 0 Usable only by Thieves This tattoo tells of your experiences in escaping the Tenement of the Starved Dogs; the tattoo has the same color as the Adder's Tear which Sybil gave you. It gives you an additional bonus to stealth as long as it is inscribed on your flesh. TATTOO OF THE ANARCHISTS Special: Causes Confusion Weight: 0 This tattoo is created from the four symbols of the Revolutionary League. Wearing this openly is not a good idea. The Revolutionary League believes that all power structures should be overthrown, and they have devoted themselves to seeing that this occurs. They are the natural enemies of nearly all the other factions, and so they must move quickly when identified. The problem with this tattoo, of course, is that it immediately identifies its wearer as an Anarchist. Authority figures have a problem with this. This tattoo creates confusion in the enemies of the Anarchist, lasting up to 30 seconds. TATTOO OF THE ART Special: +1 to Intelligence Memorize 1 Additional 1st Level Mage Spell Memorize 1 Additional 2nd Level Mage Spell Weight: 0 Usable only by Mages This tattoo enhances your natural talent for the Art, heightening your reasoning and deductive abilities, and increasing your spell memorization capacity. TATTOO OF THE BETRAYER Special: +1 to Strength +1 to Intelligence Weight: 0 This tattoo describes the defeat of Trias the Betrayer, and how you dealt the death stroke to the corrupted deva. It represents the strength necessary to defeat him and the smarts required to outwit a deva. TATTOO OF THE BLACK-BARBED CALL Invokes: "Black Barbed Shield" Weight: 0 Usable only by Mages Usable only by Nameless One This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it echoes the terrible sensation that flooded you when you called upon the power within the maze... and the Trigits answered in their own speech, something that impressed Ravel herself. This tattoo allows you to call upon that power again for a limited period of time and use it protect yourself against your enemies; it seems that enemies of you are enemies of Ravel AND the Trigits... This tattoo has only a limited amount of power... when it is exhausted, the tattoo will vanish. TATTOO OF THE BLACK-BARBED MAZE Invokes: "Black Barbed Curse" Weight: 0 Usable only by Mages Usable only by Nameless One This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it echoes the terrible sensation that flooded you when you attempted to call upon the power within the maze. This tattoo allows you to call upon that power again for a limited period of time and turn it against your enemies; it seems that enemies of you are enemies of Ravel... This tattoo has only a limited amount of power... when it is exhausted, the tattoo will vanish. TATTOO OF THE BONESINGER Invokes "Hold Undead" Weight: 0 You have learned to speak with the dead and hear their stories, even from beyond the Eternal Boundary. This tattoo draws upon your powers over undeath and heightens them, allowing you to chain the undead within range with a single command. This tattoo has only a limited number of uses before it vanishes. TATTOO OF THE CUTPURSE Special: "Copper Blessing" Grants Experience Points When Invoked Weight: 0 Usable only by Thieves This tattoo recognizes your mastery of the art of picking pockets, so much so that you may pick the pockets of anyone on the same plane as you - no matter where they are and whether you can even see them or not. Simply close your palm once per day, then open it, and it will be filled with a handful of coins. This ability goes just beyond picking pockets, however; when you invoke the tattoo's power, you gain an insight into the mind of the 'mark' from whom the coins were taken, giving you a small experience point bonus as well. When the Copper Blessing ability is used up, the tattoo vanishes. TATTOO OF THE DECEIVER Special: +3 to Damage with all Attacks THAC0: +3 Weight: 0 This tattoo seems to have the mark of the Deceiver upon it... it represents someone who wants to accomplish something with ease, rather than work for it. TATTOO OF THE JOINING Invokes: "Friends" Weight: 0 This tattoo tells of how you brought Corvus and Karina together. It allows you to draw upon some of their happiness in finding each other to bolster your relationships with others. When the tattoo's ability is used up, the tattoo vanishes. TATTOO OF THE LOST INCARNATION Special: Grants Experience Points when invoked Increases Regeneration Rate when worn Weight: 0 Usable only by the Nameless One This tattoo came from the severed arm you found in the Dismembered Crypt. Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you were lost and abandoned on the streets of the Hive, barely able to make a living robbing and stealing from others you encountered. The crimes the lost incarnation committed eventually drove him to seek shelter in the Weeping Stone catacombs, where he survived for almost a year. When worn, the tattoo seems to bring out a survival instinct in you, forcing your body to react to any damage you take and heal wounds faster. If you choose to tap into the tattoo's power, some of the memories of hiding beneath Sigil will return to you, giving you the benefit of the previous incarnation's experience. It can only do this once, but even after the tattoo is invoked, the increased regeneration rate will remain. TATTOO OF THE MAGI Special: +3 to Intelligence Doubles all 1st Level Mage Spells Doubles all 2nd Level Mage Spells Weight: 0 Usable only by Mages This tattoo represents the fact you have achieved the pinnacle of your skills in the arts of magic. This tattoo enhances your natural talent for the Art considerably, heightening your reasoning and deductive abilities, and doubling your spell memorization capacity for minor spells. TATTOO OF THE MASTER THIEF Special: +3 to Dexterity +1 to Luck +5% Open Locks Skill Bonus +5% Pick Pockets Skill Bonus +5% Detect Traps Skill Bonus +5% Hide in Shadows Skill Bonus Weight: 0 Usable only by Thieves This tattoo represents the fact you have achieved the pinnacle of your skills in the stealthy arts. This tattoo gives you good fortune, heightens your reflexes, and enhances your thief skills, giving you a greater percentage chance of success. TATTOO OF THE REDEEMER Special: +2 to Wisdom +1 to Charisma +1 to Luck Weight: 0 This tattoo tells the story of the redemption of Trias the Betrayer, and how you steered him from the path of evil into forgiveness. It reflects your wisdom and your persuasive skills, and carries the blessing of Trias with it. TATTOO OF THE RESTLESS DEAD Invokes: "Bless" Weight: 0 This tattoo recognizes your efforts to calm the restless dead of the mausoleum. You may draw upon their gratitude to bless yourself or your companions. This tattoo has only a limited number of uses before it vanishes. TATTOO OF THE SENSATES Invokes: "Sensory Touch" Special: +3 to Lore Skill Weight: 0 Usable only by Sensates This tattoo allows the wearer to use the Sensates' sensory touch ability one additional time per day and also gives the wearer an "intuitive feel" for some items he encounters. This tattoo has a limited number of charges. When tattoo is depleted, it will crumble to dust. TATTOO OF THE SHADOWS Invokes: "Shroud of Shadows" Grants Experience Points When Invoked Weight: 0 Usable only by Thieves This tattoo recognizes your mastery of stealth, making you as a shadow against anything that seeks to harm you. Although you can only invoke this shroud a limited number of times, when you invoke the tattoo's power, you gain a glimpse into the nature of shadows and darkness, giving you a small experience point bonus as well. When the Shroud of Shadows ability is used up, the tattoo vanishes. TATTOO OF THE SHATTERED LOCK Invokes: "Knock" Grants Experience Points When Invoked Weight: 0 Usable only by Thieves This tattoo recognizes your mastery of the art of opening locks, so much so that you may touch any lock once per day and open it *without* resorting to lockpicks. This ability goes beyond just opening the lock, however; when you invoke the tattoo's power, you gain an insight into the workings of the lock you open, giving you a small experience point bonus as well. When the Knock ability is used up, the tattoo vanishes. TATTOO OF THE SILVER TONGUE Special: Temporary: +3 to Charisma Equipped:+2 to Charisma Weight: 0 Usable only by Nameless One You have met a creature of legend, myth and mystery, and there are few who can claim to have met the night hag Ravel and NOT met some horrible fate. In addition, your skills of speech and presence actually stirred Ravel's heart, marking you as a master of flattery. Although merely wearing it heightens your natural Charisma, you may call upon its power to give you superhuman charisma a limited number of times. When the tattoo's charisma bonus ability is used up, the tattoo will remain. TATTOO OF THE SOUL Special: +2 to Wisdom Weight: 0 This tattoo bolsters the user's wisdom, allowing him a greater chance of gaining memories and giving him a greater percentage of experience points earned. TATTOO OF THE SOURCE Special: +2 to Charisma Grants Experience Points When Invoked Weight: 0 Usable only by Godsmen This tattoo recognizes your beliefs in the Godsmen, the Believers of the Source. Not only does this tattoo give you a bonus to Charisma, but it allows you see every experience for the challenge it is, enhancing your perspective and growth as a member of the Godsmen. TATTOO OF THE SPIRIT Special: +1 to Wisdom Weight: 0 This tattoo adds a slight bonus to the user's wisdom, allowing him a greater chance of gaining memories and giving him a greater percentage of experience points earned. TATTOO OF THE SUPREME WARRIOR Special: +3 to Armor Class +3 to Strength +9 to Base Hit Points Weight: 0 Usable only by Fighters This tattoo represents the fact you have achieved the pinnacle