Planescape: Torment
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Item List and Description by Dan Simpson

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                            Planescape: Torment (PC)
                                 Items Listing
                                 
                               January 22, 2005
                                  Version 1.11

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

  If emailing me, use this subject:  Planescape: Torment Items v 1.11

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


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


                                      Notes
-------------------------------------------------------------------------------
The most recent version of this FAQ can be found at:

   http://www.gamefaqs.com/
   http://www.gamewinners.com/

I am currently working on a complete walkthrough, which has now been
released.  You can find it on GameFAQs.

Planescape: Torment was released in the US on December 10, 1999.

This FAQ looks best in Courier New at about 9 points.

This Document is Copyright 2000-2001 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay

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


___________________
What's New in 1.11:

    Changed my email address and small changes to the format.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.


-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------

  Armors
  Axes
  Blades
  Blunt Weapons
  Bolts
  Bracelets
  Daggers
  Earrings
  Eyeballs & Lenses
  Fist Weapons
  Misc Items
  Quest Items
  Rings
  Scrolls
  Spells
  Tattoos
  Teeth
  Useless Items

  Final Words...



-------------------------------------------------------------------------------
Armors
-------------------------------------------------------------------------------

ANNAH'S VEST
Armor Class: 8
Weight: 10
Usable only by Annah

Annah's vest is similar to leather armor, but it seems more flexible and allows
her greater freedom of movement. You're not certain what creature's hide (if
any) was used to make the vest, but it seems durable enough. Three straps help
secure the front, and a staggered series of bracers run down the left arm. If
necessary, Annah can slip her punch daggers into the bracers to conceal them.


BODICE OF THE GODLESS PRIESTESS
Armor Class: 5
Special:
   Memorize 3 Additional 1st Level Priest Spells
   Memorize 2 Additional 2nd level Priest Spells
Weight: 5
Usable only by Fall-From-Grace

This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of 
Slating Intellectual Lusts, often wears. The enchantments woven into it by 
Goncalves allow Fall-From-Grace to memorize twice the number of 1st and 2nd 
level spells per day as she normally could.


BODICE OF THE PERILOUS QUEST
Armor class: 5
Special: Increases Regeneration
Weight: 6
Usable only by Fall-From-Grace

This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of
Slating Intellectual Lusts, often wears. Goncalves took great care in 
enchanting the weave of this particular piece of clothing; not only does it 
clean itself and repair minor tears in its fabric, its magic will slowly heal
Fall-From-Grace, as well.


DAK'KON'S ZERTH ARMOR
Armor Class: 5
Weight: 25
Usable only by Dak'kon

Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings, 
formed of the same substance that Dak'kon's blade is made of. (Unlike the 
blade, however, it does not appear that the armor changes based on the mental 
state of the wielder.) The armor is worn over a padded red tunic, and spiked 
bracers and shoulder pads have been added to give greater protection to the 
arms and upper body.

While Dak'kon's armor is similar to chain mail, it is lighter and more 
flexible, allowing him to wield his sword more effectively. It seems that when 
the sword and armor are used in tandem, the armor actually becomes lighter in 
weight and more flexible, more like cloth than chain mail. Whether this is a 
unique property of karach, or whether this is some magical effect of the two 
items, is unknown.


FALL-FROM-GRACE'S CHASTITY BODICE
Armor Class: 5
Weight: 5
Usable only by Fall-From-Grace

Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite
its prim and proper appearance, it does little to detract from Grace's 
sensuality. The bodice possesses no known powers other than some minor 
enchantments that prevent it from becoming dirty and repairs minor tears in the
fabric.


JERKIN OF THE BRAZEN ROGUE
Armor Class: 4
THAC0: +1
Weight: 12
Usable only by Annah

This piece of sturdy leather armor was clearly fashioned for a woman. It is a 
piece of remarkably skillful craftsmanship; small metal plates and bands are 
carefully concealed here and there over the jerkin's surface, providing a great 
deal of protection without hampering mobility. The armor seems best suited for 
a 'flashy' fighter who would make the full use of the free movement it would
afford them. The enchantments woven into it by Goncalves not only serve to 
protect such a combatant, but aid them in their balance and the striking of 
their foes, as well.


JERKIN OF THE FLITTING SHADOW
Armor Class: 6
Special:
   +15% Pick Pocket Skill Bonus
   +25% Stealth Skill Bonus
Weight: 8
Usable only by Annah

This piece of light leather armor was clearly fashioned for a woman. Even at a 
glance one can tell it is of the highest quality; every part of it, from its 
supple leather banding to its quadruple-stitched seams and padded silk lining, 
speaks of impeccable craftsmanship. Goncalves wove a number of enchantments 
into the lining of the jerkin so that its wearer is more prone to blend into
surrounding shadows, making them difficult to spot and often allowing them to 
pass by others entirely unnoticed.


LOWER PLANES VERMIN ARMOR
Armor Class: 5
Weight: 10
Usable only by Annah

This armor has been woven from the hides of various Abyssal vermin. The 
stitching thread appears to be a single white hair (though the type of creature 
is unknown). There are no metal fixtures, studs, or buckles anywhere on the 
armor... it is composed solely from the remains of living creatures.


VHAILOR'S MERCYKILLER ARMOR
Armor Class: 2
Weight: 75
Usable only by Vhailor

This archaic suit of armor is animated by Vhailor's life force. It bears 
numerous minor dents and scratches, but otherwise, it seems to have withstood 
the test of time...at least better than Vhailor's physical body.

Blades decorate the shoulders of this suit of armor, and the symbol of the 
Mercykiller faction (a red dragon with its wings outspread) is emblazoned on 
the chest piece.

This suit of armor is part of Vhailor... destroying Vhailor (if such a thing
were possible) would most likely result in the destruction of the armor.


-------------------------------------------------------------------------------
Axes
-------------------------------------------------------------------------------

ANTLER AXE
Damage: 2-7 Slashing
Speed: 8
Weight: 8
Proficiency: Axes
Usable only by Fighters

Primitive cultures often times used parts of animals as weapons. This appears 
to be the horns of some creature that have been made into a crude battle axe of
sorts.


"ASCENSION"
Damage: 3-10 Slashing
Enchanted: +2
Special:
  +2 Slashing Damage
  +1 to Charisma
  +1 to Armor Class
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Axes
Usable only by Fighters
Usable only by Godsmen

"Ascension" is one of the finest weapons created at the Great Foundry, the home
of the Believers of the Source. It is one of three weapons called the "Triad of
Tests", including the hammer "Reason" and the dagger "Enlightenment". The 
symbol of the faction is engraved on the axe head, and the edges of the blades 
are so sharp they could split a hair lengthwise. You are the first to bear this 
weapon.


"AXE OF CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +3
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters
Usable only by Lawful Good characters

"Celestial Fire" is the only object that Trias had left to remind him of the 
Upper Planes. The blade became an axe in your hands. It is warm to the touch, 
and flames have been carved across the surface of the head. The intricacy of 
the carvings is breathtaking; they are done with such skill that the axe seems 
to be burning with metallic flames...someone must have spent several centuries
rendering them. The metal of the axe is unfamiliar... it is heavy, but it 
shines like silver.

The axe looks several millennia old. A faint hum can be felt within it, and the 
vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and 
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


AXE OF THE JESTER
Damage: 1-2 Slashing
Enchanted: ??? [+3]
Special: ???
THAC0: ???  [+3]
Speed: 3
Weight: 2
Proficiency: Axes
Usably only by Fighters

The person who created this axe must have been mad or a genius. Only the most 
skilled of smiths could have forged a weapon using Chaos Matter, the most 
unstable and unpredictable element in all the planes.

Stories of this particular axe have been told and retold across the planar 
universe. Heroic deeds of men defeating creatures of immense power simply by 
touching the axe to the creature and of these same men dying horrible deaths 
while doing simple every day tasks.

Zaknar the Simple - Defeated a devourer with a single swipe of this axe. 
Crushed to death by a falling boulder in the vast plains of Tabor.

Garkon the Righteous - Struck by a mysterious discharge of energy while 
fighting a cranium rat.

Kannas - Tradesman by profession. Buried alive as the stone wall the axe was
mounted on collapsed on him.

Kvry Matterson  - A child of only nine seasons, was not only able to ward off a 
group of marauding fire bats, he even managed to kill 2 of them!

The list of tragedies and deeds goes on and on.


BATTLE AXE
Damage: 1-8 Slashing
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters

This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-sharp, and the long handle allows the wielder to put considerable force
into the swing.


BATTLE AXE OF QUALITY
Damage: 2-9 Slashing
THAC0: +1
Speed: 7
Weight: 8
Proficiency: Axes
Usable only by Fighters

Intricate runes are etched on the shaft and the blades of this axe. The edges 
of the axe are razor-sharp; it looks like it would be possible to shave with 
it, though that's not something that you would try until you had consumed 
several tankards of ale. The handle itself is made of ironwood, and leather is 
wrapped tightly around the handle to help secure the user's grip.


BLINDSIDER
Damage: 2-9 Slashing
Enchanted: +1
Special:
   +2 to Armor Class
   Immunity to Blindness
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

This magnificent axe, known as "Blindsider," is truly one of a kind. It is
rumored that it was the creation of one Akyzum Yar, chief metallurgist of an
ancient empire on the Prime Material Plane. The Emperor whom Yar served, a vain
and wicked man, commissioned the creation of  "a weapon of unsurpassed beauty."
After years of toiling, Yar succeeded and presented the Emperor with
"Blindsider," whereupon he was promptly put to death so that his work could
never be reproduced.

The various ores and enchantments employed in the forging of this weapon 
yielded a new type of metal that is lightweight, durable, and highly 
reflective. The axe earned its name from its tendency to reflect light into the 
eyes of its opponent, temporarily blinding the target so that its wielder can 
easily cut him down. Additionally, its wielder is granted immunity to blinding 
attacks as a magical byproduct of its reflective nature.


BUTCHERER OF INNOCENTS
Damage: 3-10 Slashing
Enchanted: +2
Special:
   Transfers Hit Points from Target to Wielder
   +2 Slashing Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

This giant, axe-like cleaver earned its nickname while in the hands of Oswell
Breck, a butcher who once serviced the Clerk's Ward of Sigil. The chant is that 
one day this affable and well-respected citizen suddenly went on a murderous 
and bloody rampage that lasted ten days and ten nights. Cleaver in hand, Oswell
stalked the streets of the ward, brutally hacking down every man, woman, and
child unlucky enough to cross his path until the Lady herself intervened. It is 
rumored that he suffered from a strange disease that slowly caused his body to 
waste away, and it was this disease that eroded his sanity and prompted the 
murder spree.

The origin of this instrument of carnage is shrouded in mystery. However, the 
various wizards and scholars who examined the discarded weapon after Oswell's 
mazing have catalogued the nature of its enchantment. The cleaver seems to feed 
upon its victims, sucking the very life force from them and bestowing a portion
of it upon its wielder.


CRESCENT HATCHET
Damage: 2-7 Slashing
THAC0: -1
Speed: 10
Weight: 10
Proficiency: Axes
Usable by Fighters Only

This huge hatchet has a crescent-shaped head. Although an intimidating weapon,
it looks more decorative than functional: not only is it extremely heavy, but
the balance is poor and the edge is dull and pitted. Despite the difficulty in
using the hatchet in combat, the long handle allows the wielder to put
considerable force into the swing.


EDGE OF OBLIVION
Damage: 2-9 Slashing
Enchanted: +2
Special:
   1-6 Cold Damage to target
   +50% Resistance to Cold
   +25% Resistance to Magical Cold
THAC0: +1
Speed: 8
Weight: 10
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

When its powers are awakened and its name known, "Edge of Oblivion" becomes
entirely black...where once just the edges were ebony, now the blackness has 
spread across the entire blade. The chill the blade radiates has increased 
ten-fold, so much so that it is painful to hold it for too long.

"Edge of Oblivion" does disintegration damage every time it strikes an 
opponent...for every wound it causes, it also disintegrates the flesh around 
the target area, simultaneously cauterizing the wound as it strikes.

There is some speculation that a Sphere of Annihilation has somehow been 
encaged within the axe itself, but again this is only speculation. Given that 
the planes are infinite, anything is possible.


ENCHANTED BATTLE AXE
Damage: 2-9 Slashing
Enchanted: +1
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

Closer examination of the weapon reveals a strange symbol, very faint, on the
surface of the axe head. Tracing it with your finger, there is a sudden charge,
and the axe head changes before your eyes into a silvery-looking metal.

The edge is incredibly sharp, so much so it looks like it could hack through
stone if necessary. The symbol you traced on the weapon is now glowing
brilliantly, and if anything, the axe has become even lighter than before, so
much so that you can almost wield it one-handed.


ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters

This strange item was in your possession after you gave the Modron Cube to the 
iron golem in the Siege Tower. It looks to be a small dagger, but its surface 
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals. 
Sometimes they blend together, other times, they submerge into the core of the 
blade, only to resurface again minutes later.


FINAL JUDGMENT
(Cursed)
Damage: 5-15 Slashing
Enchanted: +2
Special: 1-6 Fire Damage to target
THAC0: +3
Speed: 10
Weight: 20
Proficiency: Axes
Usable only by Vhailor
Usable only by Lawful characters

This archaic double-bladed battle-axe is reminiscent of an executioner's axe; 
the axe head has been forged into the symbol of the Mercykiller Faction (a red 
dragon with its wings outspread...the outstretched wings have been shaped into 
the blades of the axe). The axe itself is huge; even wielded two-handed, it 
would require tremendous strength to use effectively. For a spectral entity, 
Vhailor must be extremely strong.

This axe is as much a part of Vhailor as his armor, and the axe itself carries 
part of Vhailor's essence within it. As a result, it is utterly devoted to 
justice and will not allow the user to rest while "judgments" are left to be 
delivered. The considerable damage it causes to an opponent is doubled if the 
axe strikes a  guilty or chaotic creature. Furthermore, the axe itself lends
some of its strength to the wielder, giving him added protection from attacks.

The origin of this axe is unknown. If you were to hazard a guess, the axe 
gained its powers simply from Vhailor's belief. If he were to die a second 
death, you don't know what would happen to it.


HATRED'S GIFT
[Cursed]
Damage: 3-13 Slashing
Enchanted: +1
Special: Berserk when used
THAC0: +1
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

It is not exactly clear in the annals of known planar history when "Hatred's 
Gift" was created, but by the bloody trail it has left across the planes seems 
to have finally reached you.

The axe exists to inspire hatred in one's enemies and fill its wielder with a
berserker rage. When entering combat, the skulls along the shaft come alive, 
chittering their teeth, and the teeth (remnants of fiendish victims absorbed
into the axe blade) extend outwards, biting and tearing into opponents with 
each strike.

Once equipped, "Hatred's Gift" cannot be dropped unless its curse is removed.


HEARTGRINDER
Damage: 3-10 Slashing
Enchanted: +3
Special: 1-6 Electrical Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

A single teardrop of the wielder's blood, applied at the border where the axe 
meets the handle, is sufficient to awaken "Heartgrinder." Once applied, the 
drop of blood freckles across the blade and handle, giving it a dull red 
radiance. The glow from Heartgrinder pulses, matching the heartbeat of its 
wielder.

No matter what the target, Heartgrinder is a powerful weapon, capable of 
tearing through nearly any defenses. Against targets with blood running in 
their veins (whether their own or another's -- vampires beware), Heartgrinder 
inflicts additional damage, as every stroke also smashes the target's heart, no 
matter what location the axe struck.


HOLLOW AXE
Damage: 1-8 Slashing
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters

This huge axe is a double-bladed weapon topped with a spike. The edges are 
razor-sharp, and the long handle allows the wielder to put considerable force 
into the swing.

This axe is of a different alloy than normal steel - it's *light* and easy to 
swing. It causes the same amount of damage as an ordinary axe, but it strikes 
much more quickly.


-------------------------------------------------------------------------------
Blades
-------------------------------------------------------------------------------

BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This is the strange blade that the iron golem forged using a drop of your 
blood. It is an ugly looking weapon, shaped so it resembles one of the symbols 
on your left arm. Black veins worm their way across the surface of the metal, 
and the edge looks so dull that it couldn't even cut warm butter. It pulses 
slightly as you hold it, like a heart. The golem claimed this "blade" could 
slay even you - provided it was used in a place that was cut off from the rest 
of the Planes.


"CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +2
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Usable Lawful Good characters

"Celestial Fire" is the only object that Trias has left to remind him of the 
Upper Planes. This heavy blade is warm to the touch, and flames have been 
carved across the surface of the blade. The intricacy of the carvings is 
breathtaking; they are done with such skill that the sword seems to be burning 
with metallic flames... someone must have spent several centuries rendering 
them. The metal of the blade is unfamiliar... it is heavy, but it shines like 
silver.

The sword looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly, 
"Celestial Fire" can be wielded only by those with sufficient strength and 
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 3-10 Slashing
Enchanted: +1
Special: Memorize 1 Additional 1st Level Mage Spell
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 4-16 Slashing
Enchanted: +2
Special:
   Memorize 1 Additional 1st Level Mage Spell
    +1 to Armor Class
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind. 
Dak'kon's blade is composed of this substance; through mental discipline alone, 
Dak'kon maintains the integrity of the blade. When the spirit and discipline of 
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of 
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 6-24 Slashing
Enchanted: +3
Special:
    +2 to Armor Class
    Double 1st Level Spells Memorized
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 2-9 Slashing
Enchanted: +1
Special:
   +1 to Armor Class
   Memorize 2 Additional 1st Level Spells
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind. 
Dak'kon's blade is composed of this substance; through mental discipline alone, 
Dak'kon maintains the integrity of the blade. When the user's spirit is 
focused, his mind clear of doubts and devoted to a single purpose, the blade 
itself will react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you 
first saw it, and there is no trace of the strange shimmering surface it once 
had. The edge of the blade tapers almost to a paper-thin line - despite its 
flimsy appearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon 
has wound a series of parchments around the hilt of the blade. These appear to 
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
   +2 to Armor Class
   Doubles all 1st Level Mage Spells
   Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is 
focused, his mind clear of doubts and devoted to a single purpose, the blade 
itself will react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you 
first saw it, and there is no trace of the strange shimmering surface it once 
had. The edge of the blade tapers almost to a paper-thin line - despite its 
flimsy appearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
   +3 to Armor Class
   Doubles all 1st Level Mage Spells
   Doubles all 2nd Level Mage Spells
   Memorize 1 Additional 3rd Level Mage Spell
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind. 
Dak'kon's blade is composed of this substance; through mental discipline alone, 
Dak'kon maintains the integrity of the blade. When the user's spirit is 
focused, his mind clear of doubts and devoted to a single purpose, the blade 
itself will react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you 
first saw it, and there is no trace of the strange shimmering surface it once 
had. The edge of the blade tapers almost to a paper-thin line - despite its 
flimsy appearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon 
has wound a series of parchments around the hilt of the blade. These appear to 
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 2-9 Slashing
Special: +1 to Armor Class
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly 
depending on his skill, adjusting its length, sharpness of the edge. Presumably 
as he gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to 
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon 
has wound a series of parchments around the hilt of the blade. These appear to 
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
   +4 to Armor Class
   Memorize 2 Additional 1st Level Mage Spells
   Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind. 
Dak'kon's blade is composed of this substance; through mental discipline alone, 
Dak'kon maintains the integrity of the blade. He can shape it slightly 
depending on his skill, adjusting its length, sharpness of the edge. Presumably 
as he gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a 
weapon that depends on the integrity of the wielder would be entrusted only to 
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon 
has wound a series of parchments around the hilt of the blade. These appear to 
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
   +6 to Armor Class
   Doubles All 1st Level Mage Spells
   Doubles All 2nd Level Mage Spells
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. 
Limbo itself is a soupy mass of elements, and only through force of will can 
the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone, 
Dak'kon maintains the integrity of the blade. He can shape it slightly 
depending on his skill, adjusting its length, sharpness of the edge. Presumably 
as he gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to 
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon 
has wound a series of parchments around the hilt of the blade. These appear to 
be mantras dedicated to Zerthimon.


GIANT SKELETON SWORD
Damage: 3-24 Slashing
Weight: 0
Useable only by Giant Skeletons

This is one of the giant skeleton's blades.


-------------------------------------------------------------------------------
Blunt Weapons
-------------------------------------------------------------------------------

BAATEZU MACE
Damage: 3-9 Crushing
THAC0: +1
Speed: 6
Weight: 10
Proficiency: Clubs
Usable only by Fighters

Made from ore found only in the wastelands of Avernus. Baatezu have created a 
metal called Baatorian Green Steel. Weapons produced from this metal are 
lighter and stronger than those forged of ordinary steel and tend to inflict 
greater damage. Although produced in great quantities for the Blood Wars, 
weapons such as these are rarely found outside of Baator.


BLIND TERROR
Damage: 1-2 Crushing
Enchanted: +2
Special:
   Causes Blindness
   2-8 Acid Damage
THAC0: +2
Speed: 5
Weight: 4
Proficiency: Clubs
Usable by only by Fighters

When an opponent is struck with sufficient force, acid is released thru the
spongy surface of the mace. From the resulting spray of acid, the adversary can
become temporarily blinded making him easier to hit.


BRIMSTONE HAMMER
Damage: 2-9 Crushing
Enchanted: +1
Special:
   +4 Fire Damage
   +25% Resistance to Fire
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters

This type of weapon, thought to be forged by the flames of the elemental plane 
of fire, is extremely rare, even in Sigil. The elemental properties of the
hammer grants it wielder an increased resistance to fire and fire-based 
attacks. In addition, when used in combat, the hammer deals out additional 
damage when it successfully connects, searing its target with crackling flames.


"CLUB OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
   +2 to  Armor Class
   +10 Fire Damage
   +10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Clubs
Not usable by Mages
Usable only by Lawful Good characters

"Celestial Fire" was the only object that Trias had left to remind him of the
Upper Planes. The blade became a club in your hands. It is warm to the touch, 
and flames have been carved all along the length of the weapon. The intricacy 
of the carvings is breathtaking; they are done with such skill that the club 
seems to be burning with metallic flames...someone must have spent several 
centuries rendering them. The metal of the hammer is unfamiliar... it is heavy, 
but it shines like silver.

The club looks several millennia old. A faint hum can be felt within it, and 
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


CLUB OF NETTLES
Damage: 1-6 Crushing
Special: Causes Confusion
THAC0: +2
Speed: 3
Weight 4
Proficiency: Clubs
Usable only by Thieves

This club seems to be made from some sort of prickly plant. Small thorns adorn
the head of the club and can easily be broken off.

This particular club is one of the more favored weapons of thieves. Upon making
a successful hit on an opponent, tiny barbed thorns lodge into the skin and 
cause the victim to become disoriented for a brief period of time. This allows 
the thief time to safely rob and escape the victim.


CLUB OF PIERCING
Damage: 1-6 Crushing
Damage: 1-6 Piercing
Enchanted: +1
THAC0: +3
Speed: 7
Weight: 12
Proficiency: Clubs
Not usable by Mages

This is a heavy iron club that is covered with sharp spikes.

Enchantments have been placed on this club so that it can be wielded with 
greater accuracy.


CORPSE LIMB #985
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As
much as the corpse's knee was rotted clean through, it looks like the 
combination of thick applications of embalming fluid and rigor mortis has made 
this arm almost as hard as wood. If you needed to, you could either use it to 
shake someone's hand from a distance or use it to bash their skull in.


CORPSE LIMB CLUB
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This rotted limb looks like it has suffered a great deal since it was torn from 
its owner. Nevertheless, rigor mortis has set in and made this limb almost as 
hard as wood.


DEATH OF DESIRE
Damage: 2-7 Crushing
Enchanted: +2
Special:
   1-6 Piercing Damage
   Causes Stunning
THAC0: +2
Speed: 5
Weight: 11
Proficiency: Clubs
Usable only by Fighters
Usable only by Dustmen

This mace is used by the Dustmen to remove all desires from the living.


DEVIL'S DUE
Damage: 3-8 Crushing
Enchanted: +1
Special:
   1-6 Acid Damage to target
   1-6 Acid Damage to self
   +2 to Armor Class vs. Piercing
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Clubs
Usable only by Fighters

This weapon has a black metal handle that seems to have grown into the narrow
skull that is affixed to its top. The metal looks as if it has grown out from 
the skull, and spikes pierce through the eye sockets, jaw and from the skull 
cap itself.

The "metal" is not metal at all, but the remnants of a creature's forearm that
punched through the base of the fiendish skull that now bedecks the head of 
this weapon. The spikes that have pierced through the skull actually appear to 
be some sort of quills from the creature's forearm.

When this weapon is used in combat and the spikes of the club penetrate a
creature's skin, acid oozes from the quills into the target, doing additional
damage. This acid also burns the hands of the user, doing some damage to the 
wielder every time he strikes someone else.

The common name of this weapon is "Devil's Due." To who or what event it refers 
to is unknown, but it was obviously a painful experience for the two parties 
involved.


ENCHANTED HAMMER
Damage: 2-9 Crushing
Enchanted: +1
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters

This hammer bears a wounding enchantment and is much lighter than a normal 
hammer, allowing it to be swung faster and do more damage in combat. Any 
history or legends concerning this hammer have been eclipsed by other, more 
famous weapons in the Encyclopedia Magica. Nonetheless, this sledgehammer 
carries itself with a quiet dignity.


ENTROPIC BLADE
Damage: 3-23 Crushing
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Hammers
Usable only by Fighters

This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface 
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals. 
Sometimes they blend together, other times, they submerge into the core of the 
blade, only to resurface again minutes later.


FIEND FEMUR
(Unique, Artifact)
Damage: 3-8 Crushing
Enchanted: +2
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Club
Not usable by Mages
Not usable by Lawful or Good creatures

This tanar'ri femur carries the last traces of a balor's essence within its
marrow. Disgraced in battle and torn apart by its fellow fiends in an 
ceremonial execution, the bone has since carried with it a vengeful spite 
towards all of its kind.

When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and 
down the length of the bone and cause tremendous damage to any tanar'ri or
baatezu.


FOOLSMITER
Damage: 4-14 Crushing
Enchanted: +2
THAC0: +2
Speed: 10
Weight: 15
Proficiency: Hammers
Usable only  by Fighters

This war hammer has a huge stone head in the shape of a rectangular block. 
Faint traces of gore and blood are on all sides of the hammer's head. The shaft 
is of a thick wood that looks too weak to support the hammer head's weight.

This enchanted hammer was used as a tool by the Athar at one time during their 
religious persecution phase of their faction history. The magical war-hammer 
"Foolsmiter" was constructed so that it did additional damage against opponents 
who were particularly stupid. When it was crafted, however, the enchantment was 
twisted such that if the user was less intelligent than the target struck by 
the hammer, the wielder would take damage as well. For many years, the hammer 
became a test rite between rival members of the Athar as a primitive (and 
lethal) IQ test. It was stolen from their headquarters in the Shattered Temple 
many years ago and has resurfaced once or twice across the Planes.

It is believed that the Intelligence vs. Intelligence contest the hammer once
inflicted on the wielder and his enemies has dissipated from the hammer over 
time, but no one has been been confident enough to put it to the test.


"HAMMER OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Usable only by Lawful Good characters

"Celestial Fire" is the only object that Trias had left to remind him of the
Upper Planes. The blade became a hammer in your hands. It is warm to the touch,
and flames have been carved across the surface of the head. The intricacy of 
the carvings is breathtaking; they are done with such skill that the hammer 
seems to be burning with metallic flames...someone must have spent several 
centuries rendering them. The metal of the hammer is unfamiliar... it is heavy, 
but it shines like silver.

The hammer looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


HAMMER OF COMMINUTION
Damage: 4-14 Crushing
Enchanted: +1
Special: 1-6 Acid Damage
THAC0: +2
Speed: 10
Weight: 10
Proficiency: Hammers
Usable only by Fighters

Research reveals that this is a formidable weapon indeed. Far superior to a 
normal sledgehammer, this war hammer (also called "The Hammer of Comminution") 
delivers a devastating strike that not only inflicts crushing damage, but also 
fractures any surface it contacts, whether bone, metal, or wood, inflicting 
extra damage...and if the victim survives, it also "softens" him up for the 
next attack.

The Hammer of Comminution was used extensively by Enote, a Doomguard priest, in 
14 E.U. A philosopher who was prone to violent mood swings while debating 
theology, he was known to espouse the virtues of the hammer as a means of
furthering the decay of dead matter. Whether or not what he struck with the
hammer was dead or alive before the blow is open to debate.


HAMMER OF QUALITY
Damage: 2-5 Crushing
THAC0: +1
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters

This is a finely crafted war hammer. Godsman etchings and symbology decorate 
the head of the weapon and work their way down the shaft. Despite its heavy
appearance, it feels much lighter than it looks.


HEAVEN AND EARTH
Damage: 2-20 Crushing
Enchanted: +3
Special:
   +3 Crushing Damage
   +2 to Strength
THAC0: +3
Speed: 2
Weight: 10
Proficiency: Clubs
Usable only by Fighters
Usable only by Good characters
Usable only by Nameless One

A fearsome aura of power emanates from this massive weapon. Sharp, powerful 
lines adorn the shaft of this mace, which streak directly to a perfect sphere 
that serves as this weapon's contact point. Perfectly curved spikes emanate 
from the perfectly-shaped sphere, yielding an image that is at once both 
arresting, yet awe-inspiring. A vibrant, royal purple hue surrounds this weapon 
of power.

Upon holding the weapon it is instantly apparent that only those that are pure 
of heart can truly wield it.


HIGH QUALITY SLEDGEHAMMER
Damage: 1-10 Crushing
Speed: 8
Weight: 9
Proficiency: Hammers
Usable only by Fighters

This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't 
be fooled by its appearance - this weapon is dangerous. It requires two hands 
and the desire to inflict crushing damage on your enemies.


IRON PRYBAR
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Usable only by Fighters and Thieves

This iron prybar can be used to pry open doors, chests, and even the occasional 
reluctant ribcage. It also makes a good bludgeoning weapon when there's no time 
for subtlety.

