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Version (1.3)
Daniel Herfield
Daniel Ralph Herfield copyrights this FAQ Sunday 29th October 2000. This FAQ may not be used by anyone but me to make money. If you want to post this walkthrough on your website then you must notify me and wait for my agreement before you post it on any website at all. This walkthrough may not be published in any magazine without my written consent. If you do not follow these rules then legal action will be taken because I have spent a lot of time on this document, and to be honest, who would be so stupid as to take someone else’s walkthrough as their own? You, maybe…
ME-I am 14 years old and this is the first walkthrough/FAQ that I have ever written so if there are mistakes then just bear with me or, even better, email me and tell me what I am doing wrong and how I can remedy it. If you are emailing me then please make it legible and easy to understand because there is nothing worse than an email that you cant read because of a few spelling mistakes and also, please include your email address because I am not psychic and I do not know everything. If you are reading this FAQ and it is unfinished then don’t think about not emailing me about a query you have that hasn’t been covered in the FAQ yet as I know all about this game and just because I haven’t written about it doesn’t mean I don’t know about it. So basically email me with me any questions you have about the game whether the FAQ is finished or not. Oh yes and please put your subject heading as “Planescape torment” or “torment” or something like that.
Version history-
1.0(Saturday 28th October2000)-not very much, just wrote the intro and stuff like that. Put Morte into the Character Section, wrote the Character Generation section.
1.1(Monday 30th October2000)-added Dak’kon to the Character Section, added some questions to the FAQ department, added some items to the Item List, added a Weapons List, a Tattoo List and an Accessory List, added the Full Install Method, included tables on how stats affect your to hit and stuff like that and the all important first part of the Walkthrough, added a Spell List with details on how to get them at the request of Sorcerer (http://www.sorcerers.net, great website, visit it if you can, most of your queries will be answered on the message boards), minor revisions.
1.2(Tuesday 9th November2000)- more on the Walkthrough, nearly completed the Spells List but I still need the location of some of the spells (if you can help me on this then DMAL (drop me a line) at imheREMOVE_ME__Till_mail_TO_prevent_junkmailrf@yahoo.com), minor revisions, added some questions to the FAQ section.
1.3(Sunday 22nd May 2000)- completed the Spells List by request of Sorcerer, added some stuff to the Character Section.
Now, on to the good stuff…
List of contents-
1.Full Install.
2.How To Generate A Good Character.
3.Walkthrough. (UNFINISHED)
4. (A) Items List, (B) Weapons List, (C) Accessory List, (D) Tattoo List, (E) Spells List and How To Get Them. (UNFINISHED)
5.Useable Characters and Where To Find Them. (UNFINISHED)
6.FAQ’s. (UNFINISHED)
7.Thanks. (UNINISHED)
8.List of Enemies. (UNFINISHED)
1.FULL INSTALL-
One thing I learned from the excellent folks at The Baldur's Gate Chronicles
(http://www.bgchronicles.com/torment/)
Is how to do a custom full install of Planescape: Torment. Provided you have the extra hard disk space (2+ GB), I'd highly recommend doing this. Again according to the wonderful people at BGC, this solves minor bugs and improves game play tremendously.
"Sounds great," you say, "but how do you do it?" Simply install as normal, following the default instructions before throwing in a twist or two. Next, find something else to occupy your mind while you copy the contents of disks 2, 3, and 4 onto your hard drive. Finally, edit the torment.ini file using the invaluable Notepad application and edit the file paths for the appropriate CDs (they are near the beginning of the file).
Normally, the default file paths will look something like this:
CD2: =E:\CD2\
CD3: =E:\CD3\
CD4: =E:\CD4\
Depending on where you placed the contents of the CDs, you should have something like this (changes made are in lower case):
CD2: =c:\games\black isle\torment\cd2\
CD3: =c:\games\black isle\torment\cd3\
CD4: =c:\games\black isle\torment\cd4\
I think you can probably figure it out from here. :) Of course, if you don't want to clog up all of your hard drive, you can just copy one or two of these CDs instead of all three. If you do the complete full install, you'll only need to leave CD 2 in your CD drive whenever you play. Also, this will drastically improve game play speed, as it will be loading data locally, unless of course you're one of those lucky bastards with a 40+ speed CD-ROM. I have a pretty decent 32X CD drive, but I noticed a marked improvement after doing the full install. Thanks, Baldur's Gate Chronicles!
(Note-thanks to Nicholas Yu for letting me cut and paste his method of the full install, cheers!)
2.GENERATEING THE NAMELESS ONE-
When you start a new game you have 9 in all the statistics and 21 points to be spent on them. Here are the stats and what they do>
Strength (str); this little beauty of a stat helps you do more damage and also gives you a to-hit bonus. When starting your generation your strength can go up to (18/00). Thanks a lot to Brandon Aiken for explaining what the second set of numbers does. You noticed that Strengths of 18 can give you odd scores when you create the character. This score is known as Percentile Strength. In the pen & paper AD&D game, when a Fighter-type character starts the game with an 18 Strength, he rolls 1d100 (called a percentile roll), and then lists his strength by that. Basically, when they first made the game (D&D... not AD&D), 18 was the highest stat (and 3 was the lowest), and this is what they did to make Strength go higher. When they added stats for 1, 2, and 19 - 25, they just tacked it on top of percentile. (HINT-if you pump your strength up to 18 on the generation with no second set of numbers then when you get your level 7 class bonus for fighters your strength will go up one and miss out all the second numbers i.e. /00, /99, /50 and so on, so basically you will be saving yourself a lot of ability points in the long run) but strength is by far not the best statistic in the game.
Dexterity (dex); this stat is one of the most crucial in the game, it controls your speed for the in-game dialogue (which helps more than you would imagine), and also your armour class, when your dexterity goes over 15 then you start to get dexterity bonuses. Your armour class starts at 10 and goes down (NOTE- the lower the number for your armour class the better, if it goes into minus numbers then even better) to the minuses, the lowest I have ever got is –16 and I hardly ever got hit. Dexterity does not contribute to your THACO when using hand-to-hand combat tools i.e. hammers, daggers etc, but when you are using long range weapons i.e. crossbows and fireballs, and it does contribute.
Constitution (con); this little wonder of a baby helps you regain hit points quicker (at con 25 my hit points were being healed at 2 every 2 seconds). Also whenever you level up you get a bonus amount of hp if your con is high enough (15 con= +1 extra hp every time you level up! 25 con= +7 extra hp every time you level up!).
Wisdom (wis); this is the BEST STAT IN THE WHOLE GAME AND THE MOST IMPORTANT! Basically the more Wis you have the more experience you get and the more experience you get the more levels you go up. (I remember seeing a chart somewhere telling you what percentage of the experience got added on depending on the wis, I remember seeing that if you had a wisdom stat of 25 then your experience was added to by 35%, so that means- 100experience (exp) would become 135exp with the help of wisdom). Wisdom also helps you regain memories which give you experience and not to mention the brilliant raise dead spell.
Charisma (chr); this is the stat I liked least of all in the game. This stat helps you bluff out of situations and can help you lie to people without changing your alignment. It also makes people give you better rewards but that doesn’t really matter much in this game. The only good point about charisma that I could see is that at the start of the game the thugs don’t attack you as much if you have high charisma.