of your skills in the warrior arts. This tattoo enhances your natural combat skills, making you more difficult to hit and raising your damage with every strike. TATTOO OF THE TALE-WEAVER Special: +1 to Charisma +5 to Lore Skill Weight: 0 Ever since you've heard Yves' tales, you can use this tattoo to draw upon some of her knowledge and her experiences. Not only does this tattoo help you identify the stories behind unidentified objects you encounter, but it also seems to make you more interesting to others, as if they somehow KNOW you have interesting stories to tell. TATTOO OF THE THIEF Special: +1 to Dexterity +5% Open Locks Skill Bonus +5% Pick Pockets Skill Bonus Weight: 0 Usable only by Thieves This tattoo heightens your reflexes and thief skills, giving you a greater percentage chance of success. TATTOO OF THE UNBROKEN CIRCLE Invokes: "Zerthimon's Focus" Weight: 0 This tattoo recognizes your knowledge of Zerthimon's teachings and marks you as a friend to the githzerai people. It allows you to summon the discipline and focus of Zerthimon, giving strength and accuracy to your strikes against your enemies. This tattoo has only a limited number of uses before it vanishes. TATTOO OF THE WARRIOR Special: +1 to Armor Class +1 to Strength +3 to Base Hit Points Weight: 0 Usable only by Fighters This tattoo enhances your natural talent for combat, making you more difficult to hit and raising your damage with every strike. TATTOO OF THE WEEPING STONES Special: Grants Experience Points when invoked +10% Resistance to Cold when worn +10% Resistance to Magical Cold when worn +1 to Armor Class when worn -1 to Charisma when worn Weight: 0 Usable only by Nameless One This tattoo came from the severed arm you found in the Dismembered Crypt. Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when the catacombs beneath Sigil's streets were your second home. It tells of you travelling down into the tombs, living in darkness, and coming to learn the nature of why the stones beneath Sigil weep. When worn, the tattoo makes you more resilient to cold and hardens your body, giving your skin the texture and strength of the weeping stone walls. In so doing, however, it also gives you a hungry gaunt look, as if you are starving. If you choose to tap into the tattoo's power, some of the memories of living beneath Sigil will return to you, giving you the benefit of the previous incarnation's experience. It can only do this once, but even after the tattoo is invoked, the resistance to cold and the bonus to your armor class will remain. TATTOO OF TRIST Special: +3 to Saves vs. Paralyzation Weight: 0 This tattoo symbolizes your efforts to win Trist's freedom. When worn, it protects the wearer from chains, paralyzation, or any other attacks that chain or hold an individual. TATTOO OF WARDING Special: +1 to Armor Class Weight: 0 This tattoo is a minor ward against physical attacks. It hardens the wearer's skin, making them more difficult to hurt in combat. TATTOO OF WASTING DARKNESS Special: Grants Experience Points when invoked Grants permanent +3% to Stealth Skill when invoked +1 to Armor Class when worn +5% Stealth Skill Bonus when worn -1 to Charisma when worn Usable only by Nameless One Usable only by Thieves This tattoo came from the severed arm you found in the Dismembered Crypt. Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you were seeking shelter beneath the catacombs and were forced to live as a shadow might, hiding from detection by the Sigil authorities and trying to conceal yourself from the more dangerous inhabitants of the Weeping Stone catacombs. When worn, the tattoo makes concealing yourself easier; it allows you to shape the shadows around you like a cloak. This makes it harder for your enemies to hurt you when they see you and harder for you to find when you don't wish to be seen. It lends you a sinister appearance, however, which will cause many to shun you. If you choose to tap into the tattoo's power, some of the memories of hiding beneath Sigil will return to you, giving you the benefit of the previous incarnation's experience. It can only do this once, but even after the tattoo is invoked, the ability to shape shadows around you will remain. THE NUMBER OF KU'U YIN Special: Protection from Chaotic creatures Weight: 0 Not usable by Chaotic characters This is a tattoo of a number, an intricate weaving of ink and flesh. It squirms when held, as if it sought out a host. It is the number of Ku'u Yin, a personal identifier that radiates Law. When applied, the tattoo works itself into the skin of its owner, protecting it against the depredations of strongly chaotic creatures. It cannot be used by someone of chaotic alignment. ------------------------------------------------------------------------------- Teeth ------------------------------------------------------------------------------- BAG OF TEETH Weight: 2 This small leather bag holds a