NOTE: To use the prybar to force a locked door or chest, select it as a weapon
then "attack" the container or door you wish to pry open. Although the prybar 
is specifically intended for such use, you can attempt to bash open a container 
or door with *any* weapon, including your fists.


LEG BONE CLUB
Damage: 1-6 Crushing
Special: Fragile, Breakable
Speed: 4
Weight: 2
Proficiency: Clubs
Not usable by Mages

This leg bone is heavy enough to be used as a club. It's not the height of 
fashion, but it sure makes a satisfying sound when you strike someone.

Although an effective weapon, this leg bone is fragile and has a chance of 
breaking if used repeatedly.


MACE
Damage: 2-8 Crushing
Speed: 7
Weight: 12
Proficiency: Clubs
Usable only by Fighters

This seems to be a standard variety mace. Used properly, this weapon can 
deliver a crushing blow to an opponent.


MAUL
Damage: 1-4 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters

Essentially a variation of the standard sledgehammer, the maul has a wedge 
shape head used for splitting wood. Although, it can be used as a weapon, it is 
very unwieldy and difficult to swing in combat.


PHAROD'S CRUTCH
Damage: 2-7 Crushing
Enchanted: +1
THAC0: +1
Speed: 4
Weight: 4
Proficiency: Clubs
Not usable by Mages

This rickety wooden staff has a crosspiece nailed across the top. The 
crosspiece is wrapped in rags, presumably to keep the damn thing from jamming 
too sharply into Pharod's armpit when he leans on it. The crutch, not 
surprisingly, smells terrible, and every inch of it is covered in dirt, sewage 
and various unidentifiable stains.

Something about this crutch makes you wonder - despite its fragile appearance,
it has held up rather well; you even test it with your weight and it holds you 
up without so much as creaking. Considering Pharod's scavenging nature, the 
crutch may have had some value beyond its surface appearance for him. It might 
even be usable as a weapon.


POOR QUALITY MACE
Damage: 1-7 Crushing
THAC0: -1
Speed: 8
Weight: 13
Proficiency: Clubs
Usable only by Fighters

This mace seems to be of very poor construction. The balance and weight lend 
itself to an awkward and almost erratic swing. Most likely this was constructed 
by an apprentice blacksmith.


POOR QUALITY SLEDGEHAMMER
Damage: 2-7 Crushing
Speed: 8
Weight: 10
Proficiency: Clubs
Usable only by Fighters

This hammer is little more than a heavy lump of metal on the end of a stout 
stick. It's powerful, yes, but the balance is poor and it's entirely 
ungraceful.


"REASON"
Damage: 5-12 Crushing
Enchanted: +2
Special:
  +2 Crushing Damage
  +1 to Charisma
  +1 to Armor Class
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Hammers
Usable by only by Fighters
Usable only by Godsmen

This enormous hammer is the third weapon in the Godsmen's "Triad of Tests"; the 
other two are the axe "Ascension" and the dagger "Enlightenment". Its head is 
covered with mystic runes and engraved with the symbol of the Godsmen. It 
thrums in your hands. You are the first to bear this weapon.


SEVERED ARM (YOURS)
Damage: 1-8 Crushing
Enchanted: +1
Special:
   +2 Crushing Damage
   New Tattoos
Speed: 4
Weight: 5
Proficiency: Clubs
Usable only by Fighters and Thieves

This severed arm is as hard as a wooden club. It looks like it was severed
cleanly at the shoulder (most likely by a scythe blade), and even though it
looks many decades old, it is more petrified than rotted. It has an unhealthy
gray pallor and is covered with scars. Intricate tattoos decorate its surface,
spiraling up from the wrist all the way to the remains of the shoulder.

Upon closer inspection, you know for a fact that this arm is yours. How long it
has been lying around waiting for you is anyone's guess. You can't explain why,
but you feel like you should take this arm to a tattoo artist and have it
examined... the tattoos might tell something of what happened to your previous
incarnation when this arm was still attached to him.


SILVER-HEADED HAMMER
Damage: 1-4 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters

This is a small war hammer. The head of the hammer is decorated with a thin 
layer of silver that is dented and scratched in many places. Perhaps the hammer 
was once used for ceremonial purposes.


SLEDGEHAMMER
Damage: 1-8 Crushing
Speed: 8
Weight: 10
Proficiency: Hammers
Usable only by Fighters

Primarily intended for heavy work, this huge hammer would make a formidable 
weapon. Its head is of black iron, and the haft is almost as long as a man's 
arm. Enchanted hammers aside, the sledgehammer is the most damaging of all
hammers.


THE JUSTIFIER
Damage: 3-12 Crushing
Enchanted: +2
Special: Increases Regeneration
THAC0: +2
Speed: 2
Weight: 2
Proficiency: Club
Usable only by Fighters

This mace looks much like any other mace - a spiked ball atop a wooden shaft, 
leather handgrip with a thong to prevent losing it in the heat of battle. Where 
it differs is in the Eye etched in acid on the head of the weapon, a stylized 
sigil of the god Horus.

This weapon is The Justifier, a mace created in the city of Heliopolis on the
plane of Arcadia, designed to aid the followers of good and maim the followers 
of evil. It can heal its owner, if asked, and will offer its opinions on 
various matters.


VROCK CLUB
Damage: 4-16 Crushing
Enchanted: +2
Special: Poisons Target
THACO: +2
Speed: 3
Weight: 4
Proficiency: Clubs
Usable only by Thieves

Created from the bones of a Vrock, this club makes a formidable weapon.


WAR HAMMER
Damage: 1-6 Crushing
Speed: 6
Weight: 7
Proficiency: Hammers
Usable only by Fighters

This is a heavy war hammer. It has a long handle and a metal head that looks 
like it could shape steel and crush skulls with ease.


WOODEN CLUB
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This crude wooden club has seen better days, but it still looks sturdy enough 
to be used as a weapon.


WORK HAMMER
Damage: 1-6 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters

This is a heavy work hammer. It has a long handle and a metal head that looks 
like it could shape steel and crush skulls with ease.


-------------------------------------------------------------------------------
Bolts
-------------------------------------------------------------------------------

ACIDIC SPONGE BOLTS
Damage: 1-2 Crushing
Special: 6 Acid Damage on Impact
Speed: 10
Weight: 0
Proficiency: Missiles

The putty-like globes on the heads of these crossbow bolts are actually 
dried-up aquatic sponges found in many of the great lakes of Bytopia. Seemingly
unremarkable to most scholars, these tiny sponges were accidentally discovered
to have the property of being able to absorb acids and store them in their 
bodies with no harm to themselves.

As a result, great masses of these creatures were gathered and bred for use as
weapons against fiends in the Blood War. After being fed a steady diet of acid 
for a few days, the sponges are harvested, dried, and covered with a resin that 
keeps a soft bubble around the sponge. The sponge is then mounted on the head 
of an arrow or crossbow bolt and is ready for use.

When the tip of the bolt strikes a creature with sufficient force, the resin
bubble bursts, the sponge flattens, and the target is doused with acid.


BOLTS OF ACHERON
Damage: 2-5 Crushing
Enchanted: +1
Special: Causes Stunning
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles

These enchanted bolts have been fashioned from one of the great cubes of
Acheron. According to many planar scholars, Acheron is a plane in perpetual war 
with itself, where huge cubes the size of continents float through the ether 
and smash against each other. On the surface of these cubes, legions of 
soldiers wage war on each other, swarming from cube to cube and attacking 
whoever else they can find. The plane is filled with the ringing of steel and 
the great thundering impacts of the cubes striking each other.

These bolts carry a portion of Acheron's heart within them. When these bolts
strike an opponent, they do so with so much force that the impact has the
potential to stun an opponent and leave him helpless for a period of time.


BOLTS OF KESSEK THE DEVOURER
(Minor Artifacts)
Damage: 4-8 Piercing
Enchanted: +2
THAC0: +4
Speed: 5
Weight: 0
Proficiency: Missiles

Also called "Kessek's Teeth," the head of these enchanted bolts are made of 
bone and have two long fangs curving out from the center. When one of these 
bolts strikes an opponent, the fangs takes on a life of their own and begin 
eating their way slowly and painfully through the victim's body.

According to legend, Kessek was a bariaur chieftain on the Outlands who was 
forced to watch his people starve during a winter storm in the Cleft of Tears
many centuries ago. Trapped in the Cleft because of heavy snows, he sent scouts
from his tribe out to seek aid from his neighbors, the province of Ohinru.

Learning of the bariaurs' plight, the merchant princes of Ohinru saw an
opportunity to wipe out the "nomadic pests" and claim their lands for their 
own.  The bariaur scouts were executed and their heads mounted on the walls so 
that, "the vultures might feed while the bariaurs starved."

When the storms cleared and more than half of his tribe had died of starvation,
Kessek finally learned what had happened to his scouts. Consumed with an insane
fire, he fashioned a sheaf of bolts from the teeth and bones of his people who
had starved to death. Once he had finished, he traveled to Ohinru in the night 
and fired his bolts blindly in the city streets, the name of each bariaur that 
had died whispered on his lips as he released each shaft.

Each bolt he fired twisted in flight, hungrily searching for a victim and each 
found one... then another, then another. The night was filled with the choked
screams of the citizens of Ohinru as the devourers claimed their bodies.

When dawn touched the city, the vultures fed again. No trace of Kessek could be
found.

The bolts of Kessek the Devourer can still be found scattered across the 
planes. It is said that for each victim the bolts claim, that another bolt is 
born... with the same hunger as the first.


BOLTS OF WHISTLING DOOM
Damage: 4-16 Crushing
Enchanted: +2
THAC0: +2
Speed: 10
Weight: 0
Proficiency: Missiles

These bolts have somehow captured the deadly harmonic of Pandemonium and then
added insult to injury by imprisoning an enraged air elemental inside the head 
of the bolt. When one of these bolts strike an opponent, the head shatters, and
the air elemental is released. The elemental will whip around the opponent in a
frenzy, making one strike before it vanishes.


BOLTS OF WINCING
Damage: 2-9 Piercing
Enchanted: +1
Special:
   2-9 Slashing Damage on Impact
   Increases Chance of Critical Hits
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles

These crotch-shaped bolts have been enchanted with one thing in mind: 
emasculation. When fired, they home in on the most vulnerable point on a
victim's body, sink into the flesh, then the head of each bolt scissors
outwards,  making it nearly impossible to pull out and increasing the damage 
considerably. The name of the bolts comes from the reactions of spectators 
after the bolts are fired.


JAGGED BOLTS
Damage: 3-6 Piercing
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles

These enchanted bolts have a series of jagged black runes traced along the 
shaft. When fired, the runes rise upwards like spines, forming an additional 
row of vicious edges that tear into a target.


NORDOM'S CROSSBOWS
Damage: Varies According to Ammo
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 7
Proficiency: Missiles
Usable only by Nordom

Nordom's home plane of Mechanus is driven by great clockwork gears. Tending 
these gears and making sure they run smoothly are given to creatures called 
"gear spirits."  These gear spirits have the ability to turn themselves into 
almost any tool or common mechanical device... even crossbows. Nordom's two
crossbows are actually two gear spirits, and they seem to have willingly fled
with him from Mechanus.

Their duties are so essential to the smooth functioning of Mechanus that the
modrons have officially assigned these spirits to the various gears. While the 
gear spirits love the gears they tend so much, their servitude to the modrons 
rankles them, making them somewhat disgruntled. As a result, there are tales of
gear spirits that leave the great gears of Mechanus, leaving their duties for a 
while to sample the Planes beyond their own. Most likely, Nordom's two 
crossbows caught this wanderlust, and they now piggyback along with him, 
peppering any hostile creature they see with crossbow bolts. The gear spirits 
can make endless supplies of these bolts, so there is never any need for Nordom 
to reload unless he wishes to fire new crossbow bolts.

The crossbows occasionally make small clicking and rattling noises. They seem 
to be talking to each other, but their conversation is indecipherable. They're 
most likely discussing the finer points of crossbow mechanics.


NORDOM'S CROSSBOW BOLTS
Damage: 2-5 Piercing
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
Usable only by Nordom

Nordom's crossbow bolts are created by his gear spirit crossbows. The exact 
process they use to create them is unknown, but there does seem to be an
infinite supply of them... the gear spirits seem to be able to make as many as
needed on demand. Whenever the crossbow strings are pulled back, a new crossbow 
bolt is there and ready to be fired.

The bolts vanish after they strike an object or once they reach their maximum 
range, then they disintegrate. If they should strike a creature with metal 
armor, then the crossbow bolts will actually chip away at the metal, reducing
the target's armor class. This seems to be a natural ability of the gear 
spirits.


RULE-OF-THREE CROSSBOW BOLTS
Damage: 6-15 Piercing
Special: Head Splits into Three on Impact
Speed: 10
Weight: 0
Proficiency: Missiles

These crossbow bolts are the work of a twisted mechanical genius. Just beneath 
the head of each bolt is a small catch, that when pressed, unlocks the head of 
the bolt, allowing it to divide. From what you can tell, once the bolts are
unlocked, the pyramid-shaped heads are carefully fashioned so that each one
splits into three on impact. Each triangle-shaped fragment then tears a
different route through the target's body, wreaking havoc on his internal
organs.


WINGED BOLTS
Damage: 3-6 Piercing
THAC0: +1
Speed: 5
Weight: 0
Proficiency: Missiles

These head of these bolts have been carved to resemble a pair of feathered
wings. The bolts are extremely light and look more like arrows than crossbow
bolts. Although not magical, they are more accurate and do more damage when 
they strike an opponent than standard crossbow bolts.


ZEPHYR BOLTS
Damage: 2-5 Piercing
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles

These crossbow bolts have heads with grooves cut into the sides. They do no 
more damage than normal crossbow bolts, but they bear a minor enchantment that 
allows them to correct their path in flight, making them more likely to hit an
opponent.


-------------------------------------------------------------------------------
Bracelets
-------------------------------------------------------------------------------

BELL'S SHIELD
Special:
   +3 to Wisdom
   +25% Magic Resistance
   Memorize 1 Additional 1st Level Priest Spell
   Memorize 1 Additional 2nd Level Priest Spell
   Memorize 1 Additional 3rd Level Priest Spell
   Memorize 1 Additional 4th Level Priest Spell
   Memorize 1 Additional 5th Level Priest Spell
   Memorize 1 Additional 6th Level Priest Spell
Weight: 0
Usable only by Fall-From-Grace

The engravings on this bracelet are nothing short of beautiful. The
craftsmanship reflects the skilled work of the Meh 'gahmi Sah 'ma nomadic
tribes. This bracelet was carved for their greatest warrior-priestess, Bell, 
who sought to bring peace to the greater southern plains region. The 
enthralling purple stones inset along the bracelet give off a soft, warm, royal 
purple glow.


BRONZE BRACELET
Weight: 0

This thick bronze bracelet is heavy, simple, and uninteresting. You could
probably sell it to a local merchant for a bit of coin.


DREAD BOND
Special:
   Immunity to Panic
   +1 to Strength
Weight: 3
Usable only by Fighters and living creatures

Legend has it that this bracelet was created by Nacek the Sadistic. Tiny razor 
sharp spikes cover the entire surface of this item injecting small amounts of 
rare reagents into the blood stream of the user. The effect of these chemicals 
causes the user to feel a constant adrenaline rush of strength.


DUSTMAN EMBALMING CHARM, GREATER
Invokes: "Embalming, Greater"
3 Charges

Weight: 0
Usable only on Nameless One and Morte

This intricate metal bracelet has directions inscribed on the side of it. 
Judging from the text, it appears that the bracelet works by being held by a
living creature, then while pronouncing a mantra to the 'True Death,' it is 
touched to the forehead of a zombie or skeleton. When this is done, the
enchantment held within the item spreads through the corpse, strengthening 
their bones, killing traces of corpse rot and/or grave mold, and helping to 
seal minor tears in the skin.

It appears that this bracelet has been forged with a great deal of skill and 
care. Presumably it is more powerful than some of the standard embalming 
charms.


DUSTMAN EMBALMING CHARM, LESSER
Invokes: "Embalming, Minor"
3 Charges
Weight: 0
Usable only on Nameless One and Morte

This strange metal bracelet has directions inscribed on the side of it. Judging 
from the crude text, it appears that the bracelet works by being held by a 
living creature, then while pronouncing a mantra to the 'True Death,' it is
touched to the forehead of a zombie or skeleton. When this is done, the minor
enchantment held within the item spreads through the corpse, strengthening 
their bones, killing traces of corpse rot and/or grave mold, and helping to 
seal minor tears in the skin.

NOTE: This item will work on either you or Morte. Simply place it in your quick 
item slot, then use it from the quick menu on Morte (or have Morte use it on 
you) in order for it to take effect. When cast, the target gains +2-8 temporary
hit points and a temporary bonus of +1 AC for a "half-hour." The extra hit 
points will heal the target if he is less than max hit points or they will give 
him bonus hit points for a half-hour.


GOLD BRACELET
Weight: 0

Although this bracelet is of fine gold, it bears no ornamentation or 
engravings. Despite its simplicity, it is bound to be worth something to a 
local merchant.


INTESTINAL PHYLACTERY
Invokes: "Heal"
Special:
   +9 to Base Hit Points
   +2 to Armor Class
Weight: 2
Usable only by living creatures

This ropy mass of bloody intestines is yours; Ravel pulled them quickly and 
painlessly out of your body when she reverted to "Marta" during your 
conversation in the Black-Barbed Maze. The fluids surrounding these intestines 
have congealed into a slick resin, and holding them is like holding a dry, 
rubbery cord. You have to admit it makes you uncomfortable to see them outside 
of your body.

Ravel... Marta... WHOEVER that insane hag was... mentioned that these 
intestines would serve as a powerful charm; it looks like when they are wrapped 
around one's wrist like a phylactery, they give the wearer a portion of your 
immortal endurance, increasing the person's pain threshold and armor class. 
Furthermore, you may call upon this phylactery's power to fully heal a target 
three times - even when this ability is exhausted, the intestines will still 
remain.

You have to confess, however, no matter what blessing these intestines bestow,
they look pretty damn gross when worn as a bracelet.


MAGUS GUARD
Armor Class: 6
Weight: 2
Usable only by Mages

Considered standard equipment for any adventuring mage, bracelets such as these
can be found across the planes. Judging by the markings on this particular
bracelet it appears to have been made in a style quite common to Sigil. Various
glyphs of warding are meticulously carved along the surface producing an almost
hypnotic effect when looked at. When worn this bracelet protects the wearer 
from normal attacks as if they were wearing scale armor.


MAGUS SHIELD
Armor Class: 4
Weight: 2
Usable only by Mages

This bracelet is a variation of the Magus Guard. Essentially using the same
spells and glyphs as its predecessor, the Magus Shield is better able to focus
the energy of the enchantments placed upon it.


SILVER BRACELET
Weight: 1

This thin circlet is of fine silver, with a series of beautiful engravings 
surrounding its exterior. It is bound to be worth something to a local 
merchant.


SPIDER BRACELET
Special:
   +25% Resistance to all Normal Attacks
   +10 to Base Hit Points
   -1 to Intelligence
   -1 to Wisdom
Weight: 0
Usable only by Thieves

In actuality this is a living spider not jewelry. When attached to ones wrist, 
the spider will sink its fangs into the users flesh and feed from the host,
providing both beneficial and detrimental effects.


TARNISHED SILVER BRACELET
Weight: 1

This tarnished silver bracelet has a number of dents and scratches on it. It 
doesn't look old, but it looks as if it has seen a lot of use. Despite its 
appearance, it might be worth a few coins to a local merchant.


-------------------------------------------------------------------------------
Daggers
-------------------------------------------------------------------------------

ADAHN'S DAGGER
Damage: 2-5 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This is a gift you received from Adahn when you bid him farewell in the
Smoldering Corpse Bar. It's a featureless metal dagger with a gold plated hilt.
It is difficult to get a feel for its balance, as it is almost weightless. The
dagger blade itself is made of some strange metal that shifts as you watch it,
changing from silver, to bronze, to gold.


BACKBITER
Damage: 2-5 Piercing
Enchanted: +1
Special:
   +1 Piercing Damage
   +10% Stealth Skill Bonus
THACO: +1
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Thieves

Crafted specifically with the adept cross-trader in mind, this magical blade
masks the approach of the wielder by muffling any sounds he or she might make 
in passing, thus improving his or her chances of approaching a target by 
stealth.


BONE DAGGER
Damage: 1-6 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

The blade of this dagger seems to be made from the bone of some creature. The 
edge of this blade is extremely sharp.


CHAOS FEATHER
Damage: 2-5 Piercing
Enchanted: +1
Special:
   Panics target
   Fragile, Breakable
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This feather is ash-gray, fading to black around the edges. It is much larger 
than a bird feather, and it creates an unpleasant tingling sensation when held 
for more than a minute.

Examination of the feather reveals that is the feather from a Vrock, one of the
many races of tanar'ri that fill the Abyss. The Vrock resemble huge vultures, 
and they are often used as socuts for the tanar'ri forces in the Blood War.

This particular feather is believed to have been taken from a Vrock shaman, who
is reported to have died by simply disbelieving himself. Possessed of a certain 
mental imbalance and with an odious habit of devouring his followers to gain 
strength, this barmy Vrock was rumored to be capable of causing others of his 
flock to behave erratically -- much more so than for a normal tan'nari. He 
convinced many of his flock to tear off their wings and take up burrowing in 
the ground. Other times, he preached the virtues of honesty as being more evil 
and destructive than any lie. When he disintegrated, only the feather was left
behind as testament to his fevered existence. Some of the shaman's residue is 
believed to reside in this "Chaos Feather."

The Chaos Feather, when used in combat as a dagger, inflicts a minor amount of
damage (about the same as a conventional dagger) and has the power to confuse
any target it strikes. Creatures struck by the feather may be stunned, run 
away, or attack their allies.

Most tan'nari consider the feather to be a sacred object. Vrocks will kill
anyone possessing it in order to retrieve it.


"DAGGER OF CELESTIAL FIRE"
Damage: 3-18 Piercing
Enchanted: +3
Special:
   +2 to Armor Classs
   +10 Fire Damage
   +10% Resistance to Piercing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Not usable by Priests
Usable only by Lawful Good characters

"Celestial Fire" is the only object that Trias had left to remind him of the 
Upper Planes. The blade became a dagger in your hands. It is warm to the touch,
and flames have been carved across the surface of the surface. The intricacy of
the carvings is breathtaking; they are done with such skill that the dagger 
seems to be burning with metallic flames...someone must have spent several
centuries rendering them. The metal of the dagger is unfamiliar... it is heavy, 
but it shines like silver.

The dagger looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and 
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


"ENLIGHTENMENT"
Damage: 2-7 Piercing
Enchanted: +2
Special:
  +2 Piercing Damage
  +1 to Charisma
  +1 to Armor Class
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Daggers
Not usable by Priests
Usable only by Godsmen

The second weapon of the Godsmen's "Triad of Tests" - "Ascension" and "Reason" 
are the other two weapons in the triad - this dagger is slim, perfectly 
balanced, and light as a feather. The symbol of the Godsmen is engraved along
the blade, and the entire weapon seems to shiver as if in anticipation. You are
the first to bear this weapon.


ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 7
Weight: 7
Proficiency: Edged
Usable only by Fighters

This strange item was in your possession after you gave the Modron Cube to the 
iron golem in the Siege Tower. It looks to be a small dagger, but its surface 
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the 
blade, only to resurface again minutes later.


FIEND'S BLOOD DAGGER
(Cursed)
Damage: 3-8 Piercing
Special:
   Poisons Target
  -4 Save vs Spells
   Causes user to go Berserk in Combat
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

Years of being embedded in the flesh of a fiend have imbued this once ordinary
dagger with qualities best left with their kind. Blood of the fiend has infused 
itself with the dagger causing it to feel slightly warm to the touch.

When in combat the user of this dagger can hear a constant chittering in the
back of his mind causing him to lose all self-control making him unstoppable in
combat, but vulnerable to spells.

The history of this dagger is for the most part unknown. More than likely some 
berk perished while fighting the fiend, losing his dagger as well as his life. 
For now the name is but a description, it has yet to earn a proper title.


GREEN STEEL DAGGER
Damage: 2-5 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This slim dagger has been forged out of the famed Baatorian Green Steel. Found 
only in the wastelands of Avernus, this peculiar green ore can be tempered into 
metal much lighter than normal steel. In addition, Green Steel weapons tend to 
retain their remarkably fine edges and are capable of dealing out more damage
than their standard counterparts.


GREEN STEEL KNIFE
Damage: 1-4 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This razor sharp knife has been forged out of the famed Baatorian Green Steel.
Found only in the wastelands of Avernus, this peculiar green ore can be 
tempered into metal much lighter than normal steel. In addition, Green Steel 
weapons tend to retain their remarkably fine edges and are capable of dealing 
out more damage than their standard counterparts.


HIGH QUALITY STILETTO
Damage: 1-4 Piercing
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

This slim dagger is a beauty among its kind. It is a one-handed thrusting 
weapon.


IRON SPIKE
Damage: 1-3 Piercing
Speed: 2
Weight: 2
Proficiency: Edged
Not usable by Priests

This is a crude iron spike, covered with rust. If necessary, you could use it 
as a dagger.


JAGGED KNIFE
Damage: 1-3 Slashing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This hooked knife has a thick double-edged blade and a curved wooden handle. 
Judging from the shape of the blade, it looks like this knife is used primarily
as a surgical tool.


KAARLAC'S KNIFE
Damage: 1-3 Slashing
Special: Doubles all 1st Level Mage Spells
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Mages

The final achievement of one Kaarlac Cragenmoor, this enchanted knife is a boon 
to those who practice the mystic arts. Kaarlac, ever one to aspire to 
greatness, sought to create a magic item that could retain an imprint of a 
portion of his memory -- particularly the short term memory that contained his 
considerable spell repertoire. He theorized that, if successful, he could 
effectively double the amount of spell knowledge he could retain at any given 
time.  Unfortunately, the enchantment was beyond his capability and in the 
midst of his fervent casting, Kaarlac went mad and plunged the knife into his 
own chest. His sacrifice, however, was not in vain, for the knife possesses 
enough of the intended enchantment to bestow upon its wielder the ability to 
memorize twice the number of first level spells.


KNIFE
Damage: 1-3 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This knife has a four-inch blade, with a plain handle of bone.


"LAST RESORT"
(Cursed Artifact)
Damage: 1-2 Slashing
Enchanted: +3
Speed: 10
Weight: 1
Proficiency: Edged
Not usable by Priests

This small dagger looks fragile, but a series of jagged teeth line the edge of 
the blade. The hilt itself is covered with dried blood, most likely the blood 
of the users who held the weapon and were unable to release their grip.

Research indicates that this cursed dagger has had many names, the most
prominent of which was "Last Resort." When equipped, the user cannot release 
the grip until death, or until the curse is lifted by spell or divine 
intervention. Although the dagger is slower than most two-handed weapons and 
the damage it inflicts is comparable to a scratch, it is rumored to be able to 
hurt almost any creature it strikes, no matter what the creature's plane of 
origin or its defenses. One planewalker who had freed herself from its curse 
actually chose to travel with it, figuring that in any instance where she *had* 
to use it couldn't be worsened by having it in her possession.


MAD SPLINTER
Damage: 2-5 Piercing
Enchanted: +1
Special:
   Poisons Target
   Fragile, Breakable
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This is a dagger-shaped fragment of stone taken from the statue of 
Gangroighydron. It bears a powerful enchantment -- each time someone is stabbed
by the splinter, they have a chance of being Cursed. It is most likely that the 
fell curse trapped upon Gangroighydron's lips has soaked into the very stone of 
his petrified form, and 'poisons' those the splinter stabs with his malicious 
magic.


NOTCHED DAGGER
Damage: 1-6 Piercing
Enchanted: +2
Special: +2 Piercing Damage
THAC0: +2
Proficiency: Edged
Not usable by Priests

This dagger has various notches strategically placed about the blade. When used 
correctly, this dagger has the ability to catch incoming blows from bladed
weapons.


PHANTOM DAGGER
Damage: 1-6 Piercing
Enchanted: +3
Special: +3 Piercing Damage
THAC0: +3
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

As if of its own volition, this dagger seems to reach out to its enemies,
instinctively finding the most vulnerable spots on any creature..


POOR QUALITY STILETTO
Damage: 1-2 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This squat dagger, while ideally a thrusting weapon, looks like it would be
better used as a paperweight. It is not sharp or well-balanced, and might 
actually hinder you in combat.


PORPHATYS BLADE
(Cursed)
Damage: 1-6 Piercing
Enchanted: +3
Special:
   1-6 Acid Damage
   Beserk
THAC0: +3
Speed: 0
Weight: 1
Proficiency: Edged
Not usable by Priests

The acids of Porphyatys, the fifth layer of Carceri, are dangerous to more than
a body's physical form - they tear at his mind and soul, eating away at his 
reason. Weapons forged in this heart of betrayal do the same thing to their
owners, but too many believe that the acidic powers of a weapon created in
Porphatys are worth the risk.


RAVEL'S FINGERNAIL
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 2-12 Poison Damage
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

This twisted fingernail of extruded night hag skin has got to be one of the
ugliest things you have ever seen. Its mottled green, red, and black surface is
almost a foot long, and it seems like it was used alternately as a scratching 
aid, nose-picking tool, and gardening trowel. Looking at it makes you wish that 
Ravel did chew her nails. Or at least had a nail file with her in the maze.


RUNEBLADE
Damage: 1-4 Piercing
Special +50% Resistance to Magic
THAC0: -4
Speed: 1
Weight: 1
Proficiency: Edged
Usable only  by Mages only

Created by a legendary guild of battle mages known as "the Scarlet Seers," 
these enchanted blades were specifically designed as a defensive countermeasure
against opposing spellcasters. The tiny runes etched into the blade are 
powerful wards that offer the wielder increased resistance against all types of 
magic. Unfortunately, with its emphasis on magical defense, the weapon's 
awkward design makes it virtually ineffective in physical combat.