Intelligence (int); this is the second best stat in the whole game, it lets you get a lot of experience that you obviously wouldn’t get if you didn’t have a high intelligence rating. Intelligence also lets you regain memories and you will find that most of the time you can talk your way out of a fight in such a way that you will get a lot more exp, not to mention the fact that having a high int rating gives you bonus mage spells. Intelligence also affects your lore bonus, the more lore you have (up to and including 100) then the more items you can identify without the aid of an identify spell.
That about covers what the stats do, so here are the stats that I usually use when playing the game (note-these stats are designed to let you complete most of the quests in the game and to get the most exp possible from the quests).
Str Dex Int Chr Wis Con
9 16 16 9 16 9
Here’s a table on what the stats do-
Strength
Ability point to hit+ damage+ weight bashing%
3 -3 -1 5 3%
4 -2 -1 15 4
5 -2 -1 15 4
6 -1 0 30 6
7 -1 0 30 6
8 0 0 50 8
9 0 0 50 8
10 0 0 70 10
11 0 0 70 10
12 0 0 90 12
13 0 0 90 12
14 0 0 120 14
15 0 0 120 14
16 0 +1 150 16
17 +1 +1 170 18
18 +1 +2 200 20
18/ 01-50 +1 +3 220 25
18/ 51-75 +2 +3 250 30
18/ 76-90 +2 +4 280 35
18/ 91-99 +2 +5 320 40
18/ 00 +3 +6 400 45
19 +3 +7 500 50
20 +3 +8 600 55
21 +4 +9 700 60
22 +4 +10 800 65
23 +5 +11 1000 70
24 +6 +12 1200 75
25 +7 +14 1600 80
Dexterity Constitution
miss attack ac bonus hp+ at level up
3 -3 +4 -2
4 -2 +3 -1
5 -1 +2 -1
6 0 +1 -1
7 0 0 0
8 0 0 0
9 0 0 0
10 0 0 0
11 0 0 0
12 0 0 0
13 0 0 0
14 0 0 0
15 0 -1 +1
16 +1 -2 +2
17 +2 -3 +3
18 +2 -4 +4
19 +3 -4 +5
20 +3 -4 +5
21 +4 -5 +6
22 +4 -5 +6
23 +4 -5 +6
24 +5 -6 +7
25 +5 -6 +7
Intelligence Wisdom
Spell level Max spells/level Lore+ Bonus spells lore+
3 - - -20 - -20
4 - - -20 - -20
5 - - -20 - -20
6 - - -20 - -2-
7 - - -10 - -10
8 - - -10 - -10
9 4th 6 -10 0 -10
10 5th 7 0 0 0
11 5th 7 0 0 0
12 6th 7 0 0 0
13 6th 9 0 1st 0
14 7th 9 0 1st 0
15 7th 11 +3 2nd +3
16 8th 11 +5 2nd +5
17 8th 14 +7 3rd +7
18 9th 18 +10 4th +9
19 9th all +12 1st,4th +12
20 9th all +15 2nd,4th +15
21 9th all +20 3rd,5th +20
22 9th all +25 4th,5th +25
23 9th all +30 5th,5th +30
24 9th all +35 6th,6th +35
25 9th all +40 6th,7th +40
3.WALKTHROUGH- (not finished)
When you get of the slab learn what you can from Morte (quest-find your missing journal, find Pharod) the talking, floating skull, Morte, then search the shelves in the room for 2 bandages (heal +3 hp) and the scalpel, when you pick up the scalpel Morte will automatically talk to you and tell you to get the key for the room.
(Note-do not kill any zombies that you do not have to as a lot of them are worth serious experience later on in the game when you learn how to talk to them, in a later version of this walkthrough I will give you a list of the zombies that you can kill but for now just don’t kill them unless you have to)
The key is on the zombie in the southern part of the room, zombie number #782. Leave the room by the western exit and Morte will yet again bombard you with his useless prattle about the dustmen and female zombies, if you talk to a female zombie Morte will talk a load of crap about her looking at him in a meaningful way. The zombie in the northern part of this room will be walking in a triangle, talk to it and learn about rule of three and the dustmen.
In the next room you should search the shelves on the left hand wall to find the receiving room log book, fist irons and 13 copper pieces (note-copper pieces are immediately added to your money, right top of your inventory, so it doesn’t take up room in your inventory). Zombie #1201 has a note in its lips so you need to use the scalpel to cut through them and get the note (250xp), when you look at the note in your inventory you will have the chance to “use it”, do so and bend the corners in the following way- upper right, lower right, upper left, upper right, doing this will gain you (250xp) and the triangle earring.
Talk to zombie #396 to get 1 more bandage. Ignore Morte’s warning and talk to Dhall, you will learn a lot from him including that you have been brought into the mortuary many times, he carries Dhall’s quill pen, a magical item that ups your lore by a permanent +1, you can get it by either killing him now or coming back to steal it from him later in the game.
Head out the door and take a note from corpse #1664 and learn about your arrival into the mortuary. Next room please. Zombie #985 can be pushed, pulled and beaten up to make it give you its arm as a club.
Nice.
Number #506 (this is starting to sound like the Borg from Star Trek isn’t it i.e. 7 of 9 or number #506, see???? Didn’t think so…) can be sliced open to give you yet more bandages, 1 to be exact, if you search the shelves you will find another measly bandage. Talk to Ei-vene and get (quest-fetch embalming fluid and needle for Ei-vene) and learn a little bit about these things called Tieflings (or is it Fiendlings that Morte mentions here?). If you talk to her again and watch the motion of her hands you can regain a memory of placing some items into a worker here in the mortuary, the workers number is #42 (250xp).
Onward to the next room, now here is a strange thing, a zombie that’s not a zombie… if you make conversation with the only zombie in this room you will find out that it is an anarchist spy who is, wait for it, spying on the dustmen. There are a number of things you can do now, but the one thing that you definitely should do is to ask him how to leave (250xp), if you want his help you will have to go get a key from Ei-vene and give it to him (250xp), she will just give you the key if you ask, or you can get him to disguise you as a zombie (500xp) but the catch is that you can’t run or talk to anyone lest your disguise be broken. For him to disguise you as a deader you need some thread and some embalming fluid. You should already have the thread and the embalming fluid is in the next room, but if you want a hp bonus first then go back to Ei-vene, play dead and she will mend some of your scars and a +1hp bonus and (250xp). All right there’s one more thing you can do with Vaxis, turn him over to Dhall (250xp), which will make you more lawful for all you do-gooders out there.
What I done is to get him to disguise you as a zombie and then turn him over to Dhall, so you get (750xp). Am I smart or what???
Whatever you decide to do with Vaxis, if you do anything at all, the next thing you have to do is go into the next room, don’t forget to search the shelves for 2 jars of embalming fluid which you need for Ei-vene or Vaxis and an Ancient Copper Earring (closed), which you will need in a little while, and then go up the stairs.