number of teeth, ranging from human molars to fiendish-looking fangs. It rattles when shaken, like a maracca. FIEND'S TEETH Damage: 1-6 Crushing Special: 18/30 Base Strength +50% Resistance to Cold +10% Resistance to Fire +10% Resistance to Electricity +10% Resistance to Poison Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte These teeth are short, dull and radiate a feeling of unease. They appear to have been taken from a fiend of the lower planes, but their exact origin is unknown. Using the teeth grants the wearer certain benefits normally possessed only by fiends. INGRESS' TEETH Damage: 1-6 Crushing Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Piercing Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Crushing Enchanted: +1 Special: +1 Crushing Damage THAC0: +1 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Piercing Enchanted: +1 Special: +1 Piercing Damage THAC0: +1 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Crushing Enchanted: +2 Special: +2 Crushing Damage THAC0: +2 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Piercing Enchanted: +2 Special: +2 Piercing Damage THAC0: +2 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Crushing Enchanted: +3 Special: +3 Crushing Damage Temporary Paralysis THAC0: +3 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. INGRESS' TEETH Damage: 1-6 Piercing Enchanted: +3 Special: +3 Piercing Damage Temporary Paralysis THAC0: +3 Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte This is a handful of Ingress' living teeth. Apparently, they didn't want to go with her back through the portal to her home plane. They rattle amongst themselves whenever they are held close together; they remind you of a bunch of creepy ivory hopping bugs. NOTE: To change the teeth to a different type, select "Use." The teeth may gain new options and abilities as Morte goes up in levels. MORTE'S BITE (Default Weapon) Damage: 1-3 Piercing Speed: 1 Weight: 0 Proficiency: "Fists" (Don't ask.) Morte's bite is lethal, and he CAN masticate someone to death. As long as his quick weapon slots are not all filled, Morte can always select bite as his current weapon. NOTE: Morte's bite is his default attack. Although the amount of damage he can do with his bite is relatively small, it allows him to attack quickly, which can infuriate any mage who's trying to cast a spell. TEETH OF THE FIRE DRAKE Damage: 1-6 Slashing Enchanted: +1 Special: 3-8 Fire Damage Immunity to Fire Speed: 4 Weight: 1 Proficiency: Fists Usable only by Morte These teeth look more like lumps of charred bones than actual teeth. Although their origin is unknown, it can be deduced that they were taken from some fire breathing creature. Using the teeth grants the wearer certain benefits normally possessed by such creatures. TEETH OF THE VIPER Damage: 2-7 Piercing Enchanted: +1 Special: Poisons Target Immunity to Poison Speed: 2 Weight: 1 Proficiency: Fists Usable only by Morte These teeth appear to be a set of hollow fangs, much like those of a viper. Although long removed from their original host, the teeth still drip poison from their sharp tips. ------------------------------------------------------------------------------- Useless Items ------------------------------------------------------------------------------- A CLUE! Weight: 0 This cryptic piece of parchment simply states: "You now have a better understanding of what is going on..." A GOODY! Weight: 0 It looks like a small stone rod of some sort. Interesting, but useless. A MAGIC ITEM! Weight: 0 It's something, but Baator be damned if you can figure out what. It does radiate magic however. BAG OF COINS Weight: 0 A small bag filled with some strange coins. The coins have unusual pictures and writing on them. They don't appear to be of any value. BLANK JOURNAL Weight: 4 This is a rather unremarkable book. Its pages are blank. CHALK Weight: 0 An ordinary piece of chalk. CHEESE Weight: 0 This is a piece of cheese. CLEANING RAGS Weight: 1 This damp mass of rags look like it's been used to mop up blood and other less savory bodily fluids. COBBLESTONE Weight: 3 This is a polished cobblestone that was lodged in the zombie's skull. It still has traces of brain matter dripping from it. COPPER-EYES DEAD CONTRACT Weight: 0 You obtained this blank contract from Copper-Eyes, and it has a faint metallic smell about it. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and an as-of-yet unnamed signer. In exchange for thirty copper pieces, the signer gives away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary. CRANIUM RAT TAILS Weight: 0 This is a collection of cranium rat tails. DEAD LIM-LIM Weight: 5 This tiny corpse was your pet Lim-Lim... whatever forces are at work on the Negative Material Plane, it didn't allow the Lim-Lim to survive here. FALL-FROM-GRACE'S DIARY Weight: 1 This book looks like it is made from paper-thin silver sheets. The engraving of a woman is on the cover of the text, and there is a small lock on the side of the book. No matter how you try, the lock resists your attempts to open it. GOLD INGOT Weight: 15 This is a gold ingot. It weighs a ton, but if it's worth its weight in gold... INKWELL Weight: 1 This small, ceramic inkwell and quill pen are common tools among scribes and scholars. INTESTINES Weight: 2 This ropy mass of bloody intestines appears to be yours. You have to admit it makes you uncomfortable to see them outside of your body. LEATHER PURSE Weight: 0 This is common leather pouch used to store coins and other valuables. LEATHER STRAP Weight: 1 This is a leather strap used to bind the skeleton worker's bones together. Although the strap is frayed along the edges, it still looks pretty strong. PARCHMENT Weight: 0 This is an ordinary blank sheet of parchment. PENDANT OF YEMETH Weight: 1 The Pendant of Yemeth is constructed of some silvery metal. Six crystals radiate from the skull in a circle, forming a crown of sorts. A leather lanyard is looped though an eyehole attached to the top of the skull. The item is named for its creator, a sorcerer of a by-gone age. Though Yemeth's power was great, time began to take its toll on him; he began to grow weak and sodden. The Pendant was commissioned by the dying wizard to serve as a vessel for souls -- souls which Yemeth himself would draw from dying mortals, and later use to power his waning life-force. Yemeth was eventually slain in a battle, destroyed utterly, and the Pendant was lost. Sages said that, even if the Pendant were to be recovered, no mortal knows the secrets of its use. PET LIM-LIM Weight: 5 This is your pet Lim-Lim. POISON CHEESE Weight: 0 This cheese has been laced with a powerful poison. POUCH Weight: 0 A small bag made of some unidentifiable material. RAGS Weight: 1 This thick mass of rags look as if they were torn from a tapestry or someone's robes. SOEGO'S DUSTMAN HOLY SYMBOL Weight: 1 This holy symbol used to belong to the Dustman Soego. The symbol is of heavy iron, designed to be wrapped around the wearer's wrist with a series of small, tightly linked chains. The symbol itself reminds you of a screaming face. SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well. STONE LIM-LIM Weight: 10 This was your pet Lim-Lim that you had Marissa turn to stone with her petrifying glance. It weighs at least twice as much as it did before. Its tiny, smiling mouth has been forever transfixed in such a manner that you can practically hear it gleeful chirp: 'Piyo!' WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters. XACHARIAH'S LIVER Weight: 3 Xachariah's liver looks like a huge, dead slug -- it has the texture of a wineskin that has been sitting in a mud puddle for a few years. Enough embalming fluid has been pumped into the organ to preserve it, but the smell of rot and the smell formaldehyde seem to be fighting for dominance. =============================================================================== Final Words... =============================================================================== ASCII Art created using the Figlet Server (and then heavily modified by me) http://www.surfplaza.com/figlet/ This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _________________________ Special Thanks: (Credits) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I 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 PC: AD&D Rules FAQ Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List 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) 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Questions? Comments? Mistakes? Musings of all things great and small? Email me about it! Email: manymoose@hotmail.com Email Policy: If you are going to email me about this game, please put Planescape: Torment Items as the subject. Or just PST Items. ________________ Version History: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Preliminary Version 0.1 (6-12-00, 89k) Preliminary Version 0.2 (6-13-00, 155k) Added a TON of new Items... whew! Preliminary Version 0.3 (6-14-00, 217k) Added even more Items! Preliminary Version 0.4 (6-15-00, 281k) Added 'Eyeballs & Lenses' to the Contents Added yet more Items! Finished Version 1.0 (6-16-00, 331k) Finished adding all the items! Some other small changes Version 1.1 May 17, 2001 330k Tiny changes. ________ Stinger: ¯¯¯¯¯¯¯¯ "This is the infamous Tome o' Cheats, a massive libram of sleazy little loopholes and the like written through the collaboration of dozens of dastardly power-gamers. "As soon as it's decided exactly how much of its possible functions can be implemented in the short amount of time we want to allot to it, you'll be able to cheat, cheat, *cheat* like mad with it. Hoody-hoo!" _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This Document is Copyright 2000-2001 by Dan Simpson Planescape: Torment is Copyright 1999 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.