RUSTY DAGGER
Damage: 1-3 Piercing
Special: Fragile, Breakable
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This is a small rusty dagger. Its blade is chipped and the hilt is loose; it
doesn't look like it will stand up to repeated use without breaking.


SCALPEL
Damage: 1-3 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This simple surgical cutting tool looks like it's seen a lot of use.

NOTE: To equip the scalpel, left click it to pick it up, then drop it on the
player character's portrait or in his weapon slot.


SILVER FORK
Damage: 1-2 Piercing
Speed: 2
Weight: 0
Proficiency: Edged
Not usable by Priests

This is a silver dining fork. Its tines are especially sharp. Upon further 
consideration, it might be able to be used as a dagger, though it most likely 
wouldn't do any more damage than a conventional dagger. It might prove useful 
against creatures damaged only by silver weapons.


SILVER HAIRPIN
Damage: 1-2 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This is a thin silver hair pin. The tip is extremely sharp.


STEAK KNIFE
Damage: 1-3 Slashing
Special: Fragile, Breakable
Speed: 2
Weight: 0
Proficiency: Edged
Not usable by Priests

This is a common steak knife. You're sure if this dagger could talk, it would
have many long-winded stories about cooking and carving large haunches of meat.


STILETTO
Damage: 1-3 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This is a short dagger with a slender blade.


SWORD OF WH'YNN
(Unique, Artifact)
Damage: 2-7 Slashing
THAC0: +1
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

The Sword of Why'nn - also known as the Cheater's Blade - looks more like an
ornamental dagger than a combat-worthy blade. Though not particularly well 
balanced, it has been enchanted with powerful magicks and is thus more 
effective in battle than a more 'common' knife. The Sword of Wh'ynn's greatest 
power, however, lies in its ability to let its bearer cheat: by merely holding 
the 'sword' aloft in a suitably melodramatic pose, its owner will beat whatever 
game the artifact's been found in.


"THE EVISCERATOR"
(Unique, Artifact, Cheat)
Damage: 4-80 + 20
+20 to hit
+20 to Armor Class
Sets all Stats to 25
Weight: 0
Speed: 1
Proficiency: Edged

This unholy weapon is obviously intended for Quality Assurance to massacre any
creature in their path as quickly as possible.


WIDOWMAKER
Damage: 3-7 Piercing
Enchanted: +2
Special:
   +2 Slashing Damage
   Poisons Target
   +25% Resistance to Poison
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Thieves

Tempered with the lethal venom of the dreaded hook spider, the magical 
properties of this blade, known simply as "Widowmaker," are much sought after 
by practicing assassins throughout the Planes. The poison that has been 
magically and permanently infused into the dagger immediately infects those cut 
by it. Additionally, the wielder of "Widowmaker" immediately develops an 
improved resistance to poison simply from holding the blade.


-------------------------------------------------------------------------------
Earrings
-------------------------------------------------------------------------------

AMBER EARRINGS
Special:
   +2 to Armor Class
   Memorize 2 Additional 1st Level Mage Spells
Weight: 0
Usable only by Mages
Usable only by Nameless One

These earrings are made from hardened sap of the razor vine. When properly
prepared, items made from this substance can be enchanted with powerful spells
of protection.


ANARCHIST EARRING #1
Special: +1 to Charisma
Weight: 0
Usable only by Nameless One

This earring is one of four, each with its own special ability. They are
designed to enable the wearer to escape detection from the law, or to persuade
others to aid the Anarchist in his pursuit of freedom for all. Note that these
earrings, while useful, are not exactly subtle in declaring allegiance to the
Revolutionary League.

This particular earring makes you more attractive, more persuasive, and better
able to infiltrate the strongholds of the overweening power structure.


ANARCHIST EARRING #2
Invokes: "Blindness"
Weight: 0

This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to 
persuade others to aid the Anarchist in his pursuit of freedom for all. Note 
that these earrings, while useful, are not exactly subtle in declaring 
allegiance to the Revolutionary League.

This particular earring causes blindness in the target creature. Use it
carefully.


ANARCHIST EARRING #3
Special: Immunity to Panic
Weight: 0

This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to 
persuade others to aid the Anarchist in his pursuit of freedom for all. Note 
that these earrings, while useful, are not exactly subtle in declaring 
allegiance to the Revolutionary League.

This particular earring allows its user to function with a clear mind against
the terrors of enemies.


ANARCHIST EARRING #4
Invokes: "Pacify"
Weight: 0

This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to 
persuade others to aid the Anarchist in his pursuit of freedom for all. Note 
that these earrings, while useful, are not exactly subtle in declaring 
allegiance to the Revolutionary League.

This particular earring allows its owner to overpower its target with a mental
barrage, leaving the target weak-minded and vulnerable.


ANCIENT COPPER EARRING (CLOSED)
Weight: 0
Unusable (Closed)

This copper earring looks ancient. Oddly enough, there doesn't seem to be a 
hook or any means of actually attaching it to your ear. A series of strange 
grooves have been carved on the inside of the earring, however, which might 
merit a closer examination.

NOTE: If you're ever capable of examining an object further, or performing an
action on the object outside of the world screen, a "USE" button will appear 
for the object on this examine screen. This button allows you to manipulate it
through a dialogue screen. If you wish to examine the grooves on the earring
further, select the USE button below.


ANCIENT COPPER EARRING (HOLLOW)
Weight: 0

This ancient copper earring has a series of grooves cut along the inside.
Although there doesn't appear to be an obvious way to wear it, it can be 
unlocked by hooking your fingernail into the third groove from the top and
pressing inwards.

Not only does this allow the earring to be worn, but it also opens up a hollow 
compartment inside the earring where messages or other small items can be
stored. The earring might be worth more to a merchant as a result.


CHAINED-TEETH EARRINGS
Special: +5% Open Locks Skill Bonus
Weight: 0
Usable only by Thieves

Perhaps the idea that Annah would wear anything solely for ornamental value 
makes you suspicious of these earrings.

Upon closer examination, you discover these thin metal earrings are actually a 
series of well-crafted lockpicks. If need be, you can unhook them and use them 
to pick open stubborn locks.

NOTE: These earrings will only add to your Open Locks skill when they are 
equipped.


COPPER EARRING
Weight: 0

This crude copper circlet looks like it was the victim of an eager lover... or 
something that enjoys eating metal... for it is bent on one side and bears 
teeth marks.


CRIMSON SPHERE EARRING
Special:
   +10% Resistance Fire
   +5% Resistance to Magical Fire
Weight: 0
Not usable by Ignus

This small red gem set into this earring acts like a heat sponge, protecting 
the wearer from heat or flame attacks. Whenever the wearer is exposed to fire, 
the gem draws some of the heat into itself, shielding its wearer from part of 
the damage.

It is rumored that each of these earrings holds a tiny fire mephit inside, and 
that they are so starved for heat that they will drink deep of any fire in the 
vicinity. This has never been proven, mostly because no one really cares to
investigate the matter.


DUSTMAN EARRING
Special:
   +30% Resistance to Cold
   +30% Resistance to Magical Cold
   +30% Resistance to Fire
   +30% Resistance to Magical Fire
   +2 Saving Throw vs. Death Magic
Weight: 0
Usable only by Dustmen

This earring has the smell of ash and dust about it and is icy cold to the 
touch. When worn, the earring shields the wearer from temperature extremes,
granting the wearer partial resistance to heat and cold. Furthermore, the
earring also protects the wearer from mind-influencing magics and magics that
attack the body, including paralyzation and death magic.

The earring signifies the wearer's allegiance to the Dustmen and can only be 
worn by a member of the Dustman faction. According to rumor, this earring helps
dull the Dustmen to the effects of the outside world.


FALL-FROM-GRACE'S EARRINGS
Special:
   +1 to All Saving Throws
   +5% Resistance to Magic
Weight: 0
Usable only by Females

These are Fall-From-Grace's earrings. They give her a slight amount of 
protection from spells and other magic, and like almost everything else, they
look really good on her.


GOLD EARRING
Weight: 0

This simple gold pendant may have once hung from a nobleman's ear.


INDEP EARRING
Special:
   +1 to Armor Class
   +1 to All Saving Throws
   +1 to Save vs. Spells
   Immunity to Confusion
Weight: 0
Usable only by Indeps

This barbed earring marks the wearer as a member of the Indep faction. This 
earring is the home of an independent spirit which accompanies the wearer and 
does its best to protect him from harm. Whenever possible, the spirit gives its 
wearer a mental nudge to get them out of harm's way... the tiny counseling 
spirit provides the user with +1 to all Saving Throws, and its mere presence 
gives the wearer an additional bonus to avoid spells and confusion effects.

Many of these enchanted items were made in the bazaars of Sigil by a 
silversmith from Oerth, who had found a way of shaping metal in such a way that 
it attracted 'free spirits' to the metal and caused them to take up residence 
there. The spirit is not bound to the earring by any means; from what scholars 
have determined, there is something about the earring that the spirits find 
"cozy."


OBSIDIAN EARRING
Special: +10% Stealth Skill Bonus
Weight: 0
Usable only by Thieves

This small earring is made from polished obsidian. Despite the smoothness of 
its surface, it reflects no light whatsoever.

Commonly referred to as "a rogue's best friend," the black gem this earring is
made from possesses magical properties that absorb light, making it easier for 
its wearer to move undetected in the shadows.


RULE-OF-THREE EARRING
Minor Copper Blessing
Weight: 0

You received this small earring from folding a note in the mouth of one of the 
walking corpses in the Mortuary. It's a beautiful earring, but despite its 
beauty, all it seems to do is remind you how strange this world you've woken up 
in is.

This earring carries a minor blessing from one of the gods of wealth on some 
backwater prime world; when held in the hand and the word "copper" is 
whispered, it gives the wearer 33 copper commons. This blessing can be used 
three times before the enchantment is exhausted.


SILVER EARRING
Weight: 0

This simple silver circlet earring has faint engravings on its surface, but you
can't make out the designs.


SILVER EARRING
Weight: 0

This is a small silver earring you recovered from the drunken harlot outside 
the Smoldering Corpse Bar.


STINGER EARRING
Special:
   +2 to Armor Class
   +2 to Armor Class vs. Piercing Attacks
Weight: 0

This earring has been made from the hardened shell of a segmented, larva-like 
creature. Its shell has been treated with some sort of glazed finish that makes 
it look disturbingly alive. The wire that hooks to the ear looks like it is 
part of the larva itself, perhaps its stinger or antenna.

To activate the earring's power, the wearer must prick his thumb with the 
stinger, allowing it to bond with its new owner. When "awakened," this earring
helps protect the wearer from attacks, giving the wearer's skin the same 
strength and durability of the larva's shell.


-------------------------------------------------------------------------------
Eyeballs & Lenses
-------------------------------------------------------------------------------

ANGLE-LESS EYE
Special:
   +1 to Armor Class vs. Missile Attacks
   -1 to Armor Class vs. Crushing Attacks
   +10% Detect Traps Skill Bonus
THAC0: +1
Weight: 0

At first glance, this glass eye seems a poor replacement for a real one. 
However, when inserted into an empty eye socket facing inwards, its power
awakens.

Although the eye dulls the wearer to colors and sights, it increases his
awareness of angles and shapes, giving the wearer greater accuracy with weapons
and giving him a greater chance of dodging incoming missile attacks.
Furthermore, mechanical traps stand out to the wearer's vision, making it 
easier to spot and disarm them.

The user becomes more vulnerable to crushing attacks, however - some of the
fragility of the glass eye seems to be transferred to its wearer.


BEER GOGGLES
(Cursed)
Special:
   Intoxicates Wearer
   Immunity to Panic
   -1 to Damage
   +10 to Base Hit Points
THAC0: -1 to Missile Weapons
Weight: 0
Usable only by Modrons

Apparently, some modron once foolishly asked a wizard what it was like to be 
intoxicated, and these goggles were fashioned. When this lens is equipped, the
wearer becomes "braver," "stronger," but can't see targets too well, reducing
his chances to hit and damage an enemy.


EYEBALL
Weight: 0

This is your eye. It looks like it's seen better days.


EYE OF VECNA
(Cursed Artifact)
Special:
   Doubles all 1st Level Mage Spells
   Doubles all 2nd Level Mage Spells
   +35% Resistance to Magic
   +4 Save vs. Death Magic
   -3 to Wisdom
   -3 to Intelligence
Weight: 0

Many tales are told of the arch-lich Vecna.

It is said that Vecna was one of the Planes' mightiest sorcerers, able to draw
life from dust and send it back again, extinguish lives with a glance, and make 
the earth shudder beneath his touch. He was said to be so powerful that when 
the end of his life drew near, death refused to take him into its kingdom.

And so Vecna died, yet lived on.

Abandoned by death, Vecna became the master of a vast kingdom on a prime world
called Oerth. Neither kind nor just, Lord Vecna's rule was one of great horror 
and suffering, and it is said his reach was so great that even the Powers of
Oerth feared to cross him for fearing of drawing his eye.

Yet, while Vecna's gaze traveled ever outward in search of new conquests, he 
failed to see his own end when it came for him... in the form of his 
lieutenant, Kas.

As was fitting for Vecna's left hand servant, the arch-lich had fashioned a
terrible weapon for his lieutenant as a symbol of his authority. Vecna made 
this weapon with such skill it is said that part of the sorcerer entered the 
blade, and it was this sliver of Vecna that gave the blade its life and its 
treacherous nature. Where once there was lifeless steel, there became thought, 
intent, and, perhaps most horrible of all, a voice.

The sword whispered treacheries to the ambitious Kas, night upon night, month 
upon month, year upon year, until one night, the remains of Kas' discipline was
seduced by the rippling edge of the blade. Convinced by his blade that he was 
Vecna's superior, Kas confronted his dread master upon his Dessicated Throne, 
and the two of them fought a terrible battle.

During the battle, Kas was killed, but before he fell, his blade had 
dismembered his former master, scattering his remains so that no one may draw 
them together again. And so it has come to pass that pieces of Vecna have made 
their way across the Planes... one of these is the Eye of Vecna. It carries 
with it a bloody, violent history, so much so that many scholars refuse to 
speak of its treacheries, for fear the eye will come to them, seeking to add 
another victim to its bloody chronology.

The Eye of Vecna was instrumental in the extermination of the House of Hyeric, 
once the ruling dynasty in Nyrond. It is said to have been behind the sundering
of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that 
poisoned the seas of Malhatai and left the oceanic world barren of life. On the 
ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe 
with the potential to lead his suffering people from their shadowed lands to 
the Gates of Paradise... had not the eye drove Sasaran's father to murder his 
son as he lay sleeping in his crib. All these kingdoms, all these futures, the 
Eye of Vecna laid waste.

The Eye's powers are said to shift with each new owner, but one thing is
certain: no good ever comes from whoever has the misfortune to possess it. It 
is destined to betray its wearer at a critical moment, failing him when he 
needs its power the most.


GLASS EYE
Special: -1 to Damage with All Attacks.
THAC0: -1
Weight: 0

This glass eye is a poor replacement for a real one. The wearer's depth
perception is impaired while this eye is worn.


KALEIDOSCOPIC EYE
Invokes: "Chromatic Orb" when held
Special: Equipped
   +1 to All Saving Throws
   +1 to Save vs. Spells
   +5% Resistance to Magic
Weight: 0
Usable only by Good creatures

This shimmering jewel is actually the corpse of a radiance spirit from the 
Upper Plane of Elysium. When these creatures pass away, they leave their 
shimmering husks behind. These husks are often mistaken for jewels or 
semi-precious stones. Their essence is still that of harmony and goodness, and 
they can only be employed by a creature whose heart is filled with good 
intentions.

The kaleidoscopic eye can either be wielded in the hand or placed in an empty
eye socket, depending on whether its owner wishes to use it for defense or
offense. When held, the user may summon its power to harness ambient light, 
twist it, then turn it against his enemies.

When placed in the owner's eye socket, the eye grafts itself to the wearer's
skull and helps shield its new owner. It absorbs a portion of the energies from 
incoming attacks and provides proof against all manner of magical attacks.

When the Kaleidoscopic Eye's offensive power is exhausted, it cracks and turns 
to dust.


LENS OF CONFOUNDING
Special: +2 to Armor Class
Weight: 0
Usable only by Modrons

This scope possesses a strange ability; it clouds the eyesight of anyone who 
intends to harm the wearer, making him seem blurry and indistinct to his
enemies. The Lens of Confounding makes the wearer harder to hit, giving him a 
bonus to their Armor Class.


LENS OF INHERENT VICIOUSNESS
Special: +2 to Damage
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons

This snap-on magnifying lens somehow seems inherently vicious to you. You can't
really explain why this is... you have a strange feeling it's looking at you 
sometimes, sizing you up.


LENS OF PERSPICACITY
Special:
   +1 to Damage
   +1 Save vs. Spells
   +3 to Lore Skill
THAC0: +1 to Missile Weapons
Weight: 0
Usable only by Modrons

This powerful lens heightens the perceptions and the thoughts of the wearer 
when worn. It grants the wearer enhanced deduction abilities, the knowledge of
spell-casting (and how to thwart it), and also gives any missile attack greater 
range and damage.


LENS OF SEEING DOUBLE
Special: +8 to Damage
THAC0: -2 to Missile Weapons
Weight: 0
Usable only by Modrons

This bizarre bubble shaped scope has two lenses mounted side by side. When 
looking through it, everything appears double, which makes it difficult to
distinguish which target is the real one.

The benefit of the lens, however, is any projectile the user fires at a target 
IS doubled while he is wearing the lens. When equipped, any projectile fired by 
the lens-wearer splits into two, doubling its damage.


LENS OF THE BAT
(Cursed)
Special:
   Induces "Blindness"
   -4 to Damage
THAC0: -4 to Missile Weapons
Weight: 0
Usably only by Modrons

Whether a joke or the result of a bizarre experiment, some insane machinist 
dabbling in the Art has crafted a lens that "gifts" the user with the vision of 
a bat. The inventor must have wanted to force the user to appreciate the 
perspective, as the lens cannot be removed without a Remove Curse spell.


LENS OF THE HORIZON
Special: -50 to Lore Skill
THAC0: +5 to Missile Weapons
Weight: 0
Usable only by Modrons

This aqua-marine lens of this scope is a drop of water of Oceanus. The water
drop has been frozen with the reflection of the Elysium's skies on its surface,
giving anyone who looks through it the ability to see objects at an incredible
distance. It increases the wearer's chance to hit, but it reduces their ability 
to look closely at objects.


MAGNIFYING LENS
Special:
   +10 to Lore Skill
   -2 to Damage
THAC0: -2 to Missile Weapons
Weight: 0
Usable only by Modrons

This snap-on lens is good for examining things up close, but makes for a poor 
sighting scope.


NORDOM'S OCULAR
THAC0: +1 to Missile Weapons
Weight: 0
Usable only by Modrons

This snap-on magnifying lens serves as a sighting scope for Nordom's crossbows. 
It improves his accuracy and looks really intimidating when he slides it down 
over his left eye.


"OPTIX"
(Cursed Minor Artifact)
Invokes: "Knock"
Special:
   +2 to Damage
   +15% Critical Hit Chance
   +1 Luck
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons

Nordom's Crossbows are not the only gear spirits to have fled from Mechanus - 
Optix, a somewhat older and more curmudgeonly gear spirit, has been living his 
last few centuries in an alchemy lab in Sigil. When the alchemist passed away, 
Optix moved on to various odd jobs, including keg taps, cuckoo clocks, 
metronomes, corkscrews, and so on, never settling very long in one place. His 
most recent form, that of a sniper scope, seems to content him for now.

Although Optix is an irritating nag to the two younger crossbow gear spirts, he 
*has* studied the physiology of creatures throughout the Planes. The two 
youngsters grudgingly admit (with reluctant, strained clicks) that his advice 
on how to aim for the eyes and other vital areas of creatures is quite 
valuable.

Although it runs contrary to his nature, Optix can actually force itself to be 
charming to other small mechanical devices... just not for too long . While in 
Nordom's possession, Optix can be convinced to 'talk' to any locks you 
encounter and try to persuade them to unlock. This ability is the equivalent of 
a Knock spell, but it can only be used a certain number of times before Optix 
gets fed up and refuses to do it anymore.

Another unfortunate aspect of Optix's presence is that once he's "comfortable,"
he doesn't like to come off. A Remove Curse will be needed to pull him off of
Nordom's head if he becomes too irritating.


RETRACTABLE SCOPE
Special: +1 to Damage
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons

This intricately designed sighting scope folds up into itself when not in use. 
When activated, it clamps into place over the user's left eye and immediately 
begins tracking any targets in range with a series of low, threatening 
*clicks.* The tracking system gives the user greater accuracy with missile 
weapons and makes projectiles more damaging.


STEALTH LENS
Special:
   Phases Wearer
   +4 to Armor Class
   +2 to Armor Class vs. Missile Weapons
   +2 to All Saving Throws
   +50% Resistance to Missile Weapons
Weight: 0
Usable only by Modrons

This scope looks as if it's missing its lens, but in fact, the lens itself is
displaced in space: if you use your peripheral vision, you can make it out a 
few feet to your left, just hanging in space.

When this scope is equipped, a portion of the wearer phases out, and he becomes 
EXTREMELY difficult to hit with missile weapons or spells. Furthermore, the 
wearer is just hard to see, period; it's almost like he's not all there.
Depending on who's wearing this lens, it may complement his personality just 
fine.


THE FIENDISH EYE OF KALEM'DARR
(Minor Artifact)
Special:
   +2 Charisma
   +5% Resistance to Fire
   +5% Resistance to Magical Fire
   +5% Resistance to Gas Attacks
   +5% Resistance to Cold
   +5% Resistance to Magical Cold
   -1 Wisdom
Weight: 0

A well-known and respected fiend from the Lower Planes, Kalem'Darr was a member 
of the Fated faction in Sigil. His businesses were spread far and wide, and it 
was said he had a glittering touch, for every enterprise he undertook was
successful. He planned carefully, took few risks, and prospered. Occasionally, 
he was forced to collect on debts - which could be bloody undertakings, but in
the end, he always received his payments.

One day, one of his debtors came to Kalem'Darr and told him he could not settle
his debt with coin... but would provide something of greater worth, if the 
fiend was interested. The man was a hedge wizard of little power, but he 
claimed he knew the ways of blessing a businessman's eye so that no opportunity 
would ever escape his sight. Kalem'Darr, both greedy and intrigued, agreed to 
accept the enchantment as payment.

It worked... too well, as perhaps the wizard has intended.

Kalem'Darr's enchanted eye soon saw opportunities *everywhere.* Too many to be
exploited, and many others the fiend did not know HOW to take advantage of. 
What his "blessed" eye saw, his hands made broken - every opportunity he tried 
to take advantage of, his ineptitude mangled. His businesses fell apart, his
financial empire crumbled. He soon found himself in debt to his fellows, who 
had little sympathy for their former competitor.

Kalem'Darr, unable to bear his reversal of fortune, finally plucked the 
offending eyeball from his socket and placed it within a cube of glass upon his 
mantle-piece. Then one day... the eye simply vanished.

It is said the eyeball itself saw a better opportunity as a free agent, but
this has never been proven.

When placed within an empty eye socket, not only does the fiendish eye grants 
the wearer a trace of Kalem'Darr's fiendish immunities, it also grants the
wearer a bonus to their dealings with others, allowing them to thread their way 
through a conversation and take what they need. Still, the blinding array of
opportunities the eye presents to the wearer blinds him to the opportunities he 
does take, reducing how much he learns from his experiences.


TIME'S EYEPIECE
Special:
   +2 to Armor Class
   +2 to Armor Class vs. Missile Weapons
THAC0: +3 to Missile Weapons
Weight: 0
Usable only by Modrons

This snap-on magnifying lens gives the wearer the ability to see a few seconds 
into the future, allowing them to anticipate where an opponent will be and 
dodge incoming attacks. Archers and snipers will have a maddeningly hard time 
trying to pin down anyone wearing this lens.


-------------------------------------------------------------------------------
Fist Weapons
-------------------------------------------------------------------------------

ANNAH'S PUNCH DAGGERS
Damage: 1-4 Piercing
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Annah

Annah's common weapons are a pair of jagged dagger blades mounted on iron
knuckles. The blades are well-oiled and razor-sharp; in addition, their
relatively small size allows them to be concealed quickly when a guard patrol
makes a sudden appearance.


ASSASSIN'S KNUCKLES
Damage: 1-10 Piercing
Enchanted: +3
Special:
   Causes Stunning
   Silence
   Poison
THAC0: +3
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Thieves

A totally redesigned version of ordinary iron knuckles, these knuckles have 
long razor sharp blades attached to them.

In addition, powerful spells have been placed on this weapon to better assist
any would be assassin. When used correctly this weapon will stun an opponent
making him easier to hit. A spell of silence is also placed on the victim to
prevent him from crying out for help or in the case of mages from casting
spells. To finish the job, the blades are coated with an exotic poison to 
ensure a quick death.


ENCHANTED PUNCH DAGGERS
Damage: 1-4 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

This weapon is a pair of jagged dagger blades mounted on iron knuckles. The 
blades have jagged edges to allow them to dish out additional piercing damage 
when the wearer strikes an opponent. In addition, the blades have been 
magically enhanced to increase the damage incurred.


ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

This strange item was in your possession after you gave the Modron Cube to the 
iron golem in the Siege Tower. It looks to be a small dagger, but its surface 
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.


FALL-FROM-GRACE'S KISS
Drains Hit Points, Gives Hit Points to Grace
Speed: 1
Weight: 0
Proficiency: Fists
Usable only by Fall-From-Grace

This is Grace's secondary (special) power. It drains six points of health and 
gives them to Grace.


FALL-FROM-GRACE'S TOUCH
[Default Weapon]
Damage: 1-3 Slashing
Speed: 1
Weight: 0
Proficiency: Fists
Usably only by Fall-From-Grace

This is Grace's basic attack. It does slight slashing damage (1-3).


FIST
(Default Weapon)
Damage: 1-3 Crushing
Speed: 1
Weight: 0
Proficiency: Fists

NOTE: Your fist is your default attack. Although the amount of damage you can 
do with your fists is relatively small, you can attack quickly and the damage 
you do *is* affected by your Strength.

Your punches are lethal; you CAN kill with repeated blows. As long as you have 
not filled up all your quick weapon slots, you can always select 'fist' as your
current weapon.


FIST IRONS
Damage: 2-4 Crushing
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages

This crude iron bar is designed to slip over the fist, with the thick portion 
resting in the palm and the iron ring facing outwards, over the knuckles. While 
wearing these fist irons, a single punch can shatter someone's jaw.

NOTE: Many weapons in Torment do similar amounts of damage... but the *type* of 
damage each weapon does varies. Some creatures are more vulnerable to certain
types of damage than others; if your current weapon isn't doing much damage
against a creature, chances are it is resistant to it. Switch off weapons and 
see which one works best.


"GAUNTLETS OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Fist
Usable only by Fighters and Thieves
Usable only by Lawful Good characters

"Celestial Fire" was the only object that Trias had left to remind him of the
Upper Planes. The blade became a pair of gauntlets in your hands. They is warm 
to the touch, and flames have been carved across the knuckles of the gloves. 
The intricacy of the carvings is breathtaking; they are done with such skill 
that the gauntlets seem to be burning with metallic flames...someone must have 
spent several centuries rendering them. The metal of the gauntlets is 
unfamiliar... it is heavy, but it shines like silver.

The gauntlets look several millennia old. A faint hum can be felt within them,
and the vibration becomes stronger when they touch human flesh. Not
surprisingly, the "Gauntlets of Celestial Fire" can be wielded only by those
with sufficient strength and purity of heart. When used in combat, the
"Gauntlets of Celestial Fire" burst into a holy radiance that burns any evil
creature they strike in combat.


GAUNTLETS OF RENDING
Damage: 2-7 Slashing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Fighters and Thieves

These leather gloves give the user the ability to use his hands like claws. 
When the wearer attacks a foe with his hands, long black talons lance forth 
from the fingers of the gauntlets and allow the user to rake an opponent for 
additional slashing damage. When the wearer is not attacking, the talons recede 
back into the gauntlets...although they seem to do so reluctantly. When the 
talons are not extended, the gauntlets appear to be nothing more than stiff 
leather gloves.


GAUNTLETS OF TEETH
(Cursed)
Damage: 3-8 Slashing
Damage: 1-2 Crushing
Enchanted: +1
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Fighters and Thieves

These gauntlets have had many names over the centuries. Some have termed the 
gauntlets the 'Gauntlets of Hunger.' Other terms have ranged from 'Gloves of 
Greed,' or, among the stupidest, 'the Gnashing Gloves.' The Githzerai called 
them 'they-which-devour,' and believed them to be an artifact fashioned by the
slaadi, the intelligent carnivorous frog-like beings that inhabit the plane of 
Limbo.

The most common name for this item is the "Gauntlets of Teeth." The exact
creature from which the bones originate from is unknown. Nonetheless, when the
nature of the gloves is revealed, their power awakens as soon as they are used
in combat. When the user punches an enemy, the bone exteriors of the gloves 
peel back to reveal several rows of teeth. These teeth sink greedily into the 
foe's body. These teeth are not jagged -- they are mostly wide and blunt, but 
they clamp onto a target with the strength of a giant, doing additional 
crushing damage when punching an opponent.


IGNUS' FIREBALL
Damage: 1-3 Missile
Damage: 2-8 Fire
Speed: 5
Weight: 0
Proficiency: Fists
Usable only by Ignus

This is Ignus' main attack. It is a series of fireballs he fires at an 
opponent.


IRON KNUCKLES
Damage: 1-3 Crushing
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages

Iron knuckles that slip over the fingers, giving your fists the extra "oomph" 
they need to deliver bone-crushing punches.


MAGIC PUNCH DAGGERS
Damage: 1-4 Piercing
Enchanted: +1
Special: +2 Piercing Damage
THAC0: +2
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

This weapon is a pair of jagged dagger blades mounted on iron knuckles. The
blades have jagged edges to allow them to dish out additional piercing damage
when the wearer strikes an opponent. In addition, the blades have been 
magically enhanced to increase the damage incurred.