Now, the first thing you do when you come up the stairs is to search all the cupboards in the wee room you are in, doing this you will find a Charcoal Charm. Now if you leave the little room then the first thing that you should see is a bony skeleton with a big club ; P. you can talk to these bony critters and Morte will jump in and talk a load of bull about him taking the body, when Morte has finished you can talk directly to the skeleton, but if you ask about the smock then you will become more Chaotic. Walk around and get a feel for the level, you will meet some dustmen, they will approach you and ask you what you are doing, as far as I know the only way to stop them from setting of the alarm is to break their necks (dex 15 me thinks, could be wrong, if I am then DMAL). When you break their necks then you will get (15xp), but the very first time you do it you will get a bonus of (250xp). You should keep any items that you get from the dustmen, except their robes and their knives; I mean you should keep things like Clot Charms and Dirty Rat Charms. On the outside of the room that you came up in are two storage type thingies, search them to get a needle and a piece of junk, keep the junk because it will come in useful later on, in fact you need it to carry on with the story. If you uncover the whole map then you will see that the level is basically square shaped, with four rooms at north, east, south and west. The east and west rooms are the stairs leading down to the second floor, so common sense dictates that you should search rooms in the north and south. Go down to the south room first, search the containers to get the pry-bar, dustmen request and two clot charms. Now talk to zombie #79 and examine the fanged circle on its forehead (250xp), and guess what, they match the grooves on the Ancient Copper Earring (closed), then just go to your inventory and “use” the earring, put your fingernails into the grooves and lo and behold, it will open and become the Ancient Copper Earring (hollow) (250xp). Now make your way into the centre of the level and search all the skeletons until you find #45, when you do all you have to do is to choose the first dialogue option and then mimic its actions, then its chest will open letting you take out the items inside it (250xp). You will get a Green Steel Knife, a Bloody Rags and two Clot Charms. Now carry on up to the northernmost room and search the cupboards there, you will find the Mortuary Task List, a Dustman Embalming Charm, Lesser bracelet, a Clot Charm, 53 copper pieces, THE BONECHARM (note-you need this if you wan to get out of the mortuary with the most experience points possible), a Corpse Fly Charm and 1 Bandage.
Leave the room and look on the right hand wall and you should see a cabinet; in it you will find 1 Needle and Thread. Make your way over to the southern room and to the north of it you should find skeleton #863, he will have a note in his mouth, take it and you will see it is the Mortuary Reminder Message, now go to the southernmost room, outside it on the wall will be yet another cabinet, search it to get the Mortuary Sanctum Key, now use it to open the door, in the cabinets in there you will find a hammer. Simply go down the stairs on the right hand side of the map. When you get to the second floor open the gate to the right of the stairs and go down to the first floor.
When you com down the stairs the first thing you are going to see is a zombie standing right next to you, his number is #732 and if you talk to him you can take the book he is holding, The Tome of Bone and Ash, this book will come in useful if your intelligence is below 15. Now work yourself anti-clockwise around this circular type map. When you have gone about half way around the map you should come to a large stone coffin type thingy (forget what you call it). If there is no one there then you should just wait for a minute or two, the longest I have had to wait is 30-40 seconds. When the ghost of the woman appears then talk to her, it turns out she used to be your lover of sorts, talk to her and use all the dialogue options available and you should learn the raise dead spell (1000xp), when you have learnt it you should then ask her how to leave, then tell her you are in danger, she will tell you about the portal and how to open it (500xp). Now leave and she will give you one of her predictions, a lot of crap about meeting enemies three, its all true of course but until you have played through the entire game and completed it none of it will make any sense at all. Now continue your journey anti-clockwise and you should come to the kind of receiving room where you see a dustmen walking around and two guard dustmen. Go up to the guards and break their necks (35xp each + an extra 250xp each for some reason), loot their stuff and then go into the middle room but do not even attempt to speak to the dustman named Soego.
When you uncover the map in the centre of the screen you should have seen at least 1 giant skeleton, there are four in all, one in each side. Behind the northern skeleton the wall is a storage type thingy that has the Crescent Hatchet, a very bad axe as it adds to your THACO. Anyway onto the skeletons. This part is quite tricky so take pay careful attention. When you initiate dialogue with the skeleton, do not touch it in any way unless I have said so, touching it will bring it to life and you will have to fight it, it gives good xp but not nearly as much as killing it through dialogue. Here goes- when you talk to it you should examine the skeleton, then examine the armour, then see if you can dispel the enchantments (500xp but you only get this the first time), you have to choose the dialogue option that reads exactly like this
“3.Mar the runes maintaining the warding enchantment first, then work backward through the rune pattern, cancelling the necromantic, then the armouring enchantment.” (800xp)
If your intelligence isn’t high enough then you can use the tome of bone and ash but you wont get as much experience points.
When the skeleton dies you will rummage through the remains (in dialogue) and you will find an armour type plate thingy, this will let you learn the spell either “shield” or “armour”, but only if you are a mage. You get an item from all four skeletons, two “shield’s” and two “armour’s”.
Now you go and talk to Soego, if you choose your dialogue options right then you should get him to open the gates for you (500xp)
DO NOT GO THROUGH THE GATE!! Instead make your way to above Deionarra’s tomb and a portal should open because you have the Bone Charm in your possession, if you don’t then you are stupid. Just click on the blue swirl thing (the portal duh!!). Watch the cinematic, lovely people them shadows. In the tomb you can rest and you will also find Penn’s Note to Vaxis, remember the zombie that wasn’t a zombie? There is also 30 copper pieces that can come in useful. You and Morte should have both levelled up so you should rest until you have full hp’s. Then leave the tomb; you can come back here to rest for free at any time in the game.
(Cue Jamaican accent…) welcome to da hive people, we have all sorts of wonders here, we have eight feet tall dragon blokes that are dead ‘ard to kill, if the Hive Thugs don’t get you first dat is. We have da dustmen and a great mausoleum for storing dead people. We have mad floating people that give you tattoos and we also have a lady of pain who as lots of blades around er head, lovely. (Remove Jamaican accent). There are five parts to the hive, Northeast Quadrant, Northwest Quadrant, Southeast Quadrant, Southwest Quadrant and the Alley Of Dangerous Angles. You start of in the Northeast Quadrant. The thugs will attack you if you go near them, they all have knives and some have Clot Charms etc. the thugs wont attack you as much depending on your charisma. The higher your charisma, the less they will attack you, also they are harder to kill at night I noticed.
Right, first thing to do is to uncover all the map, if thugs attack you then just go for it and attack them right back, if you are in trouble then you could use Morte’s litany of curses. If you need to heal then go back into the tomb that you came out of and rest.
You should talk to all the Hive Dwellers as they are a pretty good source of information and some of them give you items like scrolls of magic missile and clot charms. The best source of information are the frightened hive dwellers, there are also hive touts in each part of the hive that can point out the most important buildings in the area for 1 copper piece a time.
The man standing outside of the mortuary gate is called Pox and if you want to you can go back inside the mortuary, he will either disguise you as being dead or he can actually kill you and then take you inside.
Talk to the zombie standing outside the Gathering Dust Bar called The Post, talk to it and take the cobblestone out of its head (250xp), now look at the notices and look at the notices for the Smouldering Corpse, the zombie will point to it, then look at the graffiti and ask it about Pharod (500xp). Look at all the other notices as well; you should see one that has the name “Narochj” in it and also something about help wanted or something along those lines.
Now talk to one of the Dabus’ and learn their language (1000xp), this helps quite a lot during the game and I think that you need an intelligence of 16 to learn it, if you don’t have a high enough stat then get some Cranium Rat Charms and pump it up to 16.
Down in the southeast corner of the screen is Angyar’s House, go inside and talk to Angyar, but do not fight him, when he has finished ranting talk to his wife but do not fight her, instead find out what is wrong with Angyar and get the (quest- free Angyar from his dead contract and return it to him and his wife).
There is a weird looking girl called Annah near the monument, you can trade insults with her or pay her 20 coppers for some info on Pharod. She will appear in the PC’s section but she doesn’t join you until later in the game so don’t worry too much.
There is a woman running around the north part of the screen called Ingress, if you talk to her you will find out that she has been stranded in Sigil for years and she wont even go through a doorway in case it is another portal. Agree to help her (quest- find a way to help Ingress). I would definitely do this quest if I were you as it gets you a superb set of teeth for Morte quite early on in the game and the teeth level up as Morte levels up so they will suit you for the whole game.
There is an eyesore man called Baen the Sender who is trying to find a man called Craddock, agree to help him (quest- find Craddock for Baen the Sender).
There is a little tiny square area near enough in the middle of the screen, go to it and talk to Death of Names (sweet name!), find out his profession, now talk to Sev’tai, agree to help her (quest- help Sev’tai get her revenge).
Now that you’ve got all the experience and quests possible on this screen you should now go in to the Gathering Dust bar. Search the barrels and you will find 2 rags. Once inside you should go and talk to Emoric, he is near the back of the bar, he sees himself as the spirit owner of the bar (smile and nodJ). Talk to him about Pharod and he will give you a quest (quest-find the “source” of Pharod’s bodies for initiate Emoric at the Gathering Dust bar), then ask him about joining the dustmen faction, recite their philosophy and then he will tell you to talk to Narochj (quest-talk to Narochj for Emoric, and do what Narochj asks of you). These quests are coming in very fast aren’t they, but that’s very good because more quests mean more experience and more experience means more level ups and more level ups means more ability points and ability points are excellent.
Now go and talk to Narochj, don’t talk to him about the posting yet, but instead say that Emoric sent you, he will give you a quest (quest- track down a thief disguised as a dustman), now talk to him about the posting outside, agree to help him and (quest- look into the mater of the mausoleum’s walking dead).
Wait, there's a lot more to do inside this bar so stick with it for a while longer, talk to Mortai Gravesend, tell him that Angyar is not ready for the true death (500xp) and he will give you his dead contract.
Now talk to Sere the Skeptic, talk her back into believing the dustmen philosophy (500xp), then talk to Awaiting-Death, talk him out of killing himself (500xp). That’s about it, now you can leave.
Go to Angyar’s house, rip up his contract (750xp), but don’t tell him that his wife wanted you to do it, then ask him about Pharod (500xp), you will now be able to rest in his house and his wife will sell you bandages, needle and thread.
Rest if you want to, leave Angyar’s house, now you can either go into the mausoleum or you can go and get some more experience and a new party member who is a fighter/mage which is very useful in the mausoleum. So you figure out what you want to do, if you wan to go into the mausoleum then skip the next part of the walkthrough and read the bit about the mausoleum. Otherwise keep reading. I would say to go and get Dak’kon first then go into the mausoleum.
When you enter, head east, you should see Damsel-in-Distress, talk to her and uncover her motives, then give her some pointers (500xp), then talk to Mourns-for-Tress, ask him what is wrong, then care for the trees (500xp), keep going and you should see the Starved Dogs Barking Wilders or something like that, but don’t fight them yet, you aren’t strong enough right now.
Don’t bother with Fell’s tattoo parlour yet as you cant afford anything.
Keep going and you should reach the Smouldering Corpse Bar. Enter.
There are some weird patrons (regulars) here, so here is a quick run down-
Drusilla- She is standing on the right of you as soon as you come in, the only thing that you learn from her is some stuff about the burning corpse, Ignus, I think that she used to be Ignus’s lover before he became Mr.Crispy.
Candrian- Talk to this guy about Ingress as he is an experienced plane walker, he will tell you to go and tell Ingress to come to him, then talk to him about his travels and then spark up the dialogue option about the negative material plane, ask him how he survived and he will give you the negative token which he describes as a piece of nothing.
Ebb Creakknees (pronounced “ebb creak-knees, get it?)- This guy is a kind of tout and is a must-talk-to for people playing the game for the first time round, he is also an ex-mercykiller, I think he left because he was too old but I’m not to sure about that.
Alais- this guy is an adventurer; he is clueless in every sense of the word but don’t tell him that or he will get angry with you, instead talk to him until you get the dialogue option that reads like-
“No, no…planes as in planes of existence. They are planes of the imagination, of thought and belief. They are not physical prairies or grasslands, but other dimensions.” This will net you (250xp).
4. (A) ITEMS LIST- (not finished)
A
Adder’s tear
Invokes: “adders kiss”
Weight:0
This glistening green tear is as hard and as smooth as a pearl. When placed on the tongue, it dissolves instantly and gives the user the ability to spit forth-spiralling bolts of acidic green energy at an enemy.
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.
Armour Class: 8
Weight: 10
Usable only by Annah
Annah's vest is similar to leather armour, 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.
B
Bandages
Special:
Heals 3 hit points
Weight: 0
This is a roll of bandages, rather useful for staunching minor wounds.
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.
Black barbed seed
Weight: 0
This tiny black seed has a series of small barbs sprouting from its surface.
Special:
Heals 18 hit points
Weight: 0
This glistening drop of blood is as hard and as smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character’s veins and heart.
Like it’s younger cousin, the clot charm, the blood charm simulates the user’s blood into clotting 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 greater than the clot charm, there are no lasting effects.
Special:
Heals 3 hit points
Increases regeneration
Weight: 0
Blood fly’s are pests believed to have originated on 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, healers to draw forth-diseased blood from use blood flies and individual or even drain blood from a dead body. On occasion, blood flies are used to siphon off rare types of blood and are hen paralysed with powders or spell to be kept in storage for future use.
This particular blood fly seems to hold the blood of a lesser fiend, an Abishais, in its food sac. When this paralysed 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 Armour Class
+2 to Armour 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 armour class and additional resistance against crushing attacks.
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.
Bodice of the god less priest
Armour 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
Armour 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.
C
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 scratching 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.
Cleaning rags
Weight: 0
This damp mass of rages looks like it has been used to mop up blood and other less savoury bodily fluids.
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 "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 seeks out failed business owners and other individuals who once possessed great wealth, then has a reversal of fortune and were left destitute. These individuals are then given enchanted carving blades and asked to "clip a copper" for the Fated in a tedious daylong 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 allow a minor enchantment to seep into the coin and affect the fortune of 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 scab over the wound as soon as the flesh is torn.
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.
Special:
+4 to Armour Class
+2 to Armour 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 armour, and the charmed individual becomes difficult to squash, giving them added protection vs. crushing attacks.
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.
Cranium rat-tail
Weight: 0
This is a tail from a cranium rat.
D
Dak’kon’s zerth armour
Armour Class: 5
Weight: 25
Usable only by Dak'kon
Dak'kon's ceremonial zerth armour. 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 armour changes based on the mental state of the wielder.) The armour 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 armour 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 armour are used in tandem, the armour 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.