MARK OF THE SAVANT
Damage: 3-18 Piercing
Enchanted: +4
Special:
  +2 to Armor Class
  +1 to Dexterity
   +15 to Base Hit Points
   +25% Open Locks Skill Bonus
   +25% Stealth Skill Bonus
   +10% Detect Trap Skill Bonus
THAC0: +3
Speed: 2
Weight: 3
Proficiency: Fists
Usable only by Thieves

Cleverly designed, this object splits into two pieces to form punch daggers.
When properly used they are deadly in combat. The easily accessible levers and 
gears shoot out and twist various blades almost as if they were extensions of 
the hand. Although excellent as a combat weapon, those same mechanisms used to
shred the flesh of an enemy can also be used for the delicate procedures of 
opening locks and disarming traps.

Only the most gifted of thieves possess items such as this. As it takes keen 
mind and skill hand to properly operate.


PUNCH DAGGERS
Damage: 1-4 Piercing
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

This weapon is a pair of jagged dagger blades mounted on iron knuckles. The 
blades have jagged edges to allow them to dish out additional piercing damage
when the wearer strikes an opponent.


PUNCH DAGGERS OF MOORIN
Damage: 2-8 Piercing
Enchanted: +2
Special:
   +1 Piercing Damage
   +2 to Armor Class
   +1 to Luck
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

These daggers were once wielded by Moorin, the jinxed. Moorin was a hapless 
young woman who became a thief through a series of disasters. Each of these
"accidents" resulted in the death of the trainer for whatever profession she 
chose. Out of desperation Moorin trained herself in the art of Thievery with 
laughable results.

Moorin's thieving career was filled with numerous mishaps that involved her in 
combat situations. Each such combat often ended with Moorin being seriously
wounded and thrown into prison. When it became obvious that Moorin was not long
for this world her father, Arch-mage Xoorcon, created these magical blades for 
her use.

With the luck provided by her new blades Moorin was actually able to
successfully strike an opponent in combat (which came as a shock to her). While 
her opponent was busy bleeding, Moorin would make good her escape. 
Unfortunately, during one such escape, Moorin tripped, fell on her dagger and 
died before she could staunch the bleeding from her wounds.


PUNCH DAGGERS OF SHAR
Damage: 1-4 Piercing
Enchanted: +3
Special:
   +2 to All Saving Throws
   +35% Resistance to Magic
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

These daggers were once wielded by Shar, the Mage-slayer. Shar was an assassin 
of some merit who decided to specialize in the 'removal' of mages for large 
sums of gold. To further her goal she commissioned the creation of these blades 
by the mage Thex Voorton. With her new weapons in hand she was quite successful 
at her craft.

Shar met her demise when she was hired to assassinate the very mage who created
the daggers. Much to her surprise the weapons failed to harm their creator,
Thex, nor did they grant Shar protection against his spells...


PUNCH DAGGERS OF TRUE DEATH
Damage: 1-4 Piercing
Special: Poisons Target
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves
Usable only by Dustmen

To ensure that the recipient reaches the "True Death", these daggers have been
coated with a powerful poison.


PUNCH DAGGERS OF ZAR 'ANUN
Damage: 3-12 Piercing
Enchanted: +2
Special:
   +2 Piercing Damage
   +2 to Armor Class
   +35% Stealth Skill Bonus
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

This infamous weapon is said to have once been wielded by the assassin 
Zar 'anun. At first nothing more than a little known thief, Zar'anun soon rose 
high in the ranks of his guild by assassinating everyone who got in his way. 
His career came to an end when one of his 'possibly next' victims noticed that 
the upcoming thief was never without his daggers, keeping them with him even 
while bathing. When the daggers mysteriously disappeared, so did Zar 'anun.


SHARDS OF FATE
Damage: 10-100 Piercing
Special: Breaks after first use
Speed: 1
Weight: 5
Proficiency: Fists
Usable only by Fighters

These are gauntlets have been created from special crystals found only on the 
planes of Baator. When struck by these gauntlets, the crystals will shatter 
into thousands of pieces, tearing into the flesh and bone of those unlucky 
enough to be struck.

Although heavy metal plates protect the users hands, there remains a slight 
chance that some of shards may strike the user.


SIPHON KNUCKLES
Damage: 1-6 Piercing
Enchanted: +2
Special: Transfers Hit Points From Target to Wielder
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages

These knuckles have had large metal spikes added to it, so as to pierce armor 
as well as flesh.

Used by the less savory inhabitants of Sigil, these knuckles have the ability 
to drain the life force of an opponent and at the same time is able to 
rejuvenate the wielder.


SPIKED GAUNTLETS
Damage: 1-4 Piercing
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

A ridge of spikes bristle along the knuckles of these gauntlets, allowing the 
wearer to perforate any target they punch.


SPIKED GAUNTLETS OF OGRE POWER
Damage: 4-6 Crushing
Damage: 4-6 Piercing
Enchanted: +1
THAC0: +3
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves

A ridge of huge black spikes bristle along the knuckles of these metal 
gauntlets, allowing the wearer to perforate any target they punch. Clamps line 
the edges of the gauntlets, as if to secure them in place once worn.

This gauntlets bear an enchantment that allows the user to strike opponents 
with the strength of ten men. The spikes along the knuckles simply add insult 
to injury, as any victim whose bones are not shattered by the initial attack 
will slowly bleed to death from the jagged wounds the spikes inflict.


SPIKED KNUCKLES
Damage: 1-6 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages

These iron knuckles have been improved upon by the addition of tiny spikes. In 
addition, a minor enchantment has been placed on them making them lighter and
stronger than ordinary iron.


UMEI KAIHEN
Damage: 3-21 Piercing
Enchanted: +3
Special:
   +3 to Dexterity
   +10% Open Locks Skill Bonus
   +10% Detect Traps Skill Bonus
   +10% Stealth Skill Bonus
THAC0: +3
Speed: 2
Weight: 0
Proficiency: Fists
Usable only by Fighters and Thieves

These punch daggers seems to almost slip from your grasp as you hold it, yet at 
the same time, it invokes a strange sensation as you wield it, as if fate 
itself was changing in your favor. As a dagger-type weapon, it is massive and 
fearsome, with sharp serrated edges along both sides. It is bathed in a 
vibrant, royal purple hue. Along the hilt is carved the word: "Hii 'toh 'mi."


-------------------------------------------------------------------------------
Misc. Items
-------------------------------------------------------------------------------

ABYSSAL PIPE
Invokes: "Cloudkill"
Weight: 0

This a small pipe wooden pipe, carved to resemble the head of a demon.

When used, this pipe billows forth great gouts of deadly fumes from the planes
of the Abyss.


ADDER'S TEAR
Invokes: "Adder's Kiss"
Weight: 0

This glistening green tear is as hard and smooth as a pearl. When placed on the
tongue, it dissolves instantly and gives the user the ability to spit forth
spiraling bolts of acidic green energy at an opponent.


ASHES OF THE PABULUM
Summons Trelons
Weight: 1
Not usable by Mages
Usable only by Nameless One

These ashes are all that remains of a school of illusionists called the 
Pabulum. According to their expedition logs, they traveled to the Plain of 
Shale in search of the lost works of the Fosterer, a powerful sorcerer who once 
ruled an empire where the Plain of Shale now lies.

The naive illusionists were successful, and they stumbled across one of his 
lost works: a hive of vicious creatures called the Trelons. The remains of the 
mages were found days later by two bariaur scouts and were burned over a pyre 
as a symbol of their folly.

To unlock the power of these ashes, one only needs to stir them with the index 
finger of the left hand, then sprinkle a pinch of the ashes into the air in a 
circular pattern. The smell of the remains of these dead mages is said to cause 
a Trelon to appear to serve the user.

No one knows where the Trelons originated from, but they seem to combine the 
worst characteristics of demons and insects. They seem to bear an insane hatred 
for mages, but the reason for this is unknown.


BANDAGES
Special: Heals 3 Hit Points
Weight: 0

This is a roll of bandages, useful for stanching minor wounds.

NOTE: When used, bandages will heal a character for 3 hit points of damage. To
use them, either select the 'Use' button below or place them in one of your
quick slots and use them on the quick action menu on the world screen.

NOTE: Bandages are "stackable" items. When you pick them up, they automatically
stack on top of one another in your inventory, freeing up slots for other 
items. If you wish to unstack them for any reason, simply double click on the 
item. You will then be given an option to divide the stack.


BLACK-BARBED CHARM
Invokes: "Black-Barbed Shield"
Weight: 0

This is a string of black barbed seeds linked together by one of Ravel's long
gray hairs. This is one of Ravel's improvised charms; when the string of seeds
is sliced in the right spot, the necklace unravels around the caster,
surrounding the user with a black-barbed shield that will help protect them 
from attacks and will also damage anyone attempting to harm the caster.


BLACK-BARBED WAND
Invokes: "Black-Barbed Shield"
Invokes: "Black-Barbed Curse"
Weight: 1
Usable only by Mages

This twisted branch is actually composed of three black branches that have 
grown tightly around each other. The branches look much like the ones in 
Ravel's maze, but the branches have none of the black barbs that covered the 
trees in her maze.

This black-barbed branch is a wand forged from the trees in Ravel's maze and
endowed with a fraction of her magical power. By calling on the power within 
the wand, the wielder may summon forth a shield of black brambles to protect 
the caster from harm or cause a series of black brambles to rip from the earth
around a target and enfold them in their constricting embrace. The wand itself 
only holds a certain amount of Ravel inside it, and once expended, it becomes 
useless.

NOTE: To change which spell is cast from this item, first place the wand into
your quick item slot. Now right click on wand to bring up the description. By 
selecting the abilities button you will be able to change which spell you may
cast.


BLESSED CANDY
Invokes: "Bless"
Weight: 0

This piece of delicious milk chocolate has had its creamy, caramel center 
blessed by a powerful priest of an unnamed power of good. Eating it will confer 
this blessing upon the devourer.


BLOOD CHARM
Special: Heals 18 Hit Points
Weight: 0

This glistening drop of blood is as hard and smooth as a pearl. When placed on 
the tongue, it dissolves instantly and spreads through the character's veins 
and heart.

Like its younger cousin, the clot charm, the blood charm stimulates the user's
blood into clotting and scabbing over existing wounds, healing damage the user
may have suffered before consuming the charm. However, while the blood charm's
initial healing effect is more powerful than the clot charm, it has no other
lasting effects.


BLOOD FLY CHARM (ABISHAI)
Special:
   Heals 3 Hit Points
   Increases Regeneration
Weight: 0

Blood flies are pests believed to have originated from one of the Lower Planes.
In many ways, they resemble mosquitoes with an insatiable appetite -- a cloud 
of blood flies can suck all the blood from a human body within minutes. Their
stingers are capable of penetrating even the skin of fiends.

Despite their vicious appetite and temperament, blood flies are used by healers 
to draw forth diseased blood from an individual or even drain blood from a dead 
body. On occasion, blood flies are used to siphon off rare types of blood and
are then paralyzed with powders or spells and kept in storage for future use.

This particular blood fly charm seems to hold the blood of a lesser fiend, an 
abishai, in its food sac. When this paralyzed fly is consumed, the user heals a
small amount of damage immediately and also gains the ability to regenerate for 
a certain period of time. If the character is already able to regenerate, then
the regeneration rate is increased.


BONE CHARM
Special:
   +2 to Armor Class
   +2 to Armor Class vs. Crushing Attacks
   +15% Resistance to Crushing Attacks
Weight: 0

This old finger bone charm has been hollowed out and tiny symbols have been
scratched on its surface. A user must snap it in two to activate it.

When snapped, the bone charm temporarily strengthens the user's skeleton and
acts as a ward against breaks and fractures. The charm gives the user an 
overall bonus to their armor class and additional resistance against crushing 
attacks.


CANDLESTICK
Weight: 2

This candlestick has seen much use. Dents and nicks adorn the tarnished 
surface.


CHARCOAL CHARM
Special:
   +50% Resistance to Fire
   +25% Resistance to Magical Fire
Weight: 0

This piece of charcoal is a charred bone fragment of some creature, perhaps a
finger bone or a talon. Various symbols have been scratched onto its surface...
the scratchings are so faint you almost missed them.

This charcoal charm temporarily protects the user against flames and extreme 
heat. To use the charm, the charred bone is snapped and both halves are ground
to powder, then the charcoal dust is rubbed over the heart of the user.


CHARM OF INFINITE RECALL
Special:  Lore Skill set to 100
Weight: 0

While practicing, some Mage students discovered a means to condense and store
knowledge into a charm form. This particular charm contains the entire resource
library of the famed Charon School of Mages. Unfortunately, the effects of this 
charm are fleeting and the user is rendered unintelligible for a short period 
of time.

NOTE: This charm can be used to "identify" unknown items. It can *only* be used 
on the quick item menu on the world screen. After the charm is used, the user 
must then enter their inventory screen and right-click (i.e., "examine") each
item they want to identify. The charm will only allow the user to identify 
objects that are in his possession -- items in other character's inventories 
cannot be identified this way. The effects of this charm are temporary and must 
be used quickly.


CLIPPED COPPER CHARM
Special:
   Minor Copper Blessing
  +1 to Luck (temporary)
Weight: 0

This copper piece has been "clipped"... most of the copper has been shaved off,
no doubt to still keep the appearance it is a coin and allowing the 'clipper' 
to use the shaved copper to make another coin. Although many Hive dwellers 
practice this method of "making money," when the Fated faction practices it, 
they do so with a frightening sense of purpose, creating charms that reflect 
their own miserly natures.

In order to create these charms, the Fated faction seek out failed business 
owners and other individuals who once possessed great wealth, then had a
reversal of fortune and were left desitute. These individuals are then given
enchanted carving blades and asked to "clip a copper" for the Fated in a 
tedious day-long ritual, which infuses the copper coin with the last traces of 
their former luck. The ritual and the nature of the individual clipping the 
copper allows a minor enchantment to seep into the coin and affect the fortune 
of the whoever uses it.

When the clipped copper charm is flipped into the air, it will spill into a 
rain of copper pieces, and bestow some luck upon the user.


CLOT CHARM
Special:
   Heals 9 Hit Points
   +5% Resistance to Slashing Attacks
   +10% Resistance to Piercing Attacks
Weight: 0

This glistening blood drop is as hard and smooth as a pearl. When placed on the
tongue, it dissolves instantly and spreads through the character's bloodstream.

The charm stimulates the user's blood into clotting and scabbing over existing 
wounds, healing any minor damage the user may have suffered before consuming 
the charm. Furthermore, as long as the charm is in effect, the player's blood
becomes more "aware" of new wounds that occur, especially any attacks that draw 
blood. The charmed individual becomes more resistant to slashing and piercing 
attacks, as their blood clots and scabs over the wound as soon as the flesh is 
torn.


COCKROACH CHARM
Special:
   +4 to Armor Class
   +2 to Armor Class vs. Crushing Attacks
   +10% Resistance vs. Crushing Attacks
Weight: 0

Cockroaches are as common on the Planes as other scavengers. The shell of this 
particular dead cockroach has been dotted with paints and faint arcane symbols. 
The magic contained within the charm is activated when the roach is consumed.

When swallowed, the recipient temporarily gains the protection of the 
cockroach. Their skin hardens, taking on the strength of a suit of chain mail 
armor, and the charmed individual becomes difficult to squash, giving them 
added protection vs. crushing attacks.


CODEX OF THE INCONCEIVABLE
Weight: 3

What you had first taken to be a rather unassuming book held closed by a tiny
brass lock is, in actuality, bound in strange leathers and enchanted bronze. It
is labeled simply: 'The Codex of the Inconceivable.'


CORPSE FLY CHARM
Invokes: "Swarm Curse"
Weight: 0

This corpse fly looks like it was frozen; it appears to be dead, but you can't 
be sure. The magic contained within the charm is activated when the insect is 
consumed. When swallowed, the recipient suddenly becomes extremely nauseous... 
a few seconds later, the charmed individual expels a stream of insects from 
their nose and mouth. Provided the charmed individual can keep their wits about 
them after the casting, the caster can send this cloud to attack a target.


CRANIUM RAT CHARM
Special:
   +5% Detect Traps Skill Bonus
   +5 to Lore Skill
   +1 to Intelligence
Weight: 0

The body of this cranium rat has been specially prepared: its insides have been
hollowed out and stuffed with various herbs and shreds of papyrus containing 
arcane symbols.

When the charm is consumed, the user gains a temporary increase to their
reasoning and perception abilities; it feels as if the player is looking 
through several pairs of eyes and sifting through several minds at once... the 
sensation is somewhat dizzying for a minute or two, but there are no harmful 
side effects.


CRUNCHITY CANDY
Invokes: "Armor"
Weight: 0

This piece of chocolate is coated with a crisp, sugary shell. Eating it 
temporarily coats the devourer with a magically crisp, crunchy coating of their 
own.


DHALL'S QUILL PEN
Special: Permanent +1 to Lore Skill
Weight: 0
Usable only by Mages

Examination of the quill pen reveals that the feather is from a Vrock, one of
the many races of tanar'ri that fill the Abyss. The Vrock resemble huge 
vultures, and they are often used as scouts for the tanar'ri forces in the
Blood War.

Dhall used this quill pen all of his life, and as such, it carries some of his 
experiences and memories inside it. By snapping it, you will absorb a portion 
of his knowledge, giving you a permanent bonus to your Lore skill.


DIRTY RAT CHARM
Special:
   +10% Stealth Skill Bonus
   +5% Pickpocket Skill Bonus
   -1 to Charisma
Weight: 0
Usable only by Thieves

This cranium rat tail charm is particularly filthy and smells faintly of vomit.
The tail is stiff, like a wire, and it can be bent into different shapes... it 
would almost make a great lockpick, except it is too thick.

When this rank charm is consumed, the user temporarily becomes much stealthier 
and shiftier, giving them a greater chance of success with hiding in shadows 
and picking pockets. People viewing the charmed individual will detect 
something unsavory about him, however, reducing first impressions accordingly. 
This unsavoriness will last only as long as the charm is in effect, however.


DIVINE CENSER
Invokes: "Raise Dead"
Weight: 3

When lit, this censer has the power to entice the soul back of the recently
departed. Unfortunately, there is only a limited amount of incense left in it.


EMBALMING FLUID
Special:
   +2-8 to Hit Points
   +1 to Armor Class
Weight: 1
Usable only by the Nameless One and Morte

This is a sealed jar of embalming fluid. It is used as a preservative for dead 
bodies. As an added benefit, the smell of the fluid is more than sufficient to 
mask the smell of any rotting bodies it is used on. Effects are temporary.


FANGED MIRROR OF YEHCIR-EYA
(Minor Artifact)
Invokes "Soul Exodus"
Weight: 1

The Fanged Mirrors of Yehcir-Eya were the hope of an empire.

The last Great Matriarch of the Sea of Black Sand, Yehcir-Eya, found herself 
slowly dying. Surrounded by rival nations that wished to claim her lands for 
her own, Yehcir-Eya sought to choose one of the Lesser Matriarchs from the
surrounding nations and enter into an alliance, preserving her nation against
invasion. Yet she knew not which of the Lesser Matriarchs to trust.

Consulting her oracles, she asked them for a means of testing the hearts of the
Lesser Matriarchs. They told her to travel to the edges of the Sea of Black 
Sand - there, where the shifting black sand gave way to slate, she would find
what she sought.

The Great Matriarch journeyed many leagues, travelling on foot until she 
reached the edges of the Great Sea. There, her feet fell upon a great plate of 
silvered glass the size of a courtyard embedded in the floor of the desert.

Her oracles instructed her to cut the great glass and fashion thirty-three 
mirrors. These mirrors were sent to the Lesser Matriarchs of the surrounding 
nations as gifts. The mirrors would test their hearts, the oracles predicted.

No one is certain what happened on that final night, but with every mirror that 
was delivered, a Lesser Matriarch fell dead. There were wild tales of spectral
forms that crawled from the bodies of the Lesser Matriarchs as they gazed upon 
the mirrors, and the howling cries as they strangled their owners.

In response to the assassination of their leaders, the surrounding nations 
attacked the nation of Yehcir-Eya and razed it to the ground. The Fanged 
Mirrors of Yehcir-Eya were scattered and lost.

According to several planar scholars, the Fanged Mirrors had the ability to 
cause a soul to slip from its owner and take on physical form. Whether it was 
because the Lesser Matriarchs were consumed by greed and a desire for conquest 
or whether the great plate of silvered glass found on the edges of the Sea of
Black Sand was evil in itself, the mirrors created a vicious reflection of 
their owners. Their souls took on substance and killed their owners.

The fanged mirror can be used against an opponent - when used, it will reflect 
a spectral version of the target that will appear and attempt to kill him.


FROSTY MINT CANDY
Invokes: "Friends"
Weight: 0

This small, round bit of hard candy makes the devourer's breath so winter cool
and frosty, minty fresh that their Charisma is increased considerably for a
period of time.


GORDIAN KNOT
(Unique, Artifact)
Special:
   Permanent +2 to Charisma
   Permanent -1 to Wisdom
Weight: 0
Usable only by Fighters

The knot binding the two ends of this rope together holds a powerful magic. 
When this knot is severed by a fighter with an edged weapon, the warrior gains 
a rush of confidence and arrogance, reducing their Wisdom but raising their 
Charisma. The user is also beset with the urge to gather an army and rush out 
and conquer the Planes, but this urge does not rule the user's actions.

It is said that this is a knotted piece of rope that was cut in two by a
conqueror on a distant prime material world. Every time the knot is severed, it
disappears, showing up years later in the hands of another who can make use of
its power.


HEALING SCROLL
Special: Heals 33 Hit Points
Weight: 0

This tissue-thin vellum scroll was part of Deionarra's legacy. The scroll is
neatly rolled up and wrapped with a red ribbon. When the ribbon is opened, the 
healing magic contained within the scroll is released.

The scroll will heal even the most critical of wounds. It disintegrates into 
powder when used.


HEART CHARM
Special:
   Heal 27 Hit Points
   Reduces Fatigue
   +10% Resistance to Slashing Attacks
   +20% Resistance to Piercing Attacks
Weight: 0

This glistening drop of blood is as hard and smooth as a pearl. When placed on 
the tongue, it dissolves instantly and spreads through the character's veins 
and heart.

The heart charm is more powerful than the blood and clot charms, and it heals a
number of wounds instantly, even serious or critical injuries. Furthermore, the
user will also gain a rush of energy, removing any fatigue they may be 
otherwise feeling.


HEART OF THE FOSTERER
(Minor Artifacts)
Special: Summons the Sohmien
Weight: 1
Usable only by Evil and Neutral Characters

This strange object is said to be the "Heart of the Fosterer." According to 
legend, the Fosterer was a sorcerer who built his empire upon the Plane of 
Shale many centuries ago. He was rumored to have 3,333 hearts, and each of them
carried in it a different evil he had committed in his lifetime. One of the
evils he committed was the discovery of how to summon the Sohmien and bind them
to his will. It is said that the Fosterer was carried away by these beasts 
after he invoked them against some ancient foe, leaving only his hearts behind.

According to planar scholars, the Sohmien are fiendish horses, said to have 
been born from the blood of the last of the nightmare lords. They're not so 
much flesh and blood as an abstract given substance. They come to anyone who 
seeks revenge and bind themselves to them.

They were born from a great treachery at the Gloom Meet, the time when the 
fiends gather to speak to the others of their kind. The nightmares ride the
skies to gather the fiends to this meeting, acting as messengers. While the 
fiends saw the nightmares are helpful, convenient allies, they had grown tired
of bartering with the last of the nightmare lords for his consent to use them.

So the fiends called a Gloom Meet only for the purpose of killing. They lured 
the nightmare lord there to kill him, and when he arrived, the fiends set upon 
him. He beseeched the other nightmares for aid, but they only watched, their 
eyes aflame as their lord was attacked.

The fiends tried to put him in the dead book - they scattered the earth with 
caltrops covered with the foulest poisons in the hells, hurled barbed cold-iron 
spears a league wide into him, and when he tried to take to the air to escape, 
they turned the sky alight with magick, blinding his eyes white. They struck at 
him with everything in their hateful arsenal - but no matter what they struck 
him with, he was too proud to die. They hounded him to the edge of the 
Outlands, firing their cruel arrows and spears into him until he staggered into 
the Hinterland mists and died there... or so it is said.

It's said that as the nightmare lord stumbled into the mists of the 
Hinterlands, his dark blood left a steaming trail across the landscape. 
Wherever his blood fell, the Outland itself cried out, wailing like a banshee, 
uttering the cries the nightmare lord would not.

Less than a year later, the Sohmien rode from the Hinterlands, seeking out any
nightmares and fiends where they could find them. Their cries were the same as
had risen from the blood wounds on the Outlands, and their minds were focused
solely on revenge.

It is said that gripping the heart of the Sohmien and wishing harm upon another
will cause them to appear. The Sohmien will answer the user's call, then fade
into the mists from which they came.


HOLY CANDY
Invokes: "Protection From Evil"
Weight: 0

This piece of sweet, dark chocolate has had its crunchy, praline-filled center
prayed over by the Eoialn, an order of wise, mystical monks from the Prime 
World of Irm. Eating it will protect the user against the forces of evil for a 
time.


KASSEG, CEREBRAL PARASITE
Special:
   +3 to Intelligence
   +1 to Wisdom
   Immunity to Panic
Weight: 1

The *kasseg* are a species of mental parasite feeds on the nervous energy of
sentient creatures. Believed to be a deviant branch of the dreaded intellect
devourers, the kasseg is different in that it soothes the mind and bolster its 
host's higher mental processes, taking over certain mundane thinking tasks in 
exchange for feeding on his nervous energy for a time.

To "use" the *kasseg*, the user simply attaches it to his bare skin. The 
*kasseg* then excretes a mucus-like resin that acts as a means of communication
between the victim in itself. Once "attached," the *kasseg* lifespan drops to
only a few hours.


KNOT CHARM
Invokes: "Strength"
Weight: 0

This charm is made from a small piece of hemp knotted into a loop. No matter 
how much you study it, however, you cannot seem to figure out how the knot was
tied... it looks like it has been wrapped around, inside and even *through*
itself several times.

Ironically, despite the knot's complexity, it comes undone easily when pulled.
The person undoing the knot charm temporarily gains a rush of strength, 
allowing them to do more damage with melee attacks and carry more weight.


LADY OF PAIN RAG DOLL
Weight: 1

The years haven't been kind to this tiny rag doll; it is coming apart at the
seams, and it looks like its threads are unraveling. It is obviously intended 
to be a replica of the Lady of Pain, but the button eyes and its plush softness
don't strike much fear into your heart.


LUCKY CANDY
Invokes: "Luck"
Weight: 0

This moon-shaped piece of chocolate is filled with tasty marshmallow creme.
Eating it increases the devourer's luck for a time.


MASLOW'S PYRAMID
Special:
   Reduces Fatigue
   Reduces Intoxication
   Heals 9 Hit Points
Weight: 7

Maslow's Pyramid removes the need for food and drink, and also deadens the 
user's feelings toward pain. It initially holds thirty-three charges, which can
remove fatigue remove intoxication effects, and heal a character for nine 
points of damage per charge.


MECHANUS CANDY
Invokes: "Call Lightning"
Weight: 0

The piece of hard candy is shaped like a small gear or cog. It is
chocolate-flavored with a slight, metallic aftertaste. Placed in the mouth, it
tingles slightly as small crackles of electricity play over it. If the
conditions are right, lightning has been known to issue from -- or strike -- 
the eater of such candy.


MINAUROSIAN CHOCOLATE
Invokes: "Swarm Curse"
Weight: 0

Eating this moldering, bitter piece of chocolate will result in the devourer 
vomiting forth great clouds of angry insects.


MIRROR OF IMAGING
Special: Creates 1-4 Mirror Images of self
Weight: 2

This magical mirror creates duplicates of anyone reflected in it's surface. The 
effect is similar to the wizard spell 'Magic Mirror'. From 1 to 4 images are
created. Each image is identical to the user of the mirror and may confuse 
enemies. There is a chance that an image will be targeted rather than the 
mirror user.


MODRON CUBE
Weight: 1

This small metal toy is a replica of a cube-like mechanical creature with huge
eyes on one of its faces. The toy has two legs, two arms, two folding wings, 
and at least eighteen points of articulation. Maybe it's a collector's item.

The intricacy of this toy is incredible; its joints are composed of tiny gears, 
cogs, pulleys, and swivel joints, and there are even tiny springs on the legs 
that help support the feet. There is a little switch on the back that moves the
eyes back and forth, and the wings are made of some tissue-like metal that 
folds up neatly when the wings are flush with the body. Despite the toy's 
awkward shape, it rests easily on any surface, no matter how uneven.


MONSTER JUG
Weight: 4

This is a heavy, plain-looking, metallic jug with a hinged stopper. Despite its 
common appearance, you feel reluctant to touch the thing, as if it might bite 
you. You've been told there's some sort of monster trapped inside of it - but 
peering into the jug's mouth reveals nothing but inky blackness.


MURK
Invokes: "Blacksphere"
Weight: 0

This is a small bottle containing some dark liquid. The liquid contained within 
seems to be thicker and blacker than ordinary liquid. The blackness of the 
liquid is so dark that light seems to be absorbed into the liquid.


NEEDLE AND THREAD
Special: Heals 6 Hit Points
Weight: 0

This is a spool of thread and a small bone needle. They look like they're used 
for stitching up wounds... in living or dead bodies. When used on a creature, 
it heals 6 hit points of damage.


PORTAL LENS
Weight: 0

This magical device can form a gateway to other locations by temporarily 
attaching itself to known, existing portals. This allows the user access to the 
portal without traveling to it.


QUIVERING CANDY
Invokes: "Strength"
Weight: 0

This heavy chunk of solid chocolate quakes and trembles in your hands. When
consumed, the devourer's muscles ripple with similarly powerful spasms,
increasing their strength for a period of time.