Dead nations key
Weight: 0
This heavy iron key came from Hargrimm the Bleak, Skeleton Priest of the Dead Nations.
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 lock pick, 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 unsavoury about him, however, reducing first impressions accordingly. This unsavoriness will last only as long as the charm is in effect, however.
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.
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 mould, and helping to seal minor tears in the skin.
Dustmen 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 behaviour, the matter is to be resolved or the worker replaced."
E
Embalming fluid
Special:
+2-8 to Hit Points
+1 to Armour 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.
Embalming 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.
Eye
Weight: 0
This is your eye. It looks like it’s seen better days.
F
Fall-from-grace’s chastity bodice
Armour 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.
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.
H
Heart charm
Special:
Heals 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.
I
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.
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.
J
Jerkin of the brazen rogue
Armour Class: 4
THAC0: +1
Weight: 12
Usable only by Annah
This piece of sturdy leather armour was clearly fashioned for a woman. It is a piece of remarkably skilful 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 armour 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
Armour Class: 6
Special:
+15% Pick Pocket Skill Bonus
+25% Stealth Skill Bonus
Weight: 8
Usable only by Annah
This piece of light leather armour 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.
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.
K
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.
L
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.
Lower planes vermin armour
Armour Class: 5
Weight: 10
Usable only by Annah
This armour 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 armour... it is composed solely from the remains of living creatures.
M
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.
Morridor’s ruby
Weight: 0
This is a fairly large ruby recovered from Morridor’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 sombre appearance reminds you of the Mortuary.
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 pry bar; 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 pry bar to snap them open as well. If the pry bar is indeed lost, I will see about procuring the services of a locksmith and having the cabinet locks replaced.
"Your aid in the matter would be appreciated,
An unreadable signature has been scrawled beneath the message.
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.
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 labour 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.
N
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.
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.
O
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.
P
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
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.
Pet Lim-lim
Weight: 5
This is your pet Lim-Lim.
Q
R
Rags
Weight: 1
This thick mass of rags looks as if they were torn from a tapestry or someone's robes.
Receiving room 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 logbook 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 labour 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 logbook.
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.
S
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.
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.
Skull
Weight: 2
This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
Soego’s skull
Weight: 2
This skull used to be attached to Soego's body before his unfortunate... "Accident."
Strahan’ 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 cantered around 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 Factor 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 Factor 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 Factor 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 Factor 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.
T
Tears of sorrow
Invokes: "Elysium's Tears"
Weight: 1
Contained in this bottle are the tears of sorrow that were shed by these person’s 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.
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 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, armouring 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.
U
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.
V
Vhailor’s mercykiller armour
Armour Class: 2
Weight: 75
Usable only by Vhailor
This archaic suit of armour 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 armour, and the symbol of the Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the chest piece.
This suit of armour is part of Vhailor... destroying Vhailor (if such a thing were possible) would most likely result in the destruction of the armour.
W
Wererat skull
Weight: 2
This is a Wererat skull. Man, are they ugly critters.
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 Githzerai 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.
X
Y
Z
(b) Weapons-
Fist-
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
Usable 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 Armour 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 are 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 artefact 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 Armour 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 Armour 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
Shar, the Mage-slayer, once wielded these daggers. 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 did not fail 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 Armour 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 armour as well as flesh.
Used by the less savoury 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 bristles 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.
These 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 favour. 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."
Edged-
BLADE OF THE IMMORTAL
(Unique, Artefact)
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 Armour 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, only those with sufficient strength and purity of heart can wield “Celestial Fire”. 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 Armour 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 Armour 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 Armour Class
Memorize 2 Additional 1st Level Spells
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the Githzerai 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 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 armour 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 Armour 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 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 armour 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 Armour 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 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 armour 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 Armour 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 Armour 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 Armour 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.
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 Armour 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 Armour 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, only those with sufficient strength and purity of heart can wield “Celestial Fire”. 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
Usable 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 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 Armour 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 rumoured 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 by product 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 rumoured 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 mazeing 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 also 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.
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 cauterising 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 judgement
(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 armour, 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, chattering 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.
Heart grinder
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 defences. 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.
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.
Clubs-
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 Armour 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, only those with sufficient strength and purity of heart can wield “Celestial Fire”. 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 favoured 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 his or her 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 Armour 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. Other, more famous weapons in the Encyclopaedia Magica have eclipsed any history or legends concerning this hammer. 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, Artefact)
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 a 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 hammerhead's weight.
The Athar used this enchanted hammer as a tool 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 were 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 confident enough to put it to the test.
"HAMMER OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
+2 to Armour 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, only those with sufficient strength and purity of heart can wield “Celestial Fire”. 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.
Enote, a Doom guard priest, in 14 E.U, used the Hammer of Comminution extensively. 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. Godsmen etchings and zymology 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 contacts 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 pry bar 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 pry bar 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 pry bar 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 an apprentice blacksmith constructed this.
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 Armour 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 pallor and is covered with scars. Intricate tattoos decorate its surface, spiralling 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 are 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 stylised 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.
(c) ACCESSORIES- (not finished)
A
B
C
D
E
F
G
H
I
J
K
L
(d) TATTOO LIST- (not finished)
Tattoo of accuracy (greater)
Special- +1 to THACO (greater- +2 to THACO)
(Don’t need to do anything)
Special- +1 to A.C. (greater- +2 to A.C.
(Don’t need to do anything)
Tattoo of bloodletting
Special- +1 damage to target when you get a successful hit
(Don’t need to do anything)
Tattoo of action (greater)
Special- +1 to dexterity (greater- +2 to dexterity)
(Don’t need to do anything)
Tattoo of might (greater)
Special- +1 to strength (greater- +2 to strength)
(Don’t need to do anything)
Special- +1 to charisma (greater- +2 to charisma)
(Don’t need to do anything)
Tattoo of health (greater)
Special- +1 to constitution (greater- +2 to constitution)
(Don’t need to do anything)
Tattoo of the spirit (and soul)
Special- +1 to wisdom (greater- +2 to wisdom)
(Don’t need to do anything)
Tattoo of insight (and revelation)
Special- +1 to intelligence (greater- +2 to intelligence)
(Don’t need to do anything)
Tattoo of the art (and magi)
Special- +1 to intelligence, +1 to 1st and 2nd level spells (greater- +3 to intelligence, x2 all 1st and 2nd level spells)
(Reach level 7 and 12, respectively, in the mage class)
Tattoo of the thief (and master thief)
Special- +1 to dexterity, +5 to all thief abilities (greater- +3 to dexterity, +5 to all thieves abilities)
(Reach level 7 and 12, respectively, in the thief class)
Tattoo of the warrior (and supreme warrior)
Special- +1 to strength, +1 to A.C., +3 H.P.’s (greater- +3 to strength, +3 to A.C., +9 H.P.’s)
(Reach level 7 and 12, respectively, in the warrior class)
Tattoo of Ravel’s kiss
Special- +2 to strength, +2 to constitution, -1 to intelligence, -1 to wisdom
(Let Ravel kiss you in the maze)
Tattoo of the redeemer
Special- +2 to wisdom, +1 to charisma, +1 to chance
(Let Trias live when you fight him in Curst Gone)
Tattoo of the betrayer
Special- +1 to strength, +1 to intelligence
(Kill Trias when you fight him in Curst Gone)
(e) SPELL LIST AND HOW TO OBTAIN THEM- (not finished)
Armour
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Physical attacks shall be better thwarted as protection is granted to those who
have none.
This spell grants an Armour Class of 6 to the target. It is cumulative with
Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains
cumulative damage more totalling more than 8 pts. + 1 / level of the caster.
Note that the armour does not absorb this damage; it only disintegrates after
that much damage has been inflicted on it.
(You can get it from the runes on the skeleton warriors that you dismantle, Trelon’s in Undersigil, most faction shops.)
Blindness
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0
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 it 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.
(Mebbeth, Lady Thorncombe in the society of sensation)
Chromatic Orb
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Long are the debates about the spectrum of colour in the multiverse. "This
Blue is better than Yellow!" "Pike it, berk! Of course White is the
true colour!" And while in the end, many generally agree that a colour’s
greatness is in the eye of the beholder, this spell establishes the fact that
some colours are deadlier than others.
This summons a large, magical Orb of Colour, which can then be hurled at a
target using the caster's normal Attack roll +3. The colour 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: Paralysed 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.
(get it from the Trelons in Undersigil, most shops, and one of the mages in alley of dangerous angles)
Fist of Iron
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
Weight: 0
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.
(Godsmen faction)
Friends
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
Weight: 0
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.
(the Trelons in Undersigil and Curst Gone)
Identify
Range: 1 item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
Weight: 0
This spell reveals the mysteries of an enchanted object, allowing you to know
its exact abilities.
(Mebbeth)
Magic Missile
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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.
(the Trelons in Undersigil)
Minor Embalming
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
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.
(Dustmen faction)
Pacify
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Weight: 0
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 to break the spell.
(buy it from Mebbeth)
Shield
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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 Saving Throws for 25 seconds / level of caster.
(Trelon’s)
Adder's Kiss
Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
It is said an adder's kiss can scald even the most fearsome of fiends. This
spell calls forth an acidic bolt to shower and 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.
(Strahan in the masoleum)
Blood Bridge
Range: 0
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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.
(Dead nations catacombs)
Blur
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster
Saving Throw: None
Weight: 0
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.
(get Sebastion in the Lower Ward to Train you as a mage, also in your old room in the Civic Festhall)
Ice Knife
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Neg.
Weight: 0
Daggers of ice can be conjured that not only strike the intended target buy 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 feed 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.
(Strahan the mage in the mausoleum)
Greater Embalming
Range: 0
Duration: 60 minutes
Speed: 2
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
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.
(Dustmen faction)
Horror
Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
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.
(the Civic Festhall in your old room)
Knock
Range: 180 feet
Duration: Special
Speed: 1
Area of Effect: 10 sq. feet per level
Saving Throw: None
Weight: 0
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
(bought from the spell dealer in the open air market in the Lower Ward)
Luck
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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.
(bought from the spell dealer in the open air market in the Lower Ward)
Strength
Range: Touch
Duration: 60 minutes per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 0
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) that will still be qualified by race/class
restrictions. The spell cannot bestow Strength of 19 or greater. The bonus is
as follows:
Priest...1d6 points
Rogue...1d6 points
Warrior...1d8 points
Wizard...1d4 points
(bought from the spell dealer in the open air market in the Lower Ward)
Axe of Torment
Range: 50 feet
Duration: Instant / Special
Speed: 3
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0
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 Axe. The Axe strikes a
specified individual target for 1-8 pts. of damage. In addition, as a final
blow, the Axe 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) Paralysed 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 yards.
Away; (7) turned to stone; or (8) 8-64 pts. of pure damage.
(Your tomb in the trash warrens catacombs)
Ball Lightning
Range: 90 ft + 30 ft. per level
Duration: Instant
Speed: 3
Area of Effect: Nearest Target
Saving Throw: 1/2
Weight: 0
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
(Magic seller in the market at the Lower Ward)
Cloak of Warding
Range: 0
Duration: 5 seconds per level or (Special)
Speed: 3
Area of Effect: Caster
Saving Throw: None
Weight: 0
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.
(Dustmen faction, magic seller in the market at the Lower Ward
Hold Undead
Range: 180 feet
Duration: 5-20 seconds + seconds per level
Speed: 3
Area of Effect: 1d3 undead
Saving Throw: Neg.
Weight: 0
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 is equal to or less than the caster's level.
Furthermore, undead with less than 3 HD is 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.
(Dustmen faction)
Elysium's Tears
Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor
Saving Throw: None
Weight: 0
The skies of the Upper Planes shed tears when evil is done. These tears can
burn even the most armoured 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.
(Skeleton in the Dead Nations)
Tasha's Unbearable Derisive Laughter
Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
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.
(Magic seller in the market at the Lower Ward)
Vampiric Touch
Range: Touch
Duration: Instant
Speed: 3
Area of Effect: 1 Creature Touched
Saving Throw: None
Weight: 0
The 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 level he has (2-12 hp for Level 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).
(bought from the spell dealer in the open air market in the Lower Ward)
Blacksphere
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
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 that 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.
(Ravel)
Confusion
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
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.
(bought from the spell dealer in the open air market in the Lower Ward)
Force Missiles
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
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.
(Godsmen faction)
Improved Strength
Range: 0
Duration: 5 seconds per level
Speed: 4
Area of Effect: creature touched
Saving Throw: None
Weight: 0
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 Strength 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)
(Godsmen faction)
Remove Curse
Range: 0
Duration: Instant
Speed: 4
Area of Effect: Special
Saving Throw: None
Weight: 0
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 him or herself of the cursed item.
(Mebbeth)
Shroud of Shadows
Range: 0
Duration: 5-20 seconds +10 seconds
Speed: 4
Area of Effect: One Target
Saving Throw: None
Weight: 0
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.
(bought from the spell dealer in the open air market in the Lower Ward)
Cloudkill
Range: 100 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft. cloud
Saving Throw: None
Weight: 0
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 vapours 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.
(Curiosity Shoppe in the Clerk’s Ward, and the Anarchist faction)
Cone of Cold
Range: 30 feet
Duration: Instant
Speed: 5
Area of Effect: Special
Saving Throw: 1/2
Weight: 0
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.
(Magic seller in the market at the Lower Ward
Desert Hell
Range: 50 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft.
Saving Throw: 1/2
Weight: 0
'Hell' is an oft-debated term. Some say Hell is Baator. Others say 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 have they still take half damage
from the searing heat.
(Curst Gone)
Fire And Ice
Range:
150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe
Saving Throw: Special
Weight: 0
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.
(Your dormitory in the Civic Fest hall)
Chain Lightning Storm
Range: 50 feet
Duration: Instant
Speed: 6
Area of Effect: 50 x 50 ft area
Saving Throw: 1/2
Weight: 0
"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
that 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.
(Fhujill Forked Tongue)
Globe of Invulnerability
Range:
0
Duration: 5 seconds per level
Speed: 3
Area of Effect: 5 feet radius
Saving Throw: None
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). The globe does
not affect spells of 5th level or higher. 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.
(Fujhil Forked Tongue in the Outlands)
Acid Storm
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
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.