RAT CHARM
Invokes: "Confusion"
Special:
   +2 to Armor Class
   +1 to Strength
   +1 to Constitution
   -2 to Wisdom
Weight: 0
Usable only by Chaosmen

This strange charm of woven rat tails was made by Barking-Wilder, and it has
been infused with some of his chaotic spirit. When worn, it helps the wearer 
shrug off physical attacks and gives him an insane rush of strength and energy
(but reduces the wearer's wisdom accordingly). When held in the hand, it can 
also be used to confound others for a limited period of time. This item can be 
used only by Xaositects.


ROD OF MODRON MIGHT
Special: Summons 1-3 Modron Constructs
Weight: 5

This magical rod allows the user to summon Modron constructs to do battle with
his enemies. From one to three constructs are summoned. The constructs will 
fight fearlessly to the death.


SADISTIC FRAME
Invokes: "Pain Mirror"
Weight: 1

When used, this item causes an attacker to feel the same pain and hurt that he 
has inflicted upon the user.

NOTE: This item must be used from the Quick Items menu.


SCENT OF THE STORM
Invokes: "Acid Storm"

This is a perfume bottle. A small atomizer is attached to the bottle that
produces a fine mist when used. There seems to be a small amount of liquid left
in the bottle.

Spraying this into the air will call forth a storm of acid to fall upon your
enemies.


SHACKLES OF LIGHT
Invokes: "Chain Lightning Storm"
Weight: 10

Somehow someone or something has managed to transform the power of lightning 
and turn it into a solid form. These shackles contain all the power and fury of 
a lightning storm and at one time could probably contain even the most powerful 
of creatures. Now, it looks as if the spells that have bound the lightning are
failing, as evident by the constant discharge of energy.

Throwing the chains should be enough to release the energy contained in the
chains.


SHAMANIC ROD
Invokes: "Magic Missile"
Damage: 2-5 Points of Damage per Missile
Range: 180 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 1
Usable only by Mages

This is the severed foot of some large bird. For whatever reason, someone has 
enchanted it, making it capable of casting the spell "Magic Missile" for a 
limited number of times.


STINKY CHOCOLATE
Invokes: "Cloudkill"
Weight: 0

This foul-smelling, oozing bit of chocolate will cause its eater to breathe out 
great gouts of toxic fumes when consumed.


STONE GULLET OF L'PHAHL THE GROSS
(Unique, Artifact)
Special:
   Permanent +1 to Save vs. Poison
   Permanent +15% Resistance to Acid
Weight: 3

The Gurgling Stone Gullet of L'Phahl the Gross is not as well known as most 
artifacts tend to be; no wars have been waged over it, no betrayals, no epic
journeys into the underworld... only a few moralizing sorcerers, a fat man, and
his stomach.

As the "legend" goes, L'Phahl the Gross was said to have been a promising
practitioner of the Art, a sorcerer's apprentice to one of the Last Seers of
Es-Annon. Despite his skill at the Art, however, his gluttony was the subject 
of much ridicule among his peers.

During the last great Massing of Es-Annon, L'Phahl was invited to dine at the
center table, but unknown to him, his peers had filled his wine goblet with an
elixir of turning flesh to stone to teach the rotund student a "lesson."

L'Phahl consumed such great amounts of food and drink during the Mass, however,
that it diluted the potion's effects. Complaining of a stomach ache hours after
the feast, the local healers discovered that L'Phahl's stomach had turned into
stone, yet was still capable of digesting food. L'Phahl lived the rest of his
days happily eating, though his gullet was a few pounds heavier than before.

When he finally died, his stomach was removed as an oddity... and since then, 
it has 'wandered' the Planes in search of new stomachs.

To use the artifact, one must consume it (it has the consistency of stale
bread)... so doing will turn the eater's stomach into the stone gullet.
Devouring the stone gullet of L'Phahl will grant the user the blessing of stone
and rock and slight resistance to (stomach) acid.


SYMBOL OF TORMENT
(Greater Artifact)
Invokes: "Rune of Torment"
Weight: 0
Usable only by Nameless One

This strip of flesh holds the symbol of Torment that you have always worn; it
peeled away from your arm when you realized your true name.

The symbol no longer rules you, and you may harness its power to bring 
retribution against your enemies. Merely holding it and invoking its power will 
summon all the pain and suffering from your past incarnations upon your foes.


TEAR OF SALIERU-DEI
(Artifact)
Special: Permanent +1 Constitution
Weight: 0
Usable only by Lawful Good Characters

This glistening red tear was shed by the martyred Harmonium officer Salieru-Dei
when he was put to death on the Harmonium's home plane of Ortho. Mistaken as a
member of the hated Revolutionary League, Salieru-Dei's obedience and loyalty
was such he could not bring himself to challenge the allegations of his
superiors. At the moment of his execution, three tears fell from his right eye 
and turned to stone as they fell upon the flagstones of the square.

Ironically enough, an anarchist subsequently revealed the Harmonium's mistake 
to the public, discrediting them. Ever since, the tears of Salieru-Dei have 
been considered relics of the Harmonium... and used as a lesson to the evils of
unquestioning obedience by the Revolutionary League.


TEARS OF SORROW
Invokes: "Elysium's Tears"
Weight: 1

Contained in this bottle are the tears of sorrow that were shed by this persons 
relatives. All the rage and anguish of this person's senseless death in battle 
are contained in this smiling bottle. By throwing this bottle at an enemy, 
their wrath can be unleashed.


THE GRIMOIRE OF PESTILENTIAL THOUGHT
Weight: 2

This black-bound tome seems to radiate a slight rotting smell, and the covers
are unpleasant to the touch - like uncured human flesh left out in the sun. 
Rusted buckles on the cover seal it against the elements.

It is the Grimoire of Pestilential Thought, an arcane tome created ages ago for 
purposes unknown, the purpose of which is to teach mortals the nature of evil.
Some sages warn against its use, while others urge it. It is said to grant
mighty magical powers when services are performed for it.


THE UNBROKEN CIRCLE OF ZERTHIMON
Weight: 2
Usable only by Dak'kon

This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken
Circle is a *zerth* religious text, containing teachings of Zerthimon, the
founder of the githzerai people. The Circle is made up of a series of
interlocking circles that fold out from one another, depending on which branch
the reader wishes to follow in the path of teachings... it is said that some
zerths spend years poring over the combinations of the plates, looking for new
significance in the teachings.

Dak'kon seems to use the text as a means of focusing his spell casting
abilities, for he pores over the tablet occasionally, memorizing the words.


THRICE-BLIND CHARM
Invokes "Blindness"
Weight: 0

These three cranium rat tails have been woven into a small charm. Despite the 
separation from their owners, however, they still twitch occasionally, as if 
irritated.

To use this charm, the caster must select a target within his line of sight, 
then, while remaining focused on the target, untie the charm. The target's
vision will turn black for several minutes, rendering them helpless and 
reducing their combat ability drastically.


TOME O' CHEATS
Weight: 4

This is the infamous Tome o' Cheats, a massive libram of sleazy little 
loopholes and the like written through the collaboration of dozens of dastardly
power-gamers.

As soon as it's decided exactly how much of its possible functions can be
implemented in the short amount of time we want to allot to it, you'll be able
to cheat, cheat, *cheat* like mad with it. Hoody-hoo!


WHISPERING FLASK
Invokes: "Aid"
Special: +2 to Strength
Usable only by Githzerai

This container holds a peculiar powder called "Whispering Motes" (loose 
translation of the Gith expression), a form of healing powder commonly used by 
the githzerai on the Plane of Limbo. When the stopper is pulled and the spice
touched on the skin of a wounded person, the spice travels through the injured 
person's body, generating raw matter to fill up the "holes" in his physical 
form, no matter how small or large. In order for the spice to work, the user 
must concentrate on its healing effects... with the proper discipline, a
practiced githzerai can even heal the greatest of wounds. In addition to its
curative properties, it is also the element in several of their rites of 
passage... it is believed that the spice also fills in the "holes" in a 
person's psyche, removing doubts and giving them focus and purpose.


WHISTLE OF WARDING
Invokes: "Anti-Magic Shell"
Weight: 0

Carved of human bone, the Whistle of Warding is a favorite artifact of the 
practicing Necromancer. The enchantments placed upon the item allow its 
possessor to invoke its magic simply by blowing a tune on the whistle. The 
whistle can only be blown one time, for once its enchantment is released, its 
power is spent and the item crumbles to dust.


XACHARIAH'S HEART
(Minor Artifact)
Special:
   Permanent +1 to Dexterity when broken
   Permanent +1 to Armor Class vs. Missiles
Weight: 10
Usable only by Fighters

This blackened, fist-sized object looks more like a lump of burned charcoal 
than Xachariah's heart. It is extremely heavy for its size, and cracks run 
across its surface... it looks like it might break in two at any moment. 
Handling it leaves strange rust-colored streaks on your hands that won't come 
off.

Something about the object's weight makes you curious enough to study it for a 
while; upon closer examination, what you at first took for Xachariah's heart 
is, in fact, a stone. As far as you can tell, there is no sign that this was 
ever living tissue. How Xachariah survived with -this- beating in his chest is
unknown.

Whatever blessing was laid upon Xachariah's eyes that allowed his arrows to fly 
true has left its mark upon his heart as well. When Xachariah's heart is broken 
in two, the breaker of his heart will gain a portion of Xachariah's sight, 
agility and perception. This gives the breaker a bonus to their dexterity and a 
chance of spotting and dodging any missiles aimed at them.


-------------------------------------------------------------------------------
Quest Items
-------------------------------------------------------------------------------

ACASTE'S SKULL
Weight: 2

This is Acaste's bloody skull.


ANGYAR'S DEAD CONTRACT
Weight: 0

This crisp parchment has a musty smell about it, like it has been stored in an
attic for too long. From what you can make out from the tiny, cramped writing,
this document seems to be a contract between two parties: The Dustman faction
and a man named "Angyar." In exchange for thirty copper pieces, Angyar has
signed away the rights to his corpse to the Dustmen, presumably so that they 
can use him as a worker in the Mortuary.


BATTERED TANKARD
Weight: 3

This battered tankard is covered with dents, and its handle looks ready to fall 
off. Judging from the size of some of the dents, it looks like it was used to 
bash in someone's skull.


BLOODY HANDKERCHIEF
Weight: 0

This silk handkerchief has some of Kesai-Serris' blood on it.


BRONZE SPHERE
Weight: 5

This simple bronze sphere is about a foot across, but it is surprisingly light,
as if hollow inside.

Although its basic appearance is normal enough, this sphere somehow manages to
offend the rest of your senses. The texture of the sphere, just the 'feel' of 
it gives you the impression it's an egg that just about to burst open -- just
touching it makes your skin crawl. To make matters worse, the faint smell of
rotten custard emanates from it, and it makes your eyes water.


CHOCOLATE QUASIT
Weight: 1

This is a twisted little imp-like creature - a quasit, a sort of fiendish
familiar - that has been polymorphed by powerful magic into sweet, milk 
chocolate. Imported from the Lower Planes, they are quite prized by lovers of
chocolate and confections.


CHARCOAL PENCIL
Weight: 0

This is an ordinary charcoal pencil used for writing and drawing.


CRANIUM RAT TAIL
Weight: 0

This is a tail from a cranium rat.


CRIMSON VEIL
Weight: 0

This is a beautiful crimson veil. Whatever textile it's made of is so light and 
gauzy that it's like a sheaf of pure, brilliant color, rather than an object of
dyed cloth.


CRUMPLEPUNCH'S LEGACY
Weight: 0

This legacy is inscribed on a wadded-up piece of old vellum, creased and
soot-covered. It has obviously been much pored over by someone with very dirty
hands. It belongs to Crumplepunch the smith, and from what you can decipher, it
appears that his father was both uneducated and sloppy in his handwriting. The
little you can make out appears to order the division of the smithy and the 
distillery between the two brothers, but does not provide detail as to how the
division is to be accomplished.


DEAD NATIONS KEY
Weight: 0

This heavy iron key came from Hargrimm the Bleak, Skeleton Priest of the Dead
Nations.


DECANTER OF ENDLESS WATER
Weight: 2

This is an ordinary-looking, stoppered flask that somehow holds an endless 
supply of water. It might be useful for putting out fires or some such task.


DEVA'S TEARS
Weight: 1

This is a small glass phial labeled as 'Deva's Tears.' They were collected from 
a deva who was captured during a Blood War skirmish. The fiends tormented the
imprisoned angel for eons before he at last escaped - this small bottle holds
the twelve tears he shed in that time. Deva's tears are said to soothe the most
savage anger... even that of a fiend's tongue.


DECANTER OF ENDLESS WATER
Weight: 2

This is an ordinary-looking, stoppered flask that somehow holds an endless
supply of water. You know the command word for this item - "Nildenosaj" - and 
you're confident you can put out most any fire, no matter how intense.

NOTE: This item can only be used through dialogue with an object or creature.


DODECAHEDRON
Weight: 2

This heavy dodecahedron - about the size of both your fists balled together -
seems inexplicably familiar to you. It texture is cold and smooth, but whether 
it's metal or stone, you cannot tell. A certain, almost intangible 'tension' 
runs over the object, as if it were ready to spring into the air at any moment.


DREAM CAGE
Weight: 0

This is a fine-wrought birdcage adorned with razors that you obtained from
Coaxmetal the Golem. You are supposed to take it back to Nihl Xander for use in 
the Dream Builder.


DREAM KEY
Weight: 0

This is a simple, black feather, used to operate the Dream Builder in the Great
Foundry.


DREAM PILLOW
Weight: 1

This small embroidered pillow came from a coffin at the Coffin-Maker's
establishment.


DREAM VIAL
Weight: 0

This vial contains scrapings of skin and some of your blood, to be used in
powering the Dream Builder of Nihl Xander.


DUSTMAN COSTUME
Weight: 5

This is a well-crafted replica of the dull black robes commonly worn by members
of the Dustmen faction. Unlike a true Dustman's robes, however, it is made of
fine materials and lined with silken padding.


ELIXIR OF HORRIFIC SEPARATION
Weight: 1

This vial of Elixir of Horrific Separation was compounded by a scholar who'd
found she possessed a darker half - a side of her which took control, at times, 
and bade her do awful things. This potion was to have 'split' the darker half
away from her, creating two separate beings. Mercykillers, however, found and 
executed her for a string of depraved murders before she could use it.

Unless the imbiber is actually more than one being existing within a single 
body - possessed by a fiend, for instance - the elixir will have no effect.


EMBALMING ROOM KEY
Weight: 0

This long, thin key has a spiral head and smells faintly of embalming fluid. It 
looks extremely old, and numerous scratches cover its surface.

NOTE: When using keys in Torment, you only need to have them in your inventory
to unlock a door. In some cases, the key will vanish after it is used... this 
is done when the key is no longer needed and frees up your inventory slots for
other, more important items.


FESTHALL ROOM KEY
Weight: 0

This is the key to a room within the Civic Festhall.


FIEND'S TONGUE
Weight: 2

This is a fiend's silvery tongue floating in a jar of brine. It's said that,
once placed into the mouth of any living thing, it will give the ability of 
speech, even if there was none before.


FIN ANDLYE'S NOTES
Weight: 1

These are the notes of the deceased linguist Fin Andlye. They are composed of
his research into the language of the Uyo.


FINAM'S BOOK
Weight: 1

This is the research journal of a linguist named Finam.


FINGER-BONE
Weight: 0

This is a well-decayed and nearly meatless finger bone from a humanoid of
roughly your size. There is still some sort of odd ring on the finger. It is an 
intricate thing, sculpted with dozens of tiny, ornate flanges and decorative 
protrusions. Oddly enough, it seems firmly rooted to the finger, and no amount
of pulling or prying will budge the thing... almost as if the ring's jagged 
edges have dug into the lifeless finger itself and refuse to release it.


FINGER BONE KEY
Weight: 0

This key is fashioned from a human finger, cunningly fitted with grooves,
flanges, and rings. The lock that would take this key would be complicated
indeed.


FORGE HAMMER
Weight: 4

A hammer used to beat heated iron ore into shape. It's very heavy.


FROST-ALE MUG
Weight: 2

This large, pewter ale stein is of unusual manufacture, its surface etched with 
strange runes. It keeps its contents icy cold, whatever the surrounding
temperature.


FROST-ALE MUG WITH DARK BIRD
Weight: 3

This large, pewter ale stein is of unusual manufacture, its surface etched with 
strange runes. It keeps its contents icy cold, whatever the surrounding 
temperature. Currently, it's holding a Dark Bird of Ocanthus - a shard of black
ice from an exhibit in Yvana's Galleria in the Clerk's Ward.


GILTSPUR'S HANDBILL
Weight: 1

This is the handbill Giltspur asked you to deliver to Scofflaw Penn for
printing. It's nothing special. It's a little promotional note for Giltspur's
auctioneering services:

"COME ONE, COME ALL TO GILTSPUR'S AUCTION"

And so forth.. It's not much to read, but it certainly reflects his personality 
accurately.


GILTSPUR'S NOTE
Weight: 1

This is the note Giltspur has asked you to deliver to Keldor of Durian, in the
Great Foundry. It looks like it's a private note, but you don't seem to have 
any scruples about reading it.

Upon further examination, it appears that it's just a bill for Giltspur's 
promotional services. You're a little disappointed that it's not something more 
exciting.


GILTSPUR'S POSTING BILL
Weight: 1

This is the handbill Giltspur asked you to deliver to Barkis at the Smoldering 
Corpse Bar. It's a copy of the bill Penn printed up for him. Giltspur must be
hard up for messengers if he'll pay you two hundred coins for this.


GODSMAN COSTUME
Weight: 5

These are well-crafted replicas of the plain, sturdy clothes and work-boots 
that make up the typical Godsman's working garb. Unlike a true Godsman's 
clothes, however, these are made of fine materials and lined with silken 
padding.


GODSMAN RECEIPT
Weight: 0

A receipt stamped with the symbol of the Godsmen. Probably redeemable at the 
Great Foundry.


GODSMAN TOKEN
Weight: 0

The bearer of this token - a brass coin embossed with the seal of the Believers 
of the Source - has proven himself to the Godsmen. It is a symbol of trust, and
as such, it allows its bearer into the portions of the Foundry that are 
normally off-limits except to the high-ups of the faction. Guard it carefully.


GORGON SALVE
Weight: 1

A small bottle labeled as 'Gorgon Salve.' Smeared onto the surface of any being 
turned to stone, it will revert them to flesh.


HANDKERCHIEF
Weight: 0

This is an unremarkable silk handkerchief.


HARGRIMM'S SKULL
Weight: 2

Nothing remarkable about it, really. Without the headdress, it looks like just 
another skull.


IANNIS'S VAULT KEY
Weight: 0

This thick metal key looks like it may unlock the vaults in the advocate's 
office.


INK-FILLED TANKARD
Weight: 4

This battered tankard is covered with dents, and its handle looks ready to fall
off. Judging from the size of some of the dents, it looks like it was used to 
bash in someone's skull.

This tankard is currently holding a mass of ink from a *brogota-fin* fish.
Hopefully, this is the last damn thing Mebbeth needs from the marketplace.


IRON ORE
Weight: 5

A lump of iron ore.


JUNK
Weight: 1

This is a collection of junk... small springs, broken bolts, and a cracked gear 
or two. It looks like someone felt these pieces might be useful one day, but
they seem pretty useless to you.


KESTER'S LEGACY
Weight: 0

This legacy is inscribed on a carefully-folded piece of well-tended, old 
vellum. It belongs to Kester the distiller, and from what you can decipher, it 
appears that his father was both uneducated and sloppy in his handwriting. The 
little you can make out appears to suggest that the two brothers devote 
themselves to increasing their wealth by building the businesses... and here 
the ink smudges into unreadability. The rest of the document does not provide 
detail as to how the division is to be accomplished.


KEYS TO DOLORA'S HEART
Weight: 0

This pair of keys is attached to a key-chain from which a heart-shaped charm
dangles. The surface of the heart is inscribed with hundreds of tiny numbers, 
and the word 'DOLORA.'


LEATHER APRON
Weight: 5

This looks to be a heavy apron made from hide of some creature. Aprons such as 
these are used to protect workers clothes from the heat of the forge.


LINGUIST'S ASHES
Weight: 3

This is an urn full of ashes and charred bits of bone. Etched into the base of
the urn are the words 'Fin Andlye - Beloved Husband, Father, and Scholar of One 
Hundred Languages.'


LOAN DOCUMENT
Weight: 0

This document shows that Trist's loan from Byron Pikit was paid in full.


LOVE LETTER
Weight: 0

This is a passionate, steamy, and rather graphic love letter. Who it's to and 
whom it's from, however, are quite vague.


LUMP OF OBSIDIAN
Weight: 1

This is a chunk of rough obsidian, recently burnt by Avernus' fires.


MEBBETH'S WASH
Weight: 15

This is a flattened mass of green rags, thin as paper, yet so stiff they look 
like they could double as wooden boards. The rags are so caked with a 
greenish-lime starch that they look like it would take years of soaking to 
relax them. Perhaps Mebbeth can find a way to salvage them, but you think that 
would be beyond anyone's abilities.


MORIDOR'S RUBY
Weight: 0

This is a fairly large ruby recovered from Moridor's Box. Gems of this quality
are valued by practitioners of the 'art' as a component for various spells.


MORTUARY FRONT GATE KEY
Weight: 0

This is a large, unimaginative iron key. For some reason, its somber appearance 
reminds you of the Mortuary.

NOTE: When using keys in Torment, you only need to have them in your inventory
to unlock a door. In some cases, the key will vanish after it is used... this 
is done when the key is no longer needed and frees up your inventory slots for
other, more important items.


MORTUARY SANCTUM KEY
Weight: 1

This heavy key is a strange fusion of bone and an unidentifiable blood-red 
metal. Its jagged C-shaped head looks like its ready to clamp down on whoever 
holds it. This key is used to open the inner gates in the Mortuary.

NOTE: When using keys in Torment, you only need to have them in your inventory
to unlock a door. In some cases, the key will vanish after it is used... this 
is done when the key is no longer needed and frees up your inventory slots for
other, more important items.


ORNATE BOX
Weight: 2

This appears to be a small wooden box. Intricate designs etched in gold adorn
the box. At one time this box would have been worthy enough to be displayed at 
any aristocrat's estate. However, years of neglect have taken their toll and it
appears to be falling apart. If not for the large ruby mounted to the front of
the box, it would be worthless.

Feelings of dread seem to emanate from the box.


PHINEAS' KEY
Weight: 0

This is the key to Phineas' basement at the Office of Vermin and Disease 
Control.


PRAYER BEADS
Weight: 1

This is a necklace of red and black prayer beads. A web of black lines swirls 
around the edges of the prayer beads as you hold them, moving in some strange 
pattern you cannot decipher.


PREPARATION ROOM KEY
Weight: 0

The head of this bronze key has been twisted around itself several times, so 
that it resembles a screw. If Morte is to be believed, it unlocks one of the
doors in the Preparation Room.

NOTE: When using keys in Torment, you only need to have them in your inventory
to unlock a door. In some cases, the key will vanish after it is used... this 
is done when the key is no longer needed and frees up your inventory slots for
other, more important items.


PROMISSORY NOTE
Weight: 0

This is a promissary note in the amount of one thousand copper commons that the 
possessor can collect upon from the Brothel of Slating Intellectual Lusts. Ecco 
gave it to you in order to purchase the Deva's Tears with; it's doubtful you
could do anything else with it.


QUINT'S POISON CHARM
Special: Cures Poison
Weight: 1

This is a necklace made of pointed teeth. Examining it more closely, you see
that each of the teeth has been hollowed out, as if it could carry a small
amount of liquid.

It is Quint's poison charm. When used it has the ability to cure various types
of poisons.


RAVEL'S GRAY HAIR
Weight: 0

This is one of Ravel's long gray hairs; it's so old, it looks like her normally 
gray hair is turning an even whiter shade of gray. It must be a few feet 
long... and it looks pretty tough, to boot.


SCENTED VEIL
Weight: 0

This is a beautiful perfumed, crimson veil. Whatever textile it's made of is so 
light and gauzy that it's like a sheaf of pure, brilliant color, rather than an 
object of dyed cloth. More remarkable than the veil's appearance, though, is 
its scent - doubtlessly one of the most intensely exotic and arousing aromas 
you have ever had the pleasure of inhaling.


SCROLL OF EVIDENCE
Weight: 0

This is a scroll listing the criminal activities of Byron Pikit.


SKIN OF REGRETS
Weight: 1

This is a scrap of your flesh with a regret inscribed upon it. It is a small, 
tattered thing, but just looking at it makes you feel uncomfortable. It has a
strange weight about it and feels heavier than it should.


SKULL OF MANTUOK
Weight: 2

This is the skull of the wererat Mantuok.


SKULL OF THE SILENT KING
Weight: 2

This is the head of the Silent King.


SMALL RED KEY
Weight: 0

Taken from the Starved Dog sentry in the main hall of the Tenement of Thugs,
this slender strongbox key is ornately crafted and appears as though it might 
be of significance to the Starved Dogs Barking gang.


SMALL STEEL FORK
Damage: 1-2 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests

This fork is definitely no prize piece of cutlery. Its steel finish is 
scratched and slightly bent and its tines are crusted with dirt.


SOEGO'S SKULL
Weight: 2

This skull used to be attached to Soego's body before his unfortunate...
"accident."


SOUNDING STONE
Weight: 2

This dark stone is covered in dust, as if it has been sitting here for years - 
it looks like a piece of one of the statues that was chipped away. A tracery of 
strange runes and markings cover the stone's surface.

It feels strangely familiar somehow.


STALE MARY'S SKULL
Weight: 2

This is Stale Mary's head. The strong rotting smell coming from it makes you
slightly nauseous.


STEEL BOX
Weight: 10

This sturdy steel box has a thick leather handle on the top, but there's no
apparent way to open the thing - it appears to be welded shut. There are a
number of very narrow slits along one side, though you can't quite see into the 
box through them. A sickly-sweet, rotting smell wafts out from the slits.


STRIP OF SKIN
Weight: 0
Usable only by Nameless One

This scrap of skin has been peeled from the back of your left forearm. Its 
scarred, gray surface reminds you of a zombie's hide; it feels more like a 
piece of cured leather than a strip of skin.

NOTE: To inscribe a regret on this skin, select the "Use" command.


TENEMENT KEY
Weight: 0

This small, plain key is fashioned of wrought iron and appears to be of no 
particular value.


TENEMENT STOREROOM KEY
Weight: 0

This plain iron key is scratched and worn from repeated use.


THILDON'S AWL
Weight: 1

This is a well-fashioned awl, with the name "Thildon" burnt expertly into the 
wood handle.


TOMB KEY1
Weight: 0

This key seems vaguely familiar somehow... as you hold it, you suddenly know 
its purpose. It's supposed to allow you to teleport to one of the inner 
chambers of the Weeping Stone Catacombs tomb -- but only if you use it in the 
entrance corridor; once inside the chamber, it's useless. If you could somehow 
get back to the entrance chamber, you might be able to use it to use the key to 
jump somewhere else...

TOMB KEY2
Weight: 0

This is a portal key.


TOMB KEY3
Weight: 0

This is a portal key.


TOMB KEY4
Weight: 0

This is a portal key.


TOMB PLANS
Weight: 0

These are the plans of a custom made tomb. Stenciled proudly across the top 
edge are the words 'Engineered for Eternity.'


TOME OF BONE AND ASH
Weight: 5

This worn, leather-bound tome lists diagrams and charts detailing several minor 
wards and enchantments. There are numerous drawings of skeletons, bones, and 
the manner by which they may be preserved over time.

Of particular interest is the section regarding "guardians." Apparently, the
Dustmen animate corpses of fallen giants to serve as guardians for the 
Mortuary. To make them even deadlier, armoring enchantments are woven into 
their breastplates to help shield them from attacks.

The book is much too complex for you to absorb all at once, but it looks as if
you could refer to certain sections when the need arises.


TONGS
Weight: 5

Soot-covered tongs used to hold iron ore in the heat of a foundry fire.


UHIR'S KNIFE
Damage: 1-3 Piercing
Special +1 to Luck
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This unremarkable, dirt-caked dagger has the letters 'UHIR' carved into its
handle. Despite its shoddy appearance, the blade is well-balanced.


UNFOLDING PORTAL
Weight: 10
Usable only by Nameless One

This is a shimmering piece of filigreed metalwork that you picked up in the
Great Foundry. It looks almost gauzy. Sharp edge protrude from it. You have no
idea where it goes right now, but it must be important if you commissioned it
for yourself.

All you need to do to activate it is find the proper key.


VLASK'S PORTAL KEY
Weight: 0

A small fragile glass bead containing the reagents needed to open a certain 
portal once. Simply crush to activate.


-------------------------------------------------------------------------------
Rings
-------------------------------------------------------------------------------

ADAHN'S RING
Weight: 0

This is a gift you received from Adahn when you bid him farewell in the
Smoldering Corpse Bar. It's a featureless metal ring looks extremely thick and
heavy, but it is almost weightless. It shifts as you watch, changing from
silver, to bronze, to gold.


AEGIS OF TORMENT
Special:
   +3 to Constitution
   +15 to Base Hit Points
   +3 to Armor Class
Weight: 0

Rows and rows of minute skulls line the outer edge of this ring. It is crowned
by an over-sized skull with fire-red gems that serves as its eyes. This ring is
the physical manifestation of the suffering of the tormented slaves of 
Dahnthur. It was their ultimate wish to gain protection from their oppressors, 
and with this magical ring, their wish was finally realized. Even with the 
fiery red gems, a royal purple hue continually emanates outward.


ARKIN'S RING
Weight: 0

This ring belongs to Arkin, Sheryl's father.


BRONZE RING
Weight: 0

This crude bronze ring looks like it might have doubled as someone's nose ring
in the past. Despite the dents and scratches, it might be worth a few coins to 
a local merchant.


DEIONARRA'S WEDDING RING
Special:
   +1 to All Saving Throws
   +1 to Armor Class
   +3 to Armor Class vs. Piercing
Weight: 0
Usable only by Nameless One

This ivory ring was part of Deionarra's legacy. It radiates a slight glow, and
though it is cold to the touch, the chill is strangely comforting. The ivory 
band stretches to fit the width of any finger.