(Fujhil Forked Tongue in the Outlands)
Bladestorm
Range: 75 feet
Duration: Instant
Speed: 7
Area of Effect: 10 yards per level radius
Saving Throw: 1/2
Weight: 0
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 THAC0 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.
(Fhujill Forked Tongue)
Stygian Ice Storm
Range:
50 feet
Duration: Special
Speed: 7
Area of Effect: 50 ft x 50 ft area
Saving Throw: Special
Weight: 0
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.
(Fhujill Forked Tongue)
Deathbolt
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: Special
Weight: 0
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.
(Man under cart in Curst Gone)
Mechanus' Cannon
Range:
50 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: 1/2
Weight: 0
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.
(Evil Wizard Construct in the Rubikon maze)
Meteor Storm Bombardment
Range: 50
Duration: Instant
Speed: 8
Area of Effect: 50 ft x 50 ft area
Saving Throw: 1/2
Weight: 0
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.
(Fujhil Forked Tongue in the Outlands)
Power Word, Blind
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 centre, 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, and 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 its entire HP is affected, it is not blind
(Lady Thorncombe in the Civic Festhall)
Abyssal Fury
Range: 50 feet
Duration: Instant
Speed: 9
Area of Effect: 1 creature
Saving Throw: see below
Weight: 0
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.
(Fujhil Forked Tongue in the Outlands)
Power Word Kill
Range: 15 feet per 2 levels
Duration: Instant
Speed: 1
Area of Effect: 10 feet radius
Saving Throw: None
Weight: 0
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.
(Wish scroll, the Grimoire of Pestilent Thought)
Celestial Host
Range: 100 feet
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: None
Weight: 0
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).
(Trias after you defeat him in Curst Gone)
(Note-priest spells do not have to be learnt from scrolls; as new spell levels become available all the spells for that level will become available as though they had been read from a scroll)
Blessing
Range: 180
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet cube
Saving Throw: None
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.
Cure Light Wounds
Range: 0
Duration: Permanent / Instant
Speed: 8
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
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.
Curse
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet radius
Saving Throw: None Weight: 0
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.
Detect Evil
Range:
0
Duration: 50 seconds + 25 seconds / level (maximum of 5 minutes)
Speed: 1
Area of Effect: Caster
Saving Throw: None
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.
Halo of Lesser Revelation
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
Lines a priest's enemies with a halo of light, making them easier to see and be
hit.
When cast, the player character selects any target point within range to centre
the spell on. From there, a glowing vibrant green glow emits from the centre
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 Armour
Class to all affected creature(s). There is no Saving Throw for this spell.
This spell can also cause a glow around invisible creatures.
Aid
Range: 0
Duration: 10 seconds + 10 seconds per level
Speed: 1
Area of Effect: Special
Saving Throw: None
Bolster an ally's 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.
Cure Moderate Wounds
Range: 0
Duration: Permanent / Instant
Speed: 8
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
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.
Spiritual Hammer
Range: 30 feet per level
Duration: Variable (see below)
Speed: 1
Area of Effect: 1 Target
Saving Throw: 1/2
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.
Call Lightning
Range: 180 feet
Duration: Instant
Speed: 3
Area of Effect: 10 feet radius
Saving Throw: 1/2
Weight: 0
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.
Flame Walk
Range: 0
Duration: 10 seconds + 10 seconds per level
Speed: 3
Area of Effect: Creature touched
Saving Throw: None
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 x5 for any
damage that does succeed in reaching the targets of this spell.
Prayer
Range: 0 (centred on
caster)
Duration: 5 seconds per level
Speed: 1
Area of Effect: 60 feet radius
Saving Throw: None
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.
Speak With Dead
Range:
50
Duration: Special
Speed: 1
Area of Effect: 1 creature (undead)
Saving Throw: None
Weight: 0
To commune with spirits passed away.
This spell allows the Nameless One to initiate a dialogue with a dead body
within speaking range.
LEVEL 4
Cure Serious Wounds
Range: 0
Duration: Permanent / Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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.
LEVEL 5
Cure Critical Wounds
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.
LEVEL 6
Heal
Range: 0
Duration: Permanent / Instant
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
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.
5.USEABLE CHARACTERS AND WHERE TO FIND THEM- (not finished)
Morte: you get Morte at the very start of the game. He has litany of curses, a spell type thingy that provokes any animal or thing into attacking Morte and only Morte with its melee attack, it is very effective and useful against mages as they attack Morte and they don’t cast spells at you. Talking to people and listening to their insults can level Morte’s litany of curses up, Morte will tell you when his litany of curses has levelled up (note- there is no way to know how effective Morte’s litany of curses will be until you try it, some creatures like Abishais are naturally immune to magic and non-magical weapons).
Statistics-
Str-12
Dex-16
Int-13
Wis-9
Chr-6
Con-16
Armour class-2
Armour class bonuses-
Slashing +2
Piercing +2
Missile +2
Resistances-
Normal cold 100%
Magic cold 100%
Slashing 75%
Crushing 75%
Piercing 75%
Missile 75%
Hit points-20
Thaco-19
Attacks-1.5
Lore-2
Upgrades- you can upgrade Morte’s stats by finding out about his “Baatorian smell” by either the pillar of skulls or from Fall-From-Grace.
Dak’kon-you can find Dak’kon in the Smouldering Corpse Bar (what a brilliant name) in the south eastern part of the hive, all you have to do is to talk to him on about 2 or 3 different topics and then when you try to leave he will offer his services. I strongly suggest that you take him up on his offer, as he is extremely useful during the course of the entire game. He starts of as a level 3 fighter and a level 3 mage, not to mention the fact that he can teach you a lot of spells not available anywhere else in the game. You will get (1000xp) when he joins your party.
Statistics-
Str-17
Dex-16
Int-13
Wis-13
Chr-13
Con-16
Armour class-2
Armour class bonuses-none
Resistances-?
Hit points-33
Thaco-18
Lore-?
Spells- Submerge the Will
Reign of Anger
Scripture of Steel
Vilquar’s Eye
Power of one
6.FAQ’S- (constantly being updated)
Just some questions that I have asked how to do during the first few times I have played the game, any questions that get asked a lot I will add in here-
I can’t get my weapon proficiencies past 3 / 4. What am I doing wrong?
The thing here is that if you want to get your 4 weapon proficiencies in one weapon class then you have to get the level 7-fighter class bonus and to get 5 weapon proficiencies you have to get the level 12 fighter class bonus. Theses bonuses are explained below.
What are these bonuses I hear so much about?
When you get to level 7 or 12 in the class that you are in you automatically receive a bonus for that class on the level up screen but you can only get this bonus once, so say you get to level 7 while you are a fighter you will get the level 7 fighter bonus but if you then get to level 7 as a mage then you will not get the mage bonus for level 7.the bonuses are as follows:
Level 7 fighter- +1 strength, 4 max weapon proficiency points
Level 12 fighter- +1 strength, +1 constitution, +3-hit points, and 5 max weapon proficiency point
Level 7 mage- +1 intelligence
Level 12 mage- +2 intelligence, +1 wisdom, and +5 lore skill
Level 7 thief- +1 dexterity
Level 12 thief- +2 dexterity, +1 luck (note-there is no way to view your luck score)
How do I use the bronze sphere?