Among the many secrets of the Society of Sensation is the ability to shape a 
peculiar stone from Elysium, dubbed "soulstone." While this stone is not as
powerful as the sensory stones, the soul stone is said to carry an imprint of 
the shaper's feelings. These rings are often used in Sensate marriage 
ceremonies, each ring inscribed with the feelings of the other. This ring was
obviously intended for you.

When wearing Deionarra's ring, you gain added protection from all attacks, and
additional protection from any piercing attacks... presumably, the ring's
purpose is to shield the heart from shock and trauma, and this extends to any
physical pain the wearer suffers as well.


DEIONARRA'S WEDDING RING
Special:
   +3 to All Saving Throws
   +3 to Armor Class
   +3 to Armor Class vs. Piercing
Weight: 0
Usable only by Nameless One

This ivory ring was part of Deionarra's legacy, and through some unknown means, 
she has enhanced its power three-fold. Where it radiated only a slight glow
before, it now burns with a cold, white fire along the edges. The fire does not
burn - if anything, it's touch is comforting.

As with wearing Deionarra's normal soulstone ring, you gain added protection 
from all attacks, and additional protection from any piercing attacks...
presumably, the ring's purpose is to shield the heart from shock and trauma, 
and this extends to any physical pain the wearer suffers as well.


DISPLACER RING
Special: +2 to Armor Class
Weight: 0

Created from the blood of a displacer beast, this ring is able to partially
redirect the force of any ordinary weapon. This results in making the user 
harder to hit and when hit takes less damage than normal.


GEHRAISE'S RING
Special: +3 to Save vs. Poison
Weight: 0

This small silver ring looks like it belongs on a woman's finger. It feels
slightly warm to the touch and it has the power to offset poison that has
entered the wearer's bloodstream.


GOLD RING
Weight: 0

The exterior of this gold ring has a series of engravings on its surface, but 
you can't make out their significance. Whatever its past purpose, it might be
worth quite a few coins to a local merchant.


MEMPA'S BITING RING
(Cursed)
Special: +2 to Armor Class
Weight: 0

Mempa was a mage obsessed with the possibility of having her magic items lost 
or burgled while she was asleep or otherwise incapacitated. While the vast 
majority of her carried possessions were inseparable from her corpse and thus 
buried with her, some of her weaker items - early experiments, perhaps - were 
left behind and remain in the world of the living.

Mempa's Biting Ring, whose powerful aura protects its bearer from bodily harm,
is one such item. However, once placed upon one's finger, the ring bites down 
and holds on so tenaciously that it is nigh impossible to remove it from the
'bitten' digit.


NEGATIVE TOKEN
Special: Ward against Shadows
Special: Holds Shadow Creatures Temporarily
Weight: 0

This is a "negative token": a flat, black disk that appears to have no 
substance to it at all. Turning it over reveals that it has no third dimension 
- there is no thickness to this item at all. It gives you some command over 
creatures of shadow - you can command them to stand still for a few precious 
seconds. The more powerful the shadow, the less likely it will obey your 
command.

As an added benefit, as long as this token is carried by *any* of your party 
members, it acts as a ward against shadows. It will not prevent shadows from 
attacking your group, but the shadows will find it more difficult to harm you
while the Token is carried.


RING OF FALLEN STARS
Invokes: "Meteor Storm Bombardment"
Weight: 0

The band of this ring is made of stone recovered from a fallen star. When used
this ring can call others of its kind to rain down upon the users enemies.


RING OF THE TRAVELER
Special: +1 to Armor Class
Weight: 0

These rings are quite common across the planes. Simple to make and in great
demand, Mages usually create these items as a way to raise quick money. This
particular ring has a minor enchantment on it that protects the wearer from
harm.


RING OF THEX
Special:
   +20 to Base Hit Points
   +4 to Armor Class
   +2 to All Saving Throws
Weight: 0
Usable only by Mages

This ornate silver ring is set with a single red stone of an unknown type. The 
ring is believed to have been created by an adventuring mage named Thex. Thex 
claimed she was tired of sitting back and flinging spells at enemies while the 
rest of her adventuring party was able to get into the thick of battle. She 
felt that the ring would allow her to become what she chose to call a 
Battlemage. The Ring of Thex was the crowning achievement of her short career.


RING ZERO
Special:
   +3 to Armor Class
   +3 to Intelligence
   Memorize 1 Additional 1st Level Mage Spell
   Memorize 1 Additional 2nd Level Mage Spell
   Memorize 1 Additional 3rd Level Mage Spell
   Memorize 1 Additional 4th Level Mage Spell
   Memorize 1 Additional 5th Level Mage Spell
   Memorize 1 Additional 6th Level Mage Spell
   Memorize 1 Additional 7th Level Mage Spell
   Memorize 1 Additional 8th Level Mage Spell
   Memorize 1 Additional 9th Level Mage Spell
Weight: 0
Usable only by Mages

From a Hero of ancient times during the Year of Gii 'on, AC195, this exquisite 
ring is smartly carved, with spiked edges. The ring is made of a metal that is 
unidentifiable, with a center stone that is ice cold to the touch. It emanates 
a strange, royal purple glow.


SERPENT RING
Special:
   Immune to Poison
   +33% Resistance to Magic
   +2 Save vs Spells
Weight: 0
Usable only by Thieves

This appears to be a baby serpent of some sort that has been frozen into the 
shape of a ring. Its eyes glitter and swirl like jewels and even appear to move 
occasionally.


SILVER RING
Weight: 0

This simple band of silver has no ornamentation; it may have once been a 
wedding ring. Whatever its past purpose, it may be worth a few coins to a local
merchant.


TWISTED RING
Special: +1 to Armor Class
Weight: 0

This ring looks like three rings that have been wrapped around each other. Just 
looking at it makes you dizzy.


YEVRAH'S RING OF ALMOST INVISIBILITY
Special: +1 to Armor Class
Weight: 0

This is Yevrah's Ring of Almost Invisibility. It makes its wearer invisible - 
almost. Sometimes, for brief periods, the wearer becomes really, *really* close 
to being invisible - an event which is often disconcerting to an attacker - and
is thus more difficult to strike in combat.


-------------------------------------------------------------------------------
Scrolls
-------------------------------------------------------------------------------

ANCIENT SCROLL
Weight: 0

Despite it's age, this scroll is amazingly well preserved. Strange symbols have 
been carefully penned onto the parchment.


BAATOR SPELL KEY
Weight: 0

This symbol of Baator is inscribed upon a piece of human flesh. It smells 
burnt, and it is frayed around the edges. As long as you carry it on your 
person, it will prevent your spells from going awry while on the plane of 
Baator.


BONE-FRAMED JOURNAL
Weight: 2

This appears to be some sort of journal. Sheets of dried human skin have been
stretched across a framework of bone, and strangely enough, it appears the
sheets of skin have healed together at the seams, forming the spine of a
makeshift book. It looks like the outer sheets of skin form a cover for a 
series of other skin sheets locked inside the bone frame.

A series of symbols have been written in blood across the exterior of the 
sheets of skin, but you can't make them out; they appear to be some form of 
writing, but they seem to be written upside down, right to left, and at odd 
angles that make your eyes hurt.

Despite the crudity of the writing, you have to admit the design of the bone
frame is actually quite intricate; the bones have been carved so that they snap 
neatly together. It looks like the bones can be unhooked from each other, 
allowing the book to be opened and read.


CARCERI SPELL KEY
Weight: 0

This symbol of Carceri is inscribed upon a piece of human flesh. It has a
rose-colored tint about it, and it feels cold to the touch, almost like a sheet
of ice. As long as you carry it on your person, it will prevent your spells 
from going awry while on the plane of Carceri.


DEIONARRA'S LEGACY
Weight: 0

My Love,

If you are reading this, then the tragedy I have Seen has come to pass. I have
died, and you have remained to suffer the loss.

Know this, my Love... I know why you were forced to shield your feelings from
me. You sought to protect me from the terrible burden you carry with you. The
distance you kept between us was your way of protecting me, and the brief 
moments when we were alone and you let your feelings be known, *that* was when 
I knew you cared for me. Carry no regrets with you, carry no guilt, for I came
with you on your haunted journey of my own accord, and no matter how death came
for me, I know that you did everything  in your power to save me.

Our lives are intertwined my Love, and death shall not be a wall between us.

For my Sight has seen what is to come, only in staccato segments, but it is
enough for me to know that we will be separated for a time, but we shall be 
reconciled again. Thus, do not see my death as a farewell, but only as an 
interval before we meet again. Carry my ring with you, and these other pieces 
of me, and think of me. Keep me in your mind and heart, and that will be the 
beacon that brings us together.

Forever,
Deionarra.


DUSTMAN REQUEST
Weight: 0

A note written on a scrap of dry parchment:

"Contact the necromancer responsible for Raising contractual worker 42. I know
he's examined the skeleton before, but I am certain the initial Raising of the
body was warped. The worker still responds to commands, but when it has
completed a task, it resumes pacing in the same circular pattern as it did
before.

"Dhall recently informed me that worker 42 exhibited that same walking pattern 
when it was a zombie decades ago. There may be a soul echo in the marrow or the 
skeleton's age may have caused the magic animating him to decay. One of the
Initiates suggested it may be following an order issued by a higher-ranking
Dustman in the past, but I have found no records of such an order.

"Whatever the reason for its behavior, the matter is to be resolved or the 
worker replaced."


FORGED DEAD CONTRACT
Weight: 0

This false 'Dead Contract' is similar to a standard Dustman Dead Contract, but 
the tiny cramped writing on it hides the fact that the signer in fact does not 
owe his corpse to the Dustman after death at all... essentially, any Dustman 
who signs the contract will essentially be paying the signer for doing nothing 
but putting his signature to paper.


MORTUARY REMINDER MESSAGE
Weight: 0

This rolled up piece of parchment appears to be some sort of message the
skeleton in the Mortuary was supposed to deliver:

"This is the third and *last* request for the prybar; if it has been misplaced,
*tell* me and I shall go to the Hive market and purchase another. I have no
objection to maintaining the Contracted workers, but I've been trying to repair
the skeletons, and the bolts are wedged in so tight I can't get them out.

"Also, some of the locks on the storage cabinets on the third floor have become
stuck again due to the heat, and I need the prybar to snap them open as well. 
If the prybar is indeed lost, I will see about procuring the services of a
locksmith and having the cabinet locks replaced.

"Your aid in this matter would be appreciated,

An unreadable signature has been scrawled beneath the message.


MORTUARY TASK LIST
Weight: 0

Someone has penned a series of tasks in red ink on this scrap of parchment:

- I would like the Contracted Workers to be inspected thrice-daily, at the end 
of each work shift when the new Initiates come on duty. We have experienced too 
many Contracted collapses while engaged in heavy labor as of late, and I fear 
the embalming enchantments initially used on the corpses may be decaying or may 
have been warped somehow.

- If the Contracted workers could be inspected every eight hours and Raised if 
they have collapsed, then this would prevent the backlog of shells in the 
Preparation Rooms and free up more Contracted workers for other duties.

- I do not wish collapsed bodies to be disposed of; when possible, the original 
Contracted shells are to be Raised and be made to resume their duties.

- I have included spare embalming charms within the shelves for the Initiates 
on duty. They are to be used only when the shells cannot be repaired with
stitching, bandaging, or applications of embalming fluid.


NEGATIVE MATERIAL PLANE SPELL KEY
Weight: 0

This symbol of the Negative Material Plane is inscribed upon a piece of human
flesh. It smells of dust and corpse rot, yet it feels dry to the touch, like a
serpent's tongue. As long as you carry it on your person, it will prevent your 
spells from going awry while on the Negative Material Plane.


NOTE FROM CORPSE #1201
Weight: 0

This is a foul-smelling note retrieved from the mouth of one of the Mortuary
zombies; it looks like it was sewn into the corpse's mouth by accident. Despite
its condition, the writing is legible:

"Please, to whatever Dustman reads this; I beg of you. I know of my legal 
obligation under the terms of the Dead Contract, but I am prepared to offer 
*more* than my signing fee if you will cremate my body rather than Raising it. 
I have arranged for this note to be left with my body upon my death. If you are
reading this, then please use this note as instructed and accept the result in 
exchange for my Contracted duty. Let my Contract number serve as the key."

It looks like the corpse was too late to prevent the Raising... but you notice 
that beneath the writing is a diagram. It looks like directions for folding the 
parchment into a strange pattern.

NOTE: If you are ever capable of examining an object further, or performing an
action on the object outside of the world screen, a "USE" button will appear 
for the object on this examine screen. This button allows you to manipulate the 
item through a dialogue screen. If you wish to examine the diagram on this note
further, select the USE button below.


PENN'S NOTE
Weight: 0

This note has been written with remarkable penmanship upon the finest 
parchment:

Vaxis,

If you are reading this, then you have undoubtedly failed in your task and have
been forced to use the escape route I arranged. I told you that your little
disguise idea was ridiculous. In any case, you'll need to lay low for a while. 
The Dustmen may be deluded, but they are not fools, and they will certainly 
seek retribution for our intrusion. I've left you some coins. Use them to 
secure a hiding place in the Hive, preferably in Ragpicker's Square. The 
Dustmen will be unwilling to look for you there.

Once you have secured a new hiding place, I have a new mission for you: find 
out where Pharod is getting those bodies he's delivering to the Mortuary. It's
apparently causing the Dustmen a great deal of upset, and I wouldn't mind
knowing myself. Reports are that that stone-faced Dustman at the Gathering Dust
Bar -- Initiate Emoric, I think the fool's name is -- has been sending out
finders to try and mark Pharod's movements. See if you can find out how far
along he is and hinder his efforts until we know more about Pharod's 
activities. I don't want Emoric finding out something before we do.

                                - Penn


RAGGED NOTE FROM PHAROD
Weight: 0

This is the tattered note you received from Pharod. It reads as follows:

- Beware SHADows
- Beware places where the night LIVEs.
- They wait
- There is no Natural Darknesss
- Only ShaDOWS


RECEIVING LOG PAGE
Weight: 0

This ragged page looks like it was cut neatly out of a book. It is written in a 
tight, crabbed script:

16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? -- 
Collector: Pox -- 3 Commons Paid --No possessions.

16538: 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of 
Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No
possessions (Stripped? Knife marks evident from dissection.)

16539: 5th Night:  Scarred Shell  -- Cause of Death: Indeterminable (scars do 
not appear to be cause of death - shock trauma?)  -- Collector: Pharod -- 3
Commons Paid -- Possessions Logged: - Fist Irons - Thirteen Commons -  Middle 
Table, Receiving Room.

16540: 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age
of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- 
Possessions  Logged: Knife marks evident from dissection, but the dissection 
was not thorough enough - Copper earring found lodged in abdomen; earring has 
been locked in Southeast Preparation Room. Have an Initiate from the Third 
Circle examine it; it has strange markings, like those on Contracted Worker 
#79.

16541: 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell 
prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No
possessions (Stripped? Knife marks evident from dissection.)

* As with the previous entries, these shells Pharod has brought also shows 
signs of having been prepared. I have asked that Initiate Emoric launch an
investigation into the matter. Furthermore, Entry 16542 is one of Pharod's 
gang. I have seen the individual before - I would ask Emoric to pay heed to how 
the man died.

16542: 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration 
of wounds are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 
3 Commons Paid -- No possessions (Stripped? Knife marks evident from 
dissection.)


RECEIVING ROOM LOG BOOK
Weight: 2

This huge log book lists Mortuary procedures in a tight, crabbed script:

- All shells entering the Mortuary are to be delivered to the Receiving Room 
and logged with the scribe on duty before being embalmed or cremated.

- The records are to be checked to determine if the shell is one of the 
Contracted, and if so, do not prepare the shell. Move the shell to one of the 
Preparation Rooms, contact the scribe on duty, and notify him that a Contracted 
shell is to be Raised.

- Be certain that a shell is thoroughly stripped of its possessions before 
being sent to the Preparation Rooms. The Contracted workers are intended for 
simple manual labor and do not have the capacity to search and strip a shell.

- The faction is not responsible for any possessions lost or items stolen by 
Collectors who have brought the shells to the Mortuary.

- The shell's possessions are to be stored in the Receiving Room until an 
Initiate can be sent to claim them. Please catalogue all possessions in the log 
book.

Following this list is thousands of entries of bodies that have been sent to 
the Receiving Room. As you flip through the rest of the book, however, you 
notice the last page has been cut out.


REMINDER NOTE
Weight: 0

"Elsin:

For the love of whatever powers you hold dear, don't make the same mistake 
thrice. You're not trying to open the door to the Inner Sanctum, so DO NOT step 
on the trigger plate. The first time you made that mistake, it cost you your
foot. The second time, it was most of your leg. I shudder to think what 
atrocities you might inflict on yourself should you step on it a third time. 
Destroy this note when you've finally gotten this message through that blockade 
of stone you call a skull."


SCRAWLED NOTE
Weight: 0

Looks like someone has scrawled a reminder to themselves:

- The lock to the door to the Eastern Preparation Room is jammed shut again. 
See to it that it is fixed. I tire of having to force it open just to walk to 
the Embalming Room.   -

NOTE: To bash a locked door or a chest, select the attack key (either through 
the quick menu on the world screen or by holding down the CTRL key) and 
"attack" the door or chest. This will not always be successful, but it can open 
objects that are stuck or might otherwise need a key. Usually, your success 
will depend on the strength of the door or container and your character's 
Strength score.


STRAHAN'S DIARY
Weight: 1

This leather-bound tome is cracked and worn with age. Some sort of crest has 
been burned into the cover. You can make out a series of interlocking triangles 
centered about the initials SR. The writing upon its pages has faded 
considerably, but the last few entries seem to have been penned recently.

Day 2 of the 127th Year of Factol Hashkar's reign:

At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my 
possession. As I had guessed, the page detailed the necessary components for 
the casting of the final transformation spell. I have all but one of the 
components. A drop of an immortal's blood is all that stands between me and the 
eternal power of lichdom. But where can I find such a rarity? Perhaps I should 
seek the answer through divination.

Day 14 of the 127th Year of Factol Hashkar's reign:

After days of taxing divination spells, I finally have my answers. The 
divination revealed the location of an immortal to be somewhere within an 
ancient Mausoleum located in the Hive section of Sigil. I must make haste. I 
must find this creature and draw its blood before it moves on.

Day 15 of the 127th Year of Factol Hashkar's reign:

I have arrived at the Mausoleum. Immediately, I was set upon by a shade that 
guards the remains of those interred within this place. I managed to elude the 
spirit and found my way into what appears to have been some sort of inner
sanctum. Protected by some minor wards to prevent any further interruptions by 
that supernatural twit, I have set about raising some of the locals to conduct 
a search for the immortal. If the divination was accurate and the immortal is
here, then likely it is interred within one of the many crypts that line these 
halls. It is only a matter of time now.

Day 17 of the 127th Year of Factol Hashkar's reign:

I am not alone. Someone has entered the Mausoleum and is interfering with my 
servants. Could this be the one I seek? The divination revealed only that I 
would find the immortal here. Could it be that MY presence in this place has 
prompted that which I seek to seek ME out? What a delightful twist, I shall 
have to

The ink of this last entry is still wet.


SUSPICIOUS SEALED SCROLL
Weight: 1

This scroll has been tightly bound with red ribbon and sealed with wax. You 
can't put your finger on it, but you've got a bad feeling about the thing - as 
if opening and reading the scroll could be somehow dangerous.


THE SCROLL OF AGRIL-SHANAK
Weight: 1

This scroll is covered with gold leaf and scrawled upon with an ink that looks
suspiciously like dried blood. The writing is irregular and chaotic, without 
any pattern that you can discern, and the feeling that rises from it is of
incredible malevolence.


-------------------------------------------------------------------------------
Spells
-------------------------------------------------------------------------------

BLACK-BARBED SEED
Invokes: "Black-Barbed Curse"
Allows user to copy "Black-Barbed Curse" into Spell Book
Range: 30 feet
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0

These malevolent seeds contain a portion of the black-barbed maze within 
themselves. Their power is activated when the seed is hurled at the ground in
front of an opponent - when the seed strikes the ground, it sprouts into 
black-barbed black branches that tear hungrily into the victim's body. Each 
seed contains only one such curse.


EIGHTH CIRCLE OF ZERTHIMON
Allows user to copy "Zerthimon's Focus" into Spell Book
Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 1 creature
Saving Throw: None
Weight: 1
Usable only by Mage, Dak'kon and Nameless One

Inscribed upon this circular stone plate is the Eighth Circle of Zerthimon:

"*Know* that a mind divided divides the man. The will and the hand must be as
one. In *knowing* the self, one becomes strong."

"*Know* that if you *know* a course of action to be true in your heart, do not
betray it because the path leads to hardship. *Know* that without suffering, 
the Rising would have never been, and the People would never have come to 
*know* themselves."

"*Know* that there is nothing in all the Worlds that can stand against unity. 
When all *know* a single purpose, when all hands are guided by one will, and 
all act with the same intent, the Planes themselves may be moved."

"A divided mind is one that does not *know* itself. When it is divided, it 
cleaves the body in two. When one has a single purpose, the body is 
strengthened. In *knowing* the self, grow strong."


FIFTH CIRCLE OF ZERTHIMON
Allows user to copy "Power of One" into Spell Book
Range: Touch
Duration: 30 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 1
Usable only by Mages and Nameless One

Inscribed upon this circular stone plate is the Fifth Circle of Zerthimon:

"Zerthimon was the first to *know* the way of freedom. Yet it was not he that
first came to *know* the way of rebellion."

"The *knowing* of rebellion came to the warrior-queen Gith, one of the People.
She had served the *illithids* upon many of the False Worlds as a soldier, and 
she had come to *know* war and carried it in her heart. She had come to *know*
how others might be organized to subjugate others. She *knew* the paths of 
power, and she *knew* the art of taking from the conquerors the weapons by 
which they could be defeated. Her mind was focused, and both her will and her 
blade were as one."

"The turning in which Zerthimon came to *know* Gith, Zerthimon ceased to *know*
himself. Her words were as fires lit in the hearts of all who heard her. In 
hearing her words, he wished to *know* war. He *knew* not what afflicted him, 
but he *knew* he wished to join his blade to Gith. He wished to give his hate
expression and share his pain with the *illithid.*"

"Gith was one of the People, but her *knowing* of herself was greater than any 
Zerthimon had ever encountered. She *knew* the ways of flesh, she *knew* the 
*illithids* and in *knowing* herself, she was to *know* how to defeat them in 
battle. The strength of her *knowing* was so great, that all those that walked
her path came to *know* themselves."

"Gith was but one. Her strength was such that it caused others to *know* their 
strength. And Zerthimon laid his steel at her feet."


FOURTH CIRCLE OF ZERTHIMON
Allows user to copy "Vilquar's Eye" into Spell Book
Range: 45 ft. + 15 ft. / level
Duration: 30 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 1
Usable only by Mages and Nameless One

Inscribed upon this circular stone plate is the Fourth Circle of Zerthimon:

"*Know* that the Rising of the People against the *illithid* was a thing built 
upon many ten-turnings of labor. Many of the People were gathered and taught in
secret the ways of defeating their *illithid* masters. They were taught to 
shield their minds, and use them as weapons. They were taught the scripture of 
steel, and most importantly, they were given the *knowing* of freedom."

"Some of the People learned the nature of freedom and took it into their 
hearts. The *knowing* gave them strength. Others feared freedom and kept 
silent. But there were those that *knew* freedom and *knew* slavery, and it was 
their choice that the People remain chained. One of these was Vilquar."

"Vilquar saw no *freedom* in the Rising, but opportunity. He saw that the
*illithid* had spawned across many of the False Worlds. Their Worlds numbered 
so many that their vision was turned only outwards, to all they did not already
touch. Vilquar's eye saw that much took place that the *illithid* did not see. 
To the Rising, the *illithid* were blinded."

"Vilquar came before his master, the *illithid* Zhijitaris, with the *knowing*
of the Rising. Vilquar added to his chains and offered to be their eyes against
the Rising. In exchange, Vilquar asked that he be rewarded for his service. The
*illithid* agreed to his contract."

"At the bonding of the contract, a dark time occurred. Many were betrayals
Vilquar committed and many were the People that the *illithids* fed upon to 
stem the Rising. It seemed that the Rising would die before it could occur, and 
the *illithid* were pleased with Vilquar's eye."

"It was near the end of this dark time when Zerthimon came to *know* Vilquar's 
treacheries. In *knowing* Vilquar's eye, Zerthimon forced the Rising to silence 
itself, so that Vilquar might think at last his treacheries had succeeded, and 
the Rising had fallen. He *knew* that Vilquar eye was filled only with the
reward he had been promised. He would see what he wished to see."

"With greed beating in his heart, Vilquar came upon the *illithid* Zhijitaris
and spoke to his master of his success. He said that the Rising had fallen, and
the *illithids* were safe to turn their eyes outwards once more. He praised 
their wisdom in using Vilquar's eye, and he asked them for his reward."

"In his greed-blindness, Vilquar had forgotten the *knowing* of why the People 
had sought freedom. He had lost the *knowing* of what slavery meant. He had
forgotten what his *illithid* masters saw when they looked upon him. And so
Vilquar's betrayal of the People was ended with another betrayal. Vilquar came
to *know* that when Vilquar's eye has nothing left to see, Vilquar's eye is 
useless."

"The *illithid* gave to Vilquar his reward, opening the cavity of his skull and 
devouring his brain. Vilquar's corpse was cast upon the Fields of Husks so its
blood might water the poison-stemmed grasses."


IGNUS' CHARM
Allows user to copy "Seeking Flames" into Spell Book
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet radius
Saving Throw: None
Weight: 0
Usable only by Nameless One
Usable only by Mages

This is your charred right index finger; the tip has been snapped off, and the 
flesh that once surrounded the bone has been turned to ash. It was but a
*touch* from Ignus, but it was enough to leave lingering, blackened, scars on 
your hand. To make matters worse, you notice that your flesh has healed slowly 
and poorly from the wound... if Ignus were to attack you with a rage, he might 
be able to muster enough heat and flames that recovering would be difficult... 
perhaps even destroy you? The thought doesn't please you.

Ignus has hinted that this charred remain of your finger somehow holds a 
fraction of his infernal power... now passed on to you. To invoke its power, 
you must slice off your finger again, place this stump there, then let the 
flesh heal over it. When this occurs, the traces of Ignus that remain upon the 
finger will 'kindle' a small portion of knowledge within you.


IGNUS' EYE
Allows user to copy "Ignus' Terror" into Spell Book
Range: 75 feet
Duration: 50 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
Usable only by Nameless One
Usable only by Mages

This is the scorched remains of your eye, blistered by Ignus' touch. Ignus has 
hinted that this charred remain of your eye somehow holds a fraction of his
infernal power... now passed on to you.

To invoke its power, you must crush the blackened eyeball between both your
hands, then take the ashes and touch them to each eyelid. Doing so will 
transfer a small portion of Ignus' arcane knowledge to you, giving you the 
knowledge of how to show others brief, terrible glimpses of the elemental 
forces Ignus draws upon. The sight is usually enough to cause living creatures 
to flee for their lives.


IGNUS' HAND
Allows user to copy "Infernal Orb" into Spell Book
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 1
Usable only by Nameless One
Usable only by Mages

This is your charred hand; it has been severed at the wrist, and the flesh that 
once surrounded the bone has been scoured clean, leaving only the stark white
bones behind. Despite the lack of muscle and skin, however, the bones of the 
hand have been fused together so that the bones do not fall apart. The pain of 
having the hand separated from you was almost more than you could bear, and it 
left lingering, blackened, scars on your wrists and arm. To make matters worse, 
you notice that your flesh has healed slowly and poorly from the wound... if 
Ignus were to attack you with a rage, he might be able to muster enough heat 
and flames that recovering would be difficult... perhaps even destroy you? The
thought doesn't please you.

Ignus has hinted that this charred remain of your hand somehow holds a fraction
of his infernal power... now passed on to you. To invoke its power, you must
slice off your hand again, place the skeletal hand there, then let the flesh
heal over it. When this occurs, the traces of Ignus that remain upon the 
charred bones will 'kindle' a portion of Ignus' knowledge within you.


IGNUS' INNARDS
Allows user to copy "Infernal Shield" into Spell Book
Range: 0
Duration: 5 seconds per level or (Special)
Speed: 3
Area of Effect: Caster
Saving Throw: None
Weight: 2
Usable only by Nameless One
Usable only by Mages

This is your charred mass of intestines; Ignus has hinted that these charred 
remains hold a fraction of his infernal power... now passed on to you. To 
invoke its power, you must slice open your abdomen, replace the innards, then 
let the flesh heal over the wound. When this occurs, the traces of Ignus that 
remain upon the charred bones will 'kindle' a portion of Ignus' knowledge 
within you.


RECIPE: BLOOD BRIDGE
Allows user to copy "Blood Bridge" into Spell Book
Range: 0
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

This tattered card has the recipe for the ingredients and the incantations 
necessary for the necromantic spell, "Blood Bridge." This spell allows the 
caster to share a portion of his life with others, weakening himself but 
strengthening others.


RECIPE: CHROMATIC ORB
Allows user to copy "Chromatic Orb" into Spell Book
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

This tattered card has the recipe for the ingredients and the incantations 
necessary for the minor evocation, "Chromatic Orb."


RECIPE: IDENTIFY
Allows user to copy "IDENTIFY" into Spell Book
Range: 1 Item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
Weight: 0
Usable only by Mages

This tattered card has the recipe for the ingredients and the incantations 
necessary for the minor divination spell, "Identify." This spell reveals the 
mysteries of an enchanted object, allowing you to know its exact abilities.


RUNE OF ARMOR
Invokes: "Armor"
Teaches user "Armor"
Level: 1 / Wizard
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of this breastplate, you realize you didn't mar the 
warding rune beyond recognition. In fact, unlike the other breastplates, the
spell that maintained the integrity of the giant skeleton is mostly intact, so 
much so you could either cast the runes as a spell or copy them into a spell 
book and keep it as part of your arsenal. Either casting or copying the spell
will destroy the breastplate, however.

NOTE: To cast the rune as a spell, simply use it as an item. To enter the
"Armor" spell into your spell book, click the "Copy" button on the item
interface.


RUNE OF GREATER WARDING
Invokes: "Shield"
Teaches user "Shield"
Level: 1 / Wizard
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of the runes covering the surface of this breastplate,
you think you might be able to unlock the rune's power and use it to invoke a 
primitive warding enchantment, similar to the one that protected the giant
skeleton. Activating the rune will destroy the breastplate, however.


RUNE OF LESSER WARDING
Invokes: "Armor"
Teaches user "Armor"
Level: 1 / Wizard
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of the runes covering the surface of this breastplate,
you think you might be able to unlock the rune's power and use it to invoke a 
primitive warding enchantment, similar to the one that protected the giant 
skeleton. Activating the rune will destroy the breastplate, however.


RUNE OF SHIELDING
Invokes: "Shield"
Teaches user "Shield"
Level: 1 / Wizard
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 5
Usable only by Mages

Upon closer examination of this breastplate, you realize you didn't mar the 
warding rune beyond recognition. In fact, unlike the other breastplates, the 
spell that maintained the integrity of the giant skeleton is mostly intact, so
much so you could either cast the runes as a spell or copy them into a spell
book and keep it as part of your arsenal. Either casting or copying the spell 
will destroy the breastplate, however.

NOTE: To cast the rune as a spell, simply use it as an item. To enter the
"Shield" spell into your spell book, click the "Copy" button on the item 
interface.


SCROLL OF ABYSSAL FURY
Allows user to cast "Abyssal Fury"
Allows user to copy "Abyssal Fury" into Spell Book
Level: 9 / Wizard
Range: 50 feet
Duration: Instant
Speed: 9
Area of Effect: 1 creature
Saving Throw: see below
Weight: 0
Usable only by Mages

When compared to the Tanar'ri, at least the Baatezu are more civilized. There 
is, perhaps, nothing more horrific than the unbounded fury of Abyss. By use of 
this spell, the ground shall split open and the victim dragged into the 
Tanar'rian Madness. Welcome to Hell.

This spell opens a planar portal beneath a specified victim and drags them down 
into the Abyss. The portal remains open even after the victim is swallowed in. 
The only sound bystanders hear is the incessant screaming of the victim as 
he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few 
seconds (which is more than an eternity for the victim in the Abyss), the 
victim (or what's left of him) gets spit back out of the portal.
(1) If the victim makes a successful saving throw, he will get spit out of the
portal in 'one piece,' but while the victim sensed nothing at first, after a
split-second, all the Wrath of the Tanar'ri will surface. The victim will 
suffer 5d10 pts. of damage as he suffers multiple 'delayed' attacks and slashes 
from all angles.
(2) If the victim fails the saving throw, it is instant death. All that is left 
are body parts.


SCROLL OF ACID STORM
Allows user to cast "Acid Storm"
Allows user to copy "Acid Storm" into Spell Book
Level: 7 / Wizard
Range: 30 ft.
Duration: 30 seconds
Speed: 7
Area of Effect: 20 ft. radius up to 20 ft. high
Saving Throw: 1/2
Weight: 0
Usable only by Mages

The tempest of acid may come and go, but its sting lingers much longer.

This spell creates a massive storm that rains deadly acid to all enemies in a 
20 ft. radius area that inflicts 1-6 pts. of damage for every 5 seconds per 
level of the caster. A successful saving throw reduces the damage in half.


SCROLL OF ADDER'S KISS
Allows user to cast "Adder's Kiss"
Allows user to copy "Adder's Kiss" into Spell Book
Level: 2 / Wizard
Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

It is said an adder's kiss can scald even the most fearsome of fiends. This 
spell calls forth an acidic bolt to shower an opponent with its vile green 
acid. If the caster is skilled enough, the adder's kiss lingers after the 
initial strike, continuing to sink into an opponent's skin with its acidic 
teeth.

When cast, the caster chooses any target within 150 ft. and the Adder's Kiss
will strike for 2-8 hit points of acid damage. For every three levels of the 
caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid 
damage / 5 second segments.


SCROLL OF AID
Allows user to cast "Aid"
Level: 2 / Priest
Range: 0
Duration: 10 seconds + 10 seconds per level
Speed: 1
Area of Effect: Special
Saving Throw: None
Weight: 0
Usable only by Priests

Bolster an allies' courage, giving him added skill and the ability to withstand
more damage.

Aid Grants +1 to hit and +1 to saves to the target creature, provided that 
being is not already engaged in combat. The spell also provides 1-8 more hit 
points for the target creature for the duration of the spell; this spell allows 
the creature to have more than its ordinary total hit points. These hit points 
are only temporary, and disappear when the spell ends - however, if the 
creature loses those hit points to damage, it does not lose additional points 
when the spell expires.


SCROLL OF ANTIMAGIC SHELL
Allows user to cast " Antimagic Shell"
Allows user to copy "Antimagic Shell" into Spell Book
Level: 6 / Wizard
Range: 0
Duration: 5 minutes
Speed: 1
Area of Effect: 1 foot per level diameter
Saving Throw: None
Weight: 0
Usable only by Mages

In an ironic twist, all magic in its area of effect shall be undone, with this 
spell.

This spell surrounds the caster with a 'shell of magic' that effectively 
negates all magic and magical spell effects (including magicitems) within its 
area of effect. Thus, it blocks out magic, yet it also stops all usage within 
the shell as well! This also includes various special attacks such as breath, 
gaze or voice attacks. The spell lasts for 5 minutes, and it globe's area of 
effect is 1 foot per level of the caster.


SCROLL OF ARMOR
Allows user to cast "Armor"
Allows user to copy "Armor" into Spell Book
Level: 1 / Wizard
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

Physical attacks shall be better thwarted as protection is granted to those who
have none.

This spell grants an Armor Class of 6 to the target. It is culmulative with
Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains
culmulative damage more totaling more than 8 pts. + 1 / level of the caster.
Note that the armor does not absorb this damage; it only distintegrates after
that much damage has been inflicted on it.


SCROLL OF AX OF TORMENT
Allows user to cast "Ax of Torment"
Allows user to copy "Ax of Torment" into Spell Book
Level: 3 / Wizard
Range: 50 feet
Duration: Instant / Special
Speed: 3
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

As if from the depths of Baator, Torment shall be brought upon your enemies, 
and with time, its strength will only grow.

Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a 
specified individual target for 1-8 pts. of damage. In addition, as a final 
blow, the Ax will cause a magical effect to occur (at random): (1) Suffer an 
additional 1-8 pts. of damage; (2) 2-16 pts. of damage; (3) Paralyzed for 5-15 
seconds. * At Level 9+, the following new effects can occur: (4) 5-40 pts. of 
Fire damage; (5) 6-48 pts. of Ice damage; (6) Randomly teleported 1-100 yds. 
Away; (7) Turned to stone; or (8) 8-64 pts. of pure damage.


SCROLL OF BALL LIGHTNING
Allows user to cast "Ball of Lightning"
Allows user to copy "Ball of Lightning" into Spell Book
Level: 3 / Wizard
Range: 90 ft + 30 ft. per level
Duration: Instant
Speed: 3
Area of Effect: Nearest target
Saving Throw: 1/2
Weight: 0
Usable only by Mages

Spheres of electrical force shoot forth and strike your nearest foes.

Caster can create up to 4 glowing spheres of lightning when the spell is cast. 
They are roughly 3 ft. in diameter. The damage varies depending on the number 
of balls created:
4        2d4 each
3        2d6 each
2        5d4 each
1        4d12


SCROLL OF BLACK BARBED CURSE
Allows user to cast "Black Barbed Curse"
Allows user to copy "Black Barbed Curse" into Spell Book
Level: 2 / Wizard
Range: 30 feet
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

Ravel's maze seeks new fields in which to grow. This spell summons some of the 
barbed seeds from the maze to burrow inside the target's flesh.

When cast, the player can select any target within 30 feet. When a target is
selected, the spell summons a swirling mass of black barbs that grow and burrow 
into any target for 4-16 hit points of piercing physical damage.


SCROLL OF BLACK BARBED SHIELD
Allows user to cast "Black Barbed Shield"
Allows user to copy "Black Barbed Shield" into Spell Book
Level: 2 / Wizard
Range: Self only
Duration: 5-30 seconds
Speed: 2
Area of Effect: Self only
Saving Throw: None
Weight: 0
Usable only by Mages

Those who have walked the forest paths of Ravel's maze can summon its branches
to help shield them from damage.

This spell (which affects only the caster) calls forth a series of black barbs 
that protect and shield the caster from harm for 5-30 seconds. The player gains 
+2 to AC for the duration of the spell, and any creature that attacks the 
player with a melee attack should suffer 1-6 hit points of damage every time 
they successfully hit the character.


SCROLL OF BLACKSPHERE
Allows user to cast "Blacksphere"
Allows user to copy "Blacksphere" into Spell Book
Level: 4 / Wizard
Range: 30 ft. (50 ft. at level 10+)
Duration: 10 seconds
Speed: 4
Area of Effect: 10 feet radius globe
Saving Throw: Special
Weight: 0
Usable only by Mages

This spell illustrates the power of Force, as a wave of concussive force 
explodes out in a 10' radius that not only damages but imprisons as well.

The spell allows the caster to create a black sphere of force which explodes 
and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures with 
in a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a
10-foot radius sphere of force for the duration of the spell. Even if they make 
the saving throw they still take damage from the blacksphere itself.


SCROLL OF BLADESTORM
Allows user to cast "Bladestorm"
Allows user to copy "Bladestorm" into Spell Book
Level: 7 / Wizard
Range: 75 feet
Duration: Instant
Speed: 7
Area of Effect: 10 yards per level radius
Saving Throw: 1/2
Weight: 0
Usable only by Mages

The blackest ice from the fourth layer of Acheron is summoned to cut, shear, 
and slice away all who oppose you.

This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all 
opponents in 10 yards per level radius with a THACO of 11 and inflicts 1-8 pts.
of damage per level of the caster, in addition to inflicting another 2-20 pts. 
of damage on a natural roll of 20.


SCROLL OF BLESSING
Allows user to cast "Blessing"
Level: 1 / Priest
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet cube
Saving Throw: None
Weight: 0
Usable only by Priests

A boon to one's companions, granting them strength when they are in need.

Bless grants +1 to hit and +1 to saves to all friendly creatures that are in a
50 feet radius from the casting point.


SCROLL OF BLINDNESS
Allows user to cast "Blindness"
Allows user to copy "Blindness" into Spell Book
Level: 1 / Wizard
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

How frail is the body when it depends upon its eyes! When sight is removed,
things become harder to hit, and the sufferer becomes an easier target.

If the targeted creature fails its saving throw, the creature will be struck
with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to 
all opponents' attack rolls.


SCROLL OF BLOOD BRIDGE
Allows user to cast "Blood Bridge"
Allows user to copy "Blood Bridge" into Spell Book
Level: 2 / Wizard
Range: 0
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

A bizarre compact of the healer's heart and the merchant's mind, this 
necromantic spell transforms your very body into a marketplace that barters 
life and death. Your life essence can be given to others... at a cost to 
yourself.

When cast, the mage can select any living (non-undead) target within touch 
range and drain life from himself (2 hit points + 1 hit point per level of the 

caster) and give it to the target.


SCROLL OF BLUR
Allows user to cast "Blur"
Allows user to copy "Blur" into Spell Book
Level: 2 / Wizard
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster
Saving Throw: None
Weight: 0
Usable only by Mages

The blurring of form and spirit causes one to be hard to see or touch, granting 
a great advantage in battle.

Blur causes the wizard's form to shift and blur, making it much more difficult 
to attack the caster: It causes all incoming attacks to be made at -3 penalty
and grants the wizard +1 on all saving throws.


SCROLL OF CALL LIGHTNING
Allows user to cast "Call Lightning"
Level: 3 / Priest
Range: 180 feet
Duration: Instant
Speed: 3
Area of Effect: 10 feet radius
Saving Throw: 1/2
Weight: 0
Usable only by Priests

This spell summons nature's fury to strike your foes.

The caster can call one bolt of electricity, hurling it down upon her enemies
for 2-16 points of electrical damage, plus an additional 1-8 points for every
level of the caster. This damage affects any creature within the 10 foot radius
of where the bolt crashes down. Area of Effect is 10 feet Radius. A Save vs.
Spells results in half-damage.


SCROLL OF CELESTIAL HOST
Allows user to cast "Celestial Host"
Allows user to copy "Celestial Host" into Spell Book
Level: 9 / Wizard
Range: 100 feet
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: None
Weight: 0
Usable only by Mages

While the various proxies and beings of the Celestial Planes are seen as the 
embodiment of kindness, compassion, and benevolence, their might easily rivals
those of Baator or the Abyss. Woe to those who underestimate the power of the 
Upper Planes!

When cast, a group of powerful phantasms are called to help eradicate all 
enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 
hit points of damage, with no saving throw possible. The phantasms represent 
the some of the most powerful celestial beings from the Upper Planes: Astral 
Deva (Mace of Disruption), Phoenix (Fire Storm), Solar Aasimon (Celestial Bow), 
and a Gold Dragon (Energy Wave).


SCROLL OF CHAIN LIGHTNING STORM
Allows user to cast "Chain Lightning Storm"
Allows user to copy "Chain Lightning Storm" into Spell Book
Level: 6 / Wizard
Range: 50 feet
Duration: Instant
Speed: 6
Area of Effect: 50 x 50 ft area
Saving Throw: 1/2
Weight: 0
Usable only by Mages

"As Man looked up and cried to the heavens, so it responded..." Judgement rains 
down from the skies when this spell is invoked. Giant Bolts which strike and 
chain shall comprise the Storm of death.

Giant Lightning Bolts strike down all hostile creatures on screen for 7-70 pts. 
of damage. A successful saving throw reduces it to half damage.


SCROLL OF CHROMATIC ORB
Allows user to cast "Chromatic Orb"
Allows user to copy "Chromatic Orb" into Spell Book
Level: 1 / Wizard
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Long are the debates about the spectrum of color in the multiverse. "This Blue
is better than Yellow!" "Pike it, berk! Of course White is the true color!" And
while in the end, many generally agree that a color's greatness is in the eye 
of the beholder, this spell establishes the fact that some colors are deadlier 
than others.

This summons a large, magical Orb of Color, which can then be hurled at a 
target using the caster's normal Attack roll +3. The color of the Orb changes 
depending on the caster's level.

Level: 1 White
Damage: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity

Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire damage

Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.

Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconscious for 10-25 sec.

Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.

Level: 10 Violet
Damage: Paralysis
Special Power: Petrification

Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec.


SCROLL OF CLOAK OF WARDING
Allows user to cast "Cloak of Warding"
Allows user to copy "Cloak of Warding" into Spell Book
Level: 3 / Wizard
Range: 0
Duration: 5 seconds per level or (Special)
Speed: 3
Area of Effect: Caster
Saving Throw: None
Weight: 0
Usable only by Mages

This spell summons a magical cloak of force around your body that absorbs 
damage.

The spell creates a "shield" effect similar to the shield spell that absorbs
3-12 points of damage + 1 point per level of the caster. Once it has absorbed 
this amount of damage, it shatters or "powers down". The spell will also expire
after 5 seconds per level of the caster.


SCROLL OF CLOUDKILL
Allows user to cast "Cloudkill"
Allows user to copy "Cloudkill" into Spell Book
Level: 5 / Wizard
Range: 100 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft. cloud
Saving Throw: None
Weight: 0
Usable only by Mages

Clouds of death stream forth from the caster and send those not strong enough 
on a free journey to their deserved plane of rest.

A billowing cloud of toxic vapors are created that is so deadly that it will
slay any creature with fewer than 4+1 HD, cause creatures with 4+1 to 5+1 HD to
roll saving throws vs. poison at -4 penalties or be slain, and creatures up to 
6 HD to roll unmodified saving throws vs. poison or be slain! Those above 6 HD
suffer 1-10 pts.


SCROLL OF CONE OF COLD
Allows user to cast "Cone of Cold"
Allows user to copy "Cone of Cold" into Spell Book
Level: 5 / Wizard
Range: 30 feet
Duration: Instant
Speed: 5
Area of Effect: Special
Saving Throw: 1/2
Weight: 0
Usable only by Mages

Extreme cold blasts forth and welcomes your enemies in its freezing embrace.

This spell shoots forth a cone-shaped area of extreme cold from the caster's
hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the 
caster, to a maximum of 10-40 +10 pts.


SCROLL OF CONFLAGRATION
Allows user to cast "Conflagration"
Allows user to copy "Conflagration" into Spell Book
Level: 9 / Wizard
Range: 50 feet
Duration: 50 seconds
Speed: 9
Area of Effect: 1 creature
Saving Throw: Special
Weight: 0
Usable only by Mages

Burn, burn, burn.

A single creature shall be set aflame with this hideous spell, suffering 2-12 
points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds 
per level of the caster. Anybody within 10 feet of the target will also suffer 
2-12 pts. of damage, but are allowed a saving throw vs. spells to halve the 
damage.


SCROLL OF CONFUSION
Allows user to cast "Confusion"
Allows user to copy "Confusion" into Spell Book
Level: 4 / Wizard
Range: 120 feet
Duration: 10 seconds + 1 second per level
Speed: 4
Area of Effect: Up to 60 square feet
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Focus and purpose shall become undone.

As per the name, this spell causes 1-4 creatures, +1 creature / level, to 
become confused and unsure of itself. They will either: 1) Wander away; 
2) Stand confused; 3) Attack nearest creature; 4) Act normal.


SCROLL OF CURE CRITICAL WOUNDS
Allows user to cast "Cure Critical Wounds"
Level: 5 / Priest
Range: 0
Duration: Permanent / Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Priests

This spell heals any critical wounds a target may have gained.

Restores 27 hit points to the target creature. The creature's restored hit
points cannot exceed its maximum hit points.


SCROLL OF CURE LIGHT WOUNDS
Allows user to cast "Cure Light Wounds"
Level: 1 / Priest
Range: 0
Duration: Permanent / Instant
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
Usable only by Priests

This spell seals minor wounds on a target.

The caster can cast the spell on anyone within touch range, in a 30 ft. area. 
Cure Light Wounds heals a target for 8 hit points of damage. The creature's
restored hit points cannot exceed its maximum hit points.


SCROLL OF CURE MODERATE WOUNDS
Allows user to cast "Cure Moderate Wounds"
Level: 2 / Priest
Range: 0
Duration: Permanent / Instant
Speed: 2
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
Usable only by Priests

This spell seals moderate wounds on a target.

When cast, a targeting cursor appears, and the player can cast the spell on
anyone within touch range. Cure Moderate Wounds heals a target for 11 hit 
points of damage. The creature's restored hit points cannot exceed its maximum 
hit points.


SCROLL OF CURE SERIOUS WOUNDS
Allows user to cast "Cure Serious Wounds"
Level: 4 / Priest
Range: 0
Duration: Permanent / Instant
Speed: 4
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Priests

This spell heals any serious wounds a target may have gained.

Restores 17 hit points to the target creature. The creature's restored hit 
points cannot exceed its maximum hit points.


SCROLL OF CURSE
Allows user to cast "Curse"
Level: 1 / Priest
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet radius
Saving Throw: None
Weight: 0
Usable only by Priests

A bane to one's enemies, weakening them.

The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, -1 to
Attacks and -1 to their saving throws for 30 seconds.


SCROLL OF DEATHBOLT
Allows user to cast "Deathbolt"
Allows user to copy "Deathbolt" into Spell Book
Level: 8 / Wizard
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: Special
Weight: 0
Usable only by Mages

Death comes in many forms, but none so painful as this. For even if you evade 
Death's Touch, it will always leave a mark.

This spell calls forth a magical bolt of death energy that kills a specified 
target, unless it makes a successful saving throw vs. spell. Even on a 
successful saving throw, the victim suffers 10-60 pts. of damage.


SCROLL OF DESERT HELL
Allows user to cast "Desert Hell"
Allows user to copy "Desert Hell" into Spell Book
Level: 5 / Wizard
Range: 50 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft.
Saving Throw: 1/2
Weight: 0
Usable only by Mages

'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This 
spell proffers that nothing could be worse than the endless dunes and scorching
heat of the desert.

This spell summons the scorching heat of the desert planes to scorch all 
enemies within sight. Enemies within range must save vs. spell or spontaneously 
combust for 4-40 pts. of damage. Even if they save, they still take half damage 
from the searing heat.


SCROLL OF DETECT EVIL
Allows user to cast "Detect Evil"
Level: 1 / Priest
Range: 0
Duration: 50 seconds + 25 seconds / level (maximum of 5 minutes)
Speed: 1
Area of Effect: Caster
Saving Throw: None
Weight: 0
Usable only by Priests

This spell detects evil intent, revealing the inner nature of the target.

When cast, this spell detects any evil emanations from creatures within range
for 50 seconds + 25 seconds / level of the caster.


SCROLL OF ELYSIUM'S FIRES
Allows user to cast "Elysium's Fires"
Allows user to copy "Elysium's Fires" into Spell Book
Level: 9 / Wizard
Range: 90 feet
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: 1/2
Weight: 0
Usable only by Mages

Elysium's Fires split the sky, raining streams of bright white fire down upon 
the earth. Each blast explodes when it strikes the ground, causing a tremendous 
flash and sending waves of fire rippling out from the point of impact.

This spell summons 8 meteors from Elysium to strike down upon the area and 
crush all enemies. As they smash down on the ground, each one explodes in a 15 
foot diameter area, doing 5-20 points of damage. A creature gets a Saving Throw 
for each of the blasts that hit him.


SCROLL OF ELYSIUM'S TEARS
Allows user to cast "Elysium's Tears"
Allows user to copy "Elysium's Tears" into Spell Book
Level: 3 / Wizard
Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor
Saving Throw: None
Weight: 0
Usable only by Mages

The skies of the Upper Planes shed tears when evil is done. These tears can 
burn even the most armored of foes.

The caster chooses any single target within range. Then, a stream of small
meteors rain down and strike the target and surrounding area - one 'meteor' for
each level of experience, up to a maximum of 10. Each missile that hits 
inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone 
within 3 feet of the target takes 1 point of fire damage as well.


SCROLL OF ENOLL EVA'S DUPLICATION
Allows user to cast "Enoll Eva's Duplication"
Allows user to copy "Enoll Eva's Duplication" into Spell Book
Level: 5 / Wizard
Range: 50 feet
Duration: 60 seconds
Speed: 4
Area of Effect: One
Saving Throw: None
Weight: 0
Usable only by Mages

This 'spell' is actually a complex mathematical equation accidentally 
discovered by the modron, Enoll Eva, while calculating the multiplication 
factor on various linear algebraic formulas. The results are devastating: This 
equation allows all subsequent actions to be doubled or duplicated. Hence it 
was found that during confrontations, all physical or magical attacks were 
seemingly doubled - dealing twice the amount of damage.

This spell affects a single target. No Saving Throw required. When cast, all 
subsequent attacks (physical or magical) will be duplicated once: For example, 
after attacking once with a weapon, the attack will be immediately duplicated - 
same for spells (cast a Magic Missile, and immediately afterwards, another 
Magic Missile spell will launch). This spell will last for approximately 2 
minutes after casting.


SCROLL OF FIRE AND ICE
Allows user to cast "Fire and Ice"
Allows user to copy "Fire and Ice" into Spell Book
Level: 5 / Wizard
Range: 150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe
Saving Throw: Special
Weight: 0
Usable only by Mages

A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly
strike down the target of your choosing.

This spell summons 2 crystal spheres (one red, one blue) that strike a 
specified target. Upon impact, the red sphere explodes into a fireball 30' 
radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the 
blue sphere explodes in the same area of effect, causing 3-18 of cold damage to 
all w/in range. A successful saving throw vs. spell halves the damage.


SCROLL OF FIST OF IRON
Allows user to cast "Fist of Iron"
Allows user to copy "Fist of Iron" into Spell Book
Level: 1 / Wizard
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
Weight: 0
Usable only by Mages

This spell gives the caster's fist the strength and durability of iron, turning 
it into a living weapon. Any punches the caster does will do more damage than
normal.

This spell works only on the Nameless One. When cast, all his normal punch
attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells
while the Fist of Iron is in place.


SCROLL OF FLAMEWALK
Allows user to cast "Flamewalk"
Level: 3 / Priest
Range: 0
Duration: 10 seconds + 10 seconds per level
Speed: 3
Area of Effect: Creature(s) touched
Saving Throw: None
Weight: 0
Usable only by Priests

This spell protects the recipient from the effects of flames... for a time.

This spell gives a single target +2 on their saving throws against any
fire-based attack, and gives all fire-based attacks a multiplier of x.5 for any
damage that does succeed in reaching the targets of this spell.


SCROLL OF FORCE MISSILES
Allows user to cast "Force Missiles"
Allows user to copy "Force Missiles" into Spell Book
Level: 4 / Wizard
Range: 90 ft. + 5 ft. per level
Duration: Instant
Speed: 4
Area of Effect: 1 or more creatures or objects
Saving Throw: Special
Weight: 0
Usable only by Mages

Missiles of Force accurately strike down and blast its intended victims.

Like the magic missile, this spell creates a mystical globe of magical energy, 
which will successfully hit its target for 2-8 pts. of damage, regardless of
saving throw. It then explodes with a concussive blast that does 1 pt. of 
damage / level of the caster within a 3 ft. radius. If a saving throw is made 
then this concussive damage is negated. The wizard creates 1 missile at 7th, +
an additional missile every 2nd level after 7th, for a max of 7 missiles.


SCROLL OF FRIENDS
Allows user to cast "Friends"
Allows user to copy "Friends" into Spell Book
Level: 1 / Wizard
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
Weight: 0
Usable only by Mages

One's charm, one's beauty and one's charisma is oftentimes the key to gaining
the trust of strangers and creating new friends.

When cast, the caster temporarily gains 2-8 points of Charisma, which could be
helpful in making new friends, or opening new paths.


SCROLL OF GLOBE OF INVULNERABILITY
Allows user to cast "Globe of Invulnerability"
Allows user to copy "Globe of Invulnerability" into Spell Book
Level: 6 / Wizard
Range: 0
Duration: 5 seconds per level
Speed: 3
Area of Effect: 5 feet radius
Saving Throw: None
Weight: 0
Usable only by Mages

Similar to its sister spell, Antimagic Shell, this enchantment restricts 
certain magic from entering its confines. Yet unlike its sibling, this spell 
allows magic to flow outward from within.

This spell creates an immobile sphere of magic that prevents any 1st - 4th 
level spell effects from penetrating (even area effect spells). Spells of 5th 
level or higher are not affected by the globe. But unlike antimagic shell, any 
type of spell can be cast out of the sphere. The globe lasts for 5 seconds per 
level of the caster.


SCROLL OF GREATER EMBALMING
Allows user to cast "Greater Embalming"
Allows user to copy "Greater Embalming" into Spell Book
Level: 2 / Wizard
Range: 0
Duration: 60 minutes
Speed: 2
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
Usable only by Mages

Embalming preserves the flesh of the dead... as such, this spell can preserve
the flesh of the Nameless One, mending tears, off-setting decay, and making 
your skin more resilient to damage. This spell is a more potent version of 
Minor Embalming, and the mending and damage resistance it bestows lasts longer.

This spell works only on the Nameless One or any undead. When cast, the target
gains +2 hp/level of the caster and +2 AC for one hour. The extra hit points
behave exactly like an Aid spell... they will heal the caster if he is less
than max hit points or they will give him bonus hit points for an hour.


SCROLL OF GUARDIAN MANTLE
Allows user to cast "Guardian Mantle"
Allows user to copy "Guardian Mantle" into Spell Book
Level: 7 / Wizard
Range: 0
Duration: 50 seconds + 5 seconds per level
Speed: 7
Area of Effect: the caster
Saving Throw: None
Weight: 0
Usable only by Mages

All physical hostile attacks can be done away with.

This spell creates a magical blanket of energy that envelopes the caster's body 
and deflects all physical attacks for 50 seconds + 5 seconds per level of the 
caster. All attackers must make a successful saving throw vs. spell at -4 
penalty in order to break through, otherwise their attacks are thwarted by the 
mantle. In addition, while the spell is active, the caster can still attack or 
use magic. [This spell cancels all other protective effects while the spell is 
active.]


SCROLL OF HALO OF LESSER REVELATION
Allows user to cast "Halo of Lesser Revelation"
Level: 1 / Priest
Range: 240 feet
Duration: 20 seconds per level
Speed: 1
Area of Effect: 10 sq. ft. per level within a 40 ft. radius
Saving Throw: None
Weight: 0
Usable only by Priests

Lines a priest's enemies with a halo of light, making them easier to see and be 
hit.

When cast, the player characters selects any target point within range to 
center the spell on. From there, a glowing, vibrant green glow emits from the 
center and grows out to a 40 foot radius. All hostile creatures will be 
surrounded by a glow for the duration of the spell, which bestows a +2 penalty 
to Armor Class to all affected creature(s). There is no Saving Throw for this 
spell. This spell can also cause a glow around invisible creatures.


SCROLL OF HEAL
Allows user to cast "Heal"
Level: 6 / Priest
Range: 0
Duration: Permanent / Instant
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Priests

This spell brings forth the ultimate power of healing. It cures all blindness, 
all disease, and completely restores the target.

Restores all hit points to a target creature and removes all blindness and
disease conditions on a character.


SCROLL OF HOLD UNDEAD
Allows user to cast "Hold Undead"
Allows user to copy "Hold Undead" into Spell Book
Level: 3 / Wizard
Range: 180 feet
Duration: 5-20 seconds + 5 seconds per level
Speed: 3
Area of Effect: 1d3 undead
Saving Throw: Neg.
Weight: 0
Usable only by Mages

The restless dead shall be bound and held when this spell is cast.

This spell allows the caster to immobilize 1-3 undead creatures, provided that 
the total HD of the creatures are equal to or less than the caster's level.
Furthermore, undead with less than 3 HD are automatically affected. Those with 
3 or more HD are allowed a saving throw to negate the spell. Those affected are
rendered immobile for the duration of the spell. When cast, the caster can
choose the point of origin of the spell (within range), and  from there, the 3 
closest undead are affected.


SCROLL OF HORROR
Allows user to cast "Horror"
Allows user to copy "Horror" into Spell Book
Level: 2 / Wizard
Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Pure horror is perhaps the greatest equalizer in existence, causing both the 
weakest and the strongest to lose their courage and flee in cowardice.

This spell causes all non-undead creatures within a 30 foot radius of the 
target point to flee in terror from the area, if they fail their saving throw.


SCROLL OF HOWL OF PANDEMONIUM
Allows user to cast "Howl of Pandemonium"
Allows user to copy "Howl of Pandemonium" into Spell Book
Level: 6 / Wizard
Range: 50 feet
Duration: Special
Speed: 6
Area of Effect: 30 ft. radius or 60 x 20 ft. cone
Saving Throw: Special
Weight: 0
Usable only by Mages

The Madness from the Howling Land - Pandemonium's Noise screams forth and 
bathes everyone in its cacophony.

The Winds of Pandemonium shoot forth from the caster's body to stun any enemies
on screen. The spell can also nullify all sound-based attacks and deflect 
normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. 
spell are incapacitated for 10 - 60 minutes. Those creatures with greater than 
2HD but less than the caster's who fail their saving throw become confused (as 
if a Confusion spell was cast on them).


SCROLL OF ICE KNIFE
Allows user to cast "Ice Knife"
Allows user to copy "Ice Knife" into Spell Book
Level: 2 / Wizard
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Neg.
Weight: 0
Usable only by Mages

Daggers of ice can be conjured that not only strike the intended target but can 
spread cold as ice in water.

This spell fires a magical ice dagger at a target. The caster must successfully
hit with his normal missile attack roll. A successful hit causes 2-8 pts. of
damage per dagger. When the ice knife strikes a solid object or a creature, the
knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' 
radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. 
of cold damage and have a -2 penalty to their attack rolls. If the attack roll 
misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same 
trajectory that it originally took) the intended target. The Ice dagger will 
then remain on the ground for 2 seconds. If any creature touches this ice 
dagger during that time it will immediately shatter, and emit a cold wave (as 
above). If not, then after the elapsed time it will melt away. Finally, the 
caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a 
maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 
'click' on the same (or another) target.


SCROLL OF IDENTIFY
Allows user to cast "Identify"
Allows user to copy "Identify" into Spell Book
Level: 1 / Wizard
Range: 1 Item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
Weight: 0
Usable only by Mages

This spell reveals the mysteries of an enchanted object, allowing you to know 
its exact abilities.


SCROLL OF IGNUS' FURY
Allows user to cast "Ignus' Fury"
Allows user to copy "Ignus' Fury" into Spell Book
Level: 8 / Wizard
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: One 10 ft. cube per level
Saving Throw: 1/2
Weight: 0
Usable only by Mages

Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn.

This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of 
damage, plus 1 additional pt. of damage per level of the caster, on all 
creatures within sight. A successful saving throw vs. spell halves the damage.


SCROLL OF IMPROVED STRENGTH
Allows user to cast "Improved Strength"
Allows user to copy "Improved Strength" into Spell Book
Level: 4 / Wizard
Range: 0
Duration: 5 seconds per level
Speed: 4
Area of Effect: creature touched
Saving Throw: None
Weight: 0
Usable only by Mages

Superhuman strength can be yours, regardless of prior limitations.

This spell can bestow superhuman strength upon a creature. Furthermore, 
improved strength allows the recipient of the spell to ignore race or class 
restrictions on his max Str score, possibly reaching scores as high as 25.
Warrior         1d8+4 (max 25)
Priest            1d6+4 (max 23)
Rogue          1d6+4 (max 23)
Wizard          1d4+4 (max 21)


SCROLL OF KNOCK
Allows user to cast "Knock"
Allows user to copy "Knock" into Spell Book
Level: 2 / Wizard
Range: 180 feet
Duration: Special
Speed: 1
Area of Effect: 10 sq. feet per level
Saving Throw: None
Weight: 0
Usable only by Mages

The inaccessible, the locked, can be freed and within one's grasp with this
incantation.

With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but 
it doesn't affect barred gates and the like. In addition, it can only affect up 
to 2 impediments per spell.


SCROLL OF LUCK
Allows user to cast "Luck"
Allows user to copy "Luck" into Spell Book
Level: 2 / Wizard
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature
Saving Throw: NoneWeight: 0
Usable only by Mages

Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's 
Luck for a short duration.

This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per 
level of the caster. This bonus increases the chance for success in various 
efforts such as Attacking, Thieving Skills, or Saving Throws and the like.


SCROLL OF MAGIC MISSILE
Allows user to cast "Magic Missile"
Allows user to copy "Magic Missile" into Spell Book
Level: 1 / Wizard
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

This spell shapes arcane energies into unerring missiles. The greater your
skill, the more missiles you can hurl from your body.

The spell summons a magical missile that strikes its target unerringly for
2-5 pts. of damage with no saving throw possible. In addition, the caster gains
1 extra missile every 2 levels, for a total of 5 missiles at level 9.


SCROLL OF MECHANUS' CANNON
Allows user to cast "Mechanus' Cannon"
Allows user to copy "Mechanus' Cannon" into Spell Book
Level: 8 / Wizard
Range: 50 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature
Saving Throw: 1/2
Weight: 0
Usable only by Mages

The true, logical justice of Primus shall be delivered unto the illogical, as 
pure energy descends from Mechanus.

This spell summons the ultimate form of 'equalization' from Primus: A huge 
energy blast that comes from the very heart of Mechanus and fires toward the 
target specified by the caster, via a portal. A temporary portal will appear 10
ft. from the target and Mechanus' Logical Justice will be handed down, 
inflicting 30-90 pts. of damage, with no saving throw.


SCROLL OF METEOR STORM BOMBARDMENT
Allows user to cast "Meteor Storm Bombardment"
Allows user to copy "Meteor Storm Bombardment" into Spell Book
Level: 8 / Wizard
Range: 50
Duration: Instant
Speed: 8
Area of Effect: 50 ft X 50 ft area
Saving Throw: 1/2
Weight: 0
Usable only by Mages

Meteors from across the multiverse are called to rain destruction upon all who 
oppose the caster.

This spell calls forth a great shower of meteors to bombard all enemies within
sight for 10-120 pts. of damage, or half the damage with a successful saving 
throw vs. spell.


SCROLL OF MINOR EMBALMING
Allows user to cast "Minor Embalming"
Allows user to copy "Minor Embalming" into Spell Book
Level: 1 / Wizard
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
Usable only by Mages

Embalming preserves the flesh of the dead... as such, this spell can preserve 
the flesh of the Nameless One, mending tears, off-setting decay, and making 
your skin more resilient to damage.

This spell works only on the Nameless One or any undead. When cast, the target
gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour.
The extra hit points behave exactly like an Aid spell... they will heal the
caster if he is less than max hit points or they will give him bonus hit points
for a half-hour.


SCROLL OF MISSILE OF PATIENCE
Allows user to cast "Missile of Patience"
Allows user to copy "Missile of Patience" into Spell Book
Level: 1 / Wizard
Range: ?
Duration: ?
Speed: ?
Area of Effect: ?
Saving Throw: Special
Weight: 0
Usable only by Mages

"Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane 
of mages everywhere, could this be the practical joke of an arch-mage, or 
living disproof of the old Prime Material axiom that "good things come to those 
who wait"?


SCROLL OF PACIFY
Allows user to cast "Pacify"
Allows user to copy "Pacify" into Spell Book
Level: 1 / Wizard
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Weight: 0
Usable only by Mages

Violence is not always the best solution. This spell seeks to quell the boiling
blood, the anger and malice through peaceful means.

As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less 
in the area of effect; this affects all types of creatures except for undead. 
When cast, creatures must immediately make a saving throw vs. spell. If they
fail, they stop all activities that require any exertion, including arguments, 
combat, etc. From here, the affected creatures will fall into a deep slumber. 
The affected creatures will remain in this state for the duration of the spell 
if left unharmed. If attacked, they automatically gain a new saving throw to 
try and break the spell.


SCROLL OF PAIN MIRROR
Allows user to cast "Pain Mirror"
Allows user to copy "Pain Mirror" into Spell Book
Level: 2 / Wizard
Range: Caster only
Duration: When hit, or 5 seconds per level of caster
Speed: 2
Area of Effect: 10 ft. radius when activated
Saving Throw: None
Weight: 0
Usable only by Mages

A near-forgotten legacy of an ancient empire, this spell reminds those who wish 
to harm the caster that they must be willing to suffer as well. If the caster 
is hurt, the same damage is inflicted on any creatures close to the caster.

This spell only affects the caster. Whenever the caster is attacked while the
spell is in effect, all hostile creatures within a 10 foot radius take equal
damage. It only works for one attack, and the effects are not cumulative (you 
cannot have more than one mirror erected). If the spell is not triggered, it 
lasts for 5 seconds per level of the caster.


SCROLL OF POWER WORD, BLIND
Allows user to cast "Power Word. Blind"
Allows user to copy "Power Word, Blind" into Spell Book
Level: 8 / Wizard
Range: 15 feet per level
Duration: Special
Speed: 8
Area of Effect: 15 feet radius
Saving Throw: None
Weight: 0
Usable only by Mages

The power of sight shall be removed, and darkness shall enter.

This spell blinds up to 100 hit points of creatures within a 15 ft.
radius / level of the caster from the specified target point. The blindness
spreads outwards from the center, affecting creatures with the lowest HP totals
first. Those with more than 100 HP are not affected. The spell effect's 
duration depends on the number of HP affected: If 25 or fewer HP are affected, 
then the blindness lasts for 160-400 seconds. If 26-50 HP are affected, the 
blindness lasts for 80-200 seconds.  If 51-100 HP are affected, the blindness 
lasts for 16-40 seconds. An individual creature can't be partially affected: 
Unless all of its HP are affected, it is not blind.


SCROLL OF POWER WORD KILL
Allows user to cast "Power Word. Kill"
Allows user to copy "Power Word, Kill" into Spell Book
Level: 9 / Wizard
Range: 15 feet per 2 levels
Duration: Instant
Speed: 1
Area of Effect: 10 feet radius
Saving Throw: None
Weight: 0
Usable only by Mages

With a single word, life's energies are snuffed out.

When this spell is uttered, one creature of any type within the spell range is 
instantly killed. It can kill any creature that has up to 120 hit points, with 
no saving throw allowed.


SCROLL OF PRAYER
Allows user to cast "Prayer"
Level: 3 / Priest
Range: 0 (centered on caster)
Duration: 5 seconds per level
Speed: 1
Area of Effect: 60 feet radius
Saving Throw: None
Weight: 0
Usable only by Priests

This spell aids allies and harms your foes.

This spell grants a bonus of + 1 to attack, damage, and saving throws to all 
who are "Friendly" to the priest. Those who are "Hostile" to the caster suffer 
-1 to attack, damage, and saving throws. It lasts 5 seconds / level in a 60 
foot radius.


SCROLL OF PROTECTION FROM EVIL
Allows user to cast "Protection from Evil"
Level: 1 / Priest
Range: 0
Duration: 10 seconds per level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Priests

This spell surrounds the caster with a circle of protection that helps protect
him against attacks by those with evil intent.

This spell bestows protection from evil creatures through a magical barrier 
that surrounds the recipient of the spell. It gives a -2 penalty to attack 
rolls by evil creatures and bestows a +2 bonus to all saving throws that are 
caused by such evil attacks for a duration of 10 seconds / level of the caster.


SCROLL OF RAISE DEAD
Allows user to cast "Raise Dead"
Level: 5 / Priest
Range: 90 feet
Duration: Permanent / Instant
Speed: 5
Area of Effect: 1 Person
Saving Throw: None
Weight: 0
Usable only by Priests

The most precious gift is bestowed upon all who were lost to the living.

This spell restores life back to any slain individual chosen. No saving throw 
is required.


SCROLL OF REMOVE CURSE
Allows user to cast "Remove Curse"
Level: 3 / Priest
Range: 0
Duration: Instant
Speed: 4
Area of Effect: Special
Saving Throw: None
Weight: 0
Usable only by Priests

Cursed items shall no longer afflict you when this spell is cast.

When cast, this spell removes a curse upon the person targeted. It does not 
remove the curse from the actual item itself, but it allows the person to 
successfully unequip and rid themselves of the cursed item.


SCROLL OF REMOVE CURSE
Allows user to cast "Remove Curse"
Allows user to copy "Remove Curse" into Spell Book
Level: 4 / Wizard
Range: 0
Duration: Instant
Speed: 4
Area of Effect: Special
Saving Throw: None
Weight: 0
Usable only by Mages

Cursed items shall no longer afflict you when this spell is cast.

When cast, this spell removes a curse upon the person targeted. It does not
remove the curse from the actual item itself, but it allows the person to
successfully unequip and rid themselves of the cursed item.


SCROLL OF RUNE OF TORMENT
Allows user to cast "Rune of Torment"
Allows user to copy "Rune of Torment" into Spell Book
Level: 9 / Wizard
Range: 0
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: None
Weight: 0
Usable only by Mages

Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall 
resonate its anguish. Torment of the mind. Torment of the body. Torment of the 
soul. All will be made clear when the Circle is drawn.

After the Ultimate Circle is inscribed on the ground, and the Rune explodes, 
all creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit 
points of damage. There is no Saving Throw.


SCROLL OF SHIELD
Allows user to cast "Shield"
Allows user to copy "Shield" into Spell Book
Level: 1 / Wizard
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

This spell summons a globe of force that protects the caster from physical
attacks.

When cast, a magical orb of protective energy arises and protects the recipient
from attacks from all directions. It bestows an AC 3 against all attacks and +1
to all Saving Throws for 25 seconds / level of the caster.


SCROLL OF SHROUD OF SHADOWS
Allows user to cast "Shroud of Shadows"
Allows user to copy "Shroud of Shadows" into Spell Book
Level: 4 / Wizard
Range: 0
Duration: 5-20 seconds +10 seconds
Speed: 4
Area of Effect: One Target
Saving Throw: None
Weight: 0
Usable only by Mages

This spell brings shadows to your aid, enshrouding your body from detection and 
physical attacks.

When this spell is cast, a targeting cursor appears, and the player may select 
any target within touch range. The recipient of this spell gains the following
abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the 
caster.


SCROLL OF SPEAK WITH DEAD
Allows user to cast "Speak with Dead"
Level: 3 / Priest
Range: 50
Duration: Special
Speed: 1
Area of Effect: 1 creature (undead)
Saving Throw: None
Weight: 0
Usable only by Priests

To commune with spirits passed away.

This spell allows the Nameless One to initiate a dialogue with a dead body
within speaking range.


SCROLL OF SPIRITUAL HAMMER
Allows user to cast "Spritual Hammer"
Level: 2 / Priest
Range: 30 feet per level
Duration: Variable (see below)
Speed: 1
Area of Effect: 1 Target
Saving Throw: 1/2
Weight: 0
Usable only by Priests

This spell summons a hammer of spiritual energy to smite your foes.

When cast, the caster chooses a target within range. The hammer causes 4-10
points of bludgeoning damage, for every three levels that the caster has, 
acting as a +1 weapon (+1 to hit and +1 damage), gaining an additional +1 for 
every six levels of the caster, to a maximum of +3.


SCROLL OF STRENGTH
Allows user to cast "Strength"
Allows user to copy "Strength" into Spell Book
Level: 2 / Wizard
Range: Touch
Duration: 60 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 0
Usable only by Mages

Grants immense strength to the weak - or greater strength to the strong.

This spell increases the target's Strength score by a certain number of points 
(or tenths of points above 18) which will still be qualified by race/class 
restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is 
as follows:
Priest              1d6 points
Rogue            1d6 points
Warrior            1d8 points
Wizard            1d4 points


SCROLL OF STYGIAN ICE STORM
Allows user to cast "Stygian Ice Storm"
Allows user to copy "Stygian Ice Storm" into Spell Book
Level: 7 / Wizard
Range: 50 feet
Duration: Special
Speed: 7
Area of Effect: 50 ft X 50 ft area
Saving Throw: Special
Weight: 0
Usable only by Mages

Few know the true terror of Baator, let alone the gruesome Fifth Layer. This 
devastating spell summons the harshest cold and bitter ice of the Fifth Layer 
of Baator, Stygia, to annihilate all enemies within range. As the River Styx 
flows through the Stygian Ice, so it does in this spell as well. Perhaps if the
victims are strong enough to survive this devastation they may live to tell
others about the true terror... but the River Styx has a tendency to make 
people forget.

Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts. 
of ice damage, with no saving throw. Finally, all creatures must save vs. spell 
or suffer confusion for 5-30 seconds due to the immediate contact with the 
frozen, forgetful waters of the River Styx.


SCROLL OF SWARM CURSE
Allows user to cast "Swarm Curse"
Allows user to copy "Swarm Curse" into Spell Book
Level: 2 / Wizard
Range: 100 feet
Duration: 15 seconds
Speed: 2
Area of Effect: 3 feet / level of the caster
Saving Throw: Neg.
Weight: 0
Usable only by Mages

All that scuttles, creeps, and swarms shall be invited to dine... on a victim 
of your choosing. Brings a swarm of insects to attack all those in the area of
effect.

Brings a swarm of insects to attack all those in the area of effect. They
inflict 1-4 + (caster level/3) points of damage every 5 seconds. No one can 
cast a spell while within the swarm.


SCROLL OF TASHA'S UNBEARABLE DERISIVE LAUGHTER
Allows user to cast "Tasha's Unbearable Derisive Laughter"
Allows user to copy "Tasha's Unbearable Derisive Laughter" into Spell Book
Level: 3 / Wizard
Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
Usable only by Mages

What man does not feel their body fill with burning shame when mocked by a 
woman? Fill the ears of your enemies with the derisive scorn of a woman's 
laughter. Their bodies shall become clumsy and foolish, easily struck, and 
confidence shall be leeched from their muscles, weakening their blows.

Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. 
All male living creatures with an INT > 4 in range of the spell must make a 
Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their 
damage rolls for 5 seconds / level of the caster.


SCROLL OF VAMPIRIC TOUCH
Allows user to cast "Vampiric Touch"
Allows user to copy "Vampiric Touch" into Spell Book
Level: 3 / Wizard
Range: Touch
Duration: Instant
Speed: 3
Area of Effect: 1 Creature Touched
Saving Throw: None
Weight: 0
Usable only by Mages

This spell steals life from the target and transfers it to you.

When the player touches a non-undead creature, he drains 1-6 hp from the target 
for every 2 wizard levels he has (2-12 hp for Lvl 4). The damage that he drains 
is then transferred to the caster and added to their total hp. Any hp over the 
normal maximum is treated as 'temporary hit points' which will be lost after 
one hour if not used beforehand (absorbing damage).


SCROLL OF ZERTHIMON'S FOCUS
Allows user to cast "Zerthimon's Focus"
Allows user to copy "Zerthimon's Focus" into Spell Book
Level: 3 / Wizard
Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Usable only by Mages

This enchantment helps the target remember Zerthimon's teachings on the ways to 
channel one's mental and physical focus during battle. When cast, the 
recipient's chances for a Critical Attack are raised for 5 seconds per level of 
the caster.


SECOND CIRCLE OF ZERTHIMON
Allows user to copy "Scripture of Steel" into Spell Book
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet cube
Saving Throw: None
Weight: 1
Usable only by Mages and Nameless One

Inscribed upon this circular stone plate is the Second Circle of Zerthimon:

"*Know* that flesh cannot mark steel. *Know* that steel may mark flesh. In
*knowing* this, Zerthimon became free."

"*Know* that the tentacled ones were of flesh. They relied on the flesh and 
used it as tools for their will. One of the places where flesh served their 
will were the Fields of Husks on the False Worlds of the *illithids.*"

"The Fields were where the bodies of the People were cast after the *illithids*
had consumed their brains. When the brain had been devoured, the husks came to
be fertilizer to grow the poison-stemmed grasses of the *illithids.* Zerthimon 
worked the Fields with no *knowing* of himself or what he had become. He was a
tool of flesh, and the flesh was content."

"It was upon these fields that Zerthimon came to *know* the scripture of steel. 
During one of the turnings, as Zerthimon tilled the Fields with his hands, he 
came across a husk whose brain remained within it. It has not been used as 
food. Yet it was dead."

"The thought that one of the husks had died a death without serving as food for 
the *illithids* was a thought Zerthimon had difficulty understanding. From that
thought, came a desire to *know* what had happened to the husk."

"Embedded in the skull of the husk was a steel blade. It had pierced the bone.
Zerthimon realized that was what had killed the husk. The steel had marked the
flesh, but the flesh had not marked the steel."

"Zerthimon took the blade and studied its surface. In it, he saw his 
reflection. It was in the reflection of the steel that Zerthimon first *knew* 
himself. Its edge was sharp, its will the wearer's. It was the blade that would 
come to be raised against Gith when Zerthimon made the Pronouncement of Two 
Skies."

"Zerthimon kept the blade for many turnings, and many were the thoughts he had
about it. He used it in the fields to aid his work. In using it, he thought
about how it was not used."

"The *illithids* were powerful. Zerthimon had believed that there was nothing
that they did not *know.* Yet the *illithids* never carried tools of steel. 
They only used flesh as tools. Everything was done through flesh, for the 
tentacled ones were made of flesh and they *knew* flesh. Yet steel was superior 
to flesh. When the blade had killed the husk, it was the flesh that had been 
weaker than the steel."

"It was then that Zerthimon came to *know* that flesh yielded to steel. In 
*knowing* that, he came to *know* that steel was stronger than the 
*illithids.*"

"Steel became the scripture of the People. *Know* that steel is the scripture
by which the People came to *know* freedom."


SEVENTH CIRCLE OF ZERTHIMON
Allows user to copy "Missile of Patience" into Spell Book
Range: ?
Duration: ?
Speed: ?
Area of Effect: ?
Saving Throw: Special
Weight: 1
Usable only by Mage, Dak'kon and Nameless One

Inscribed upon this circular stone plate is the Seventh Circle of Zerthimon:

"*Know* that the Rising of the People against the *illithid* was a thing built 
upon many turnings. Many were the People who lived and died under time's blade
while the Rising was shaped."

"The Rising was shaped upon a slow foundation. Steel was gathered so that it 
might mark *illithid* flesh. A means of *knowing* the movements of the
*illithids* were established, at first weak and confused, then stronger, like a 
child finding its voice. When the movements were *known,* then the *illithids*
were observed. In observing them, their ways of the mind were *known.*"

"When the ways of the *illithid* were *known,* many of the People were gathered 
and taught in secret the means to shield their minds, and the way to harness 
their will as weapons. They were taught the scripture of steel, and most 
importantly, they were given the *knowing* of freedom."

"These things were not learned quickly. The *knowing* of much of the ways was 
slow, and in all these things, time's weight fell upon all. From the *knowing*
of one's reflection in a steel blade, to the *knowing* of submerging the will,
to the *knowing* of seeing itself. All of these things and more the People 
built upon. In time, they came to *know* the whole."


SIXTH CIRCLE OF ZERTHIMON
Allows user to copy  "Balance in All Things" into Spell Book
Range: Caster only
Duration: When hit the same number of times as Level / 4, or 5 seconds / level 
          of caster
Speed: 3
Area of Effect: 10 ft. radius when activated
Saving Throw: None
Weight: 1
Usable only by Mage, Dak'kon and Nameless One

Inscribed upon this circular stone plate is the Sixth Circle of Zerthimon:

"Upon the Blasted Plains, Zerthimon told Gith there cannot be two skies. In the 
wake of his words, came war."

"So it came to pass that the People had achieved victory over their *illithid*
masters. They *knew* freedom. Yet before the green fires had died from the 
battlefield, Gith spoke of continuing the war. Many, still filled with the 
bloodlust in their hearts, agreed with her. She spoke of not merely defeating 
the *illithids,* but destroying all *illithids* across the Planes. After the 
*illithids* had been exterminated, they would bring war to all other races they
encountered."

"In Gith's heart, fires raged. She lived in war, and in war, she *knew* 
herself. All that her eyes saw, she wanted to conquer."

"Zerthimon spoke the beginnings of that which was against Gith's will. He spoke 
that the People already *knew* freedom. Now they should *know* themselves again
and mend the damage that had been done to the People. Behind his words were 
many other hearts of the People who were weary of the war against the 
*illithid.*"

"*Know* that Gith's heart was not Zerthimon's heart on this matter. She said 
that the war would continue. The *illithid* would be destroyed. Their flesh
would be no more. Then the People would claim the False Worlds as their own. 
Gith told Zerthimon that they would be under the same sky in this matter. The
words were like bared steel."

"From Zerthimon came the Pronouncement of Two Skies. In the wake of his words 
came war."


THIRD CIRCLE OF ZERTHIMON
Allows user to copy "Submerge the Will" into Spell Book
Range: 10 feet
Duration: 12 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 1
Usable only by Mages and Nameless One

Inscribed upon this circular stone plate is the Third Circle of Zerthimon:

"Zerthimon labored many turnings for the *illithid* Arlathii Twice-Deceased and 
his partnership in the cavernous heavens of the False Worlds. His duties would
have broken the backs of many others, but Zerthimon labored on, suffering 
torment and exhaustion."

"It came to pass that the *illithid* Arlathii Twice-Deceased ordered Zerthimon 
before him in his many-veined galleria. He claimed that Zerthimon had committed 
slights of obstinance and cowardice against his partnership. The claim had no 
weight of truth, for Arlathii only wished to *know* if flames raged within
Zerthimon's heart. He wished to *know* if Zerthimon's heart was one of a slave 
or of a rebel."

"Zerthimon surrendered to the *illithid* punishment rather than reveal his
new-found strength. He *knew* that were he to show the hatred in his heart, it
would serve nothing, and it would harm others that felt as he. He chose to
endure the punishment and was placed within the Pillars of Silence so he might
suffer for a turning."

"Lashed upon the Pillars, Zerthimon moved his mind to a place where pain could
not reach, leaving his body behind. He lasted a turning, and when he was 
brought before Arlathii Twice-Deceased, he gave gratitude for his punishment to 
the *illithid* as was custom. In so doing, he proved himself a slave in the
*illithid* eyes while his heart remained free."

"By enduring and quenching the fires of his hatred, he allowed Arlathii 
Twice-Deceased to think him weak. When the time of the Rising came, Arlathii 
was the first of the *illithid* to *know* death by Zerthimon's hand and die a 
third death."


TWISTED GEAR OF ENOLL EVA
(Minor Artifact)
Special: Teaches User "Enoll Eva's Duplication"
Weight: 2
Usable only by Mages

The heavy gear that lies in the middle of this twisted mass of junk holds the 
last algebraic ruminations of Enoll Eva, the recently disintegrated Creative
Director of Rubikon. Inscribed upon this twisted gear is a complex mathematical 
equation the modron discovered while attempting to calculate the permutations 
of the Rubikon maze. It is likely the presence of Limbo had an impact on his
thoughts, inspiring the narrow-minded modron to think of something both
brilliant and extremely dangerous.

Once "calculated" (cast), Enoll Eva's equation allows all subsequent actions to 
be doubled or duplicated. During confrontations, all physical or magical 
attacks are doubled - dealing twice the amount of damage.

How it ended up inside Nordom's frame is unknown, but the rogue modron may have
picked it up while gathering wayward items in the Rubikon maze.


-------------------------------------------------------------------------------
Tattoos
-------------------------------------------------------------------------------

ANARCHIST TATTOO
Invokes: "Haste"
Weight: 0

This tattoo is created from the four symbols of the Revolutionary League.
Wearing this openly is not a good idea.

The Revolutionary League believes that all power structures should be
overthrown, and they have devoted themselves to seeing that this occurs. They
are the natural enemies of nearly all the other factions, and so they must move
quickly when identified.

The problem with this tattoo, of course, is that it immediately identifies its
wearer as an Anarchist. Authority figures have a problem with this.


RAZOR ANGEL INK
Invokes: "Protection from Evil"
Weight: 0
Not usable by Evil characters

This tattoo is a reminder of the aid you gave to the Razor Angels in the Alley 
of Dangerous Angles. Your strike against the evil in the heart of the Alley now 
grants you some protection against those with spite in their hearts.

This tattoo has a limited number of uses.


TATTOO OF ACCURACY
THAC0: +1
Weight: 0

This tattoo has two concentric rings with lines radiating from the center. When
inscribed on the skin, the wearer's perceptions of distance and balance become
heightened, giving their attacks greater accuracy.


TATTOO OF ACTION
Special: +1 to Dexterity
Weight: 0

This tattoo gives the wearer's reflexes an additional edge, making him more
difficult to hit.


TATTOO OF ANNAH-OF-THE-SHADOWS
Special:
   +1 to Dexterity
   -1 to Charisma
   -1 to Wisdom
   +3% Pick Pockets Skill Bonus
   +3% Stealth Skill Bonus
   +3% Open Locks Skill Bonus
   +3% Detect Traps Skill Bonus
Weight: 0
Usable only by Thieves
Usable only by Nameless One

Some of Annah's presence must be rubbing off on you, for this tattoo allows you 
to call upon some of her cat-like skills and grace to hone your thief 
abilities. Unfortunately, it also inherits some of Annah's brashness and 
impulsiveness, reducing your Charisma and Wisdom accordingly.


TATTOO OF AVERNUS
Special:
   +33% Resistance to Fire
   +33% Resistance to Magical Fire
   Immunity to Panic
Weight: 0

This tattoo recognizes your travels on the first layer of Baator, Avernus. It 
draws upon the traces of the Plane's ash and fire that still remain on your 
skin, and turns it outwards, giving you a bonus against all manner of fire and 
fear attacks.


TATTOO OF BLOODLETTING
Special: +1 to Damage with all Attacks
Weight 0

This tattoo has a barbed whip inscribed on it. When the wearer strikes an
opponent in combat, the tattoo flares and the whip takes an extra "bite" out of
the opponent.


TATTOO OF DEATH-IN-LIFE
Invokes: "