After you have given it to Pharod and he dies you can go back and pick it up from the trash warrens (note-Pharod’s crutch is a portal key to his stash, simply have the crutch in your inventory and then move to the top left of the screen and the dialogue box should appear to take you to his stash), then you have to have it in your inventory when you enter the Fortress of Regrets, then you have to ask the good incarnation about himself and find out that he is the first one of you, then you merge with him and use the bronze sphere, if you followed these instructions then you should get a hell of a lot of experience from the bronze sphere (2,000,000xp to be exact).
What is the nameless one’s name?
Basically we don’t find out what his name is, no one knows, no one will ever know.
How can I read Fall-From-Grace’s diary? Can I read it if she dies?
There is NO way to read her diary; a lady must have her secrets! She takes it with her to wherever she goes to when she dies. You would think that when she dies she wouldn’t really care if we read her diary, but oh yes, she’s a woman and we all *know* about women don’t we…
How do I get into the siege tower?
You have to talk to the boy Lazlo in the market place, he is the one working the furnace, you have to get the dialogue where the nameless one says “maybe the secret to getting in is not wanting to get in…” then you just go to the drawbridge on the right side of the siege tower and when the message box pops up then suppress any desire to enter the tower.
Who the f*ck is Adahn?
Adahn is just a name made up by the nameless one to get him out of tight spots; it is not his real name.
If you claim to be Adahn about 10 or 11 unique times (note-you can’t just say it to the one person over and over again, the best place to do this is the mortuary when the dustmen ask you why you are there you can just say you are visiting Adahn) and he will appear in the Smouldering Corpse Bar. I think you can get items of him but I don’t really know because I have never done it before.
Can the nameless one get any armour at all?
No. Put it this way, he is immortal so he has no need for amour and there are so many tattoos in the game that you don’t need armour.
How do I merge with the practical incarnation?
First off, you need a wisdom of at least 23 or else he will absorb you and that will be game over, if you don’t have a wisdom of 23 then you should be able to get it by merging with the other two incarnations first. Then you have to either get the dialogue option where you choose to stare him down or you can say that you will merge with him and then you can force him to merge with you.
How do I merge with the good incarnation?
Talk to him, simple as that, but don’t merge with him until you find out the truth about whom he is.
How do I merge with the paranoid incarnation?
Speak to him in the language of the UYO that you learnt from Finam in the clerk’s ward.
How do I get Annah to join my party?
Well you see her in the hive at the start of the game but she doesn’t join you then but you can trade insults with her to power up Morte's litany of curses, she joins you after you give the bronze sphere to Pharod.
How do I get Dak’kon to join my party?
Dak’kon is located in the smouldering corpse bar, talk to him and choose 2 - 4 dialogue options and then try to leave and he will offer his services.
How do I get Morte to join my party?
You begin the game with him…
How do I get Vhailor to join my party?
In the prison under curst, after Trias gives you the link to activate the portal, don’t go through the portal but instead go past it into the room, Vhailor is there, talk to him and then just ask him to join your party.
How do I get Nordom in my party?
First of all you have to buy the modron cube from the curiosity shop in the clerks ward, then go and talk to the modrons in the Brothel of Slating Intellectual Lusts, then manipulate the modron cube in this order- bend the left knee, extend the left wing, extend the right wing, rotate the right arm, welcome to Rubikon. The first Modron you meet here is not exactly what you might call "helpful" or even "capable of speaking more than a few rote phrases." You'll just have to jump in and explore on your own. Here's a quick breakdown of Rubikon or the Modron Maze, as it appears on the map: Each room has an identical square layout with four potential exits in the middle of each side.
The first time you enter the maze, it'll be set on the easy difficulty setting, so all the enemies you meet will be Low Threat Constructs. They'll occasionally drop items that are worth absolutely nothing, so don't bother with the following: A Bag of Coins, A Goody! A Magic Item! And A Clue! Certain Constructs will also be carrying Lenses that can be used only by Modrons. You may also luck into finding a Portal Lens, but don't use it to return home just yet.
Here’s a map of the easy maze when you first come into the cube:
<> = A room.
1 = Doorway into next room going north or south.
-- = Doorway going into next room going west or east.
() = Engineering room.
/\ = Where you start.
<>--<>--<> 1 1 <> <>--<> 1 1 /\ ()
(This map is extremely rough but you should get the idea, there are no maps for medium and hard difficulty because they are RANDOM)
Eventually, you'll stumble into the Engineering Room. You'll quickly realize that these Modrons are behaving quite oddly. It turns out they can't do anything without instructions from The Engineer. The Modron in the middle is the one to whom you wish to speak. Volunteer to be the new Director and you can create new dungeons to explore and reset them when you're finished with them.
You can go ahead and jump to the hard difficulty, but I did the normal difficulty just for kicks. After resetting Rubikon, the Engineering Room will always be adjacent to the room through which you enter the maze. The normal difficulty setting features Medium Threat Constructs, but otherwise, this is basically the same as before. You can keep resetting and doing the dungeons, too, if you want to lose yourself in some mindless hack 'n' slash action. Whenever you're ready to pick up a new character and fight a boss, tell The Engineer to set the maze to hard. Now head out and thoroughly explore the maze. The High Threat Constructs also dish out pretty good exp, but they're not nearly as easy to defeat as their brethren. If you want to hide to backstab, you'll have to do it the moment you enter the room, before the Constructs can talk to you and turn hostile. The Modron Maze will be fairly large, so you may actually want to map it out with pencil and paper.
There are two unique rooms in Rubikon when the setting is on hard. One is the Wizard's Lair that contains the Evil Wizard Construct who has achieved sentience and has been behind all of the glitches in Rubikon. Kill him to acquire some nice items and a Portal Lens if you don't have one already.
The other unique room is entitled Nordom's Room because it's Nordom's room. Interesting, that. Then you just talk to him and then he will offer to join your party.
What experience bonuses do I get from wisdom?
Ok here is a table-
[10] 0% [16] 10% [22] 25%
[11] 0% [17] 13% [23] 27%
[12] 0% [18] 15% [24] 30%
[13] 2% [19] 18% [25] 35%
[14] 5% [20] 20%
[15] 8% [21] 23%
Will that do?
I can’t kill the copper guy in the Gathering Dust bar, how do I kill him?
I have never killed him personally, but I know how you can kill him, you need lots of Corpse Fly Charms, they do 5 damage each depending on your level, just fling lots of them at him and sooner or later he will die, sorry but I have never killed him before my self so I don’t know what experience or items you get when you kill him, if someone wants to drop me a line (DMAL) on this I will gladly add them to the thanks section.
7.THANKS-
Anyone contributing some good information to me will be added to the thanks section, even if you contribute bits of information over a long period of time you will be added.
Thanks to sorcerers.net for being the first people to post this walkthrough, the website is THE best I have ever seen, they have a load of walkthroughs, editors and not to mention a great news team, so cheers sorcerers.net
Thanks to Nicholas Yu for writing such a great walkthrough before me, his is brilliant, you can also download it at gamefaqs.com and sorcerers.net
Thanks also to The Pit for posting this walkthrough.
http://www.planescape-torment.net/
8.ENEMY LIST- (not finished)
9.WHERE TO FIND THIS FAQ-
The most recent versions of this walkthrough can be found at>
http://planescape-torment.net/
And that’s about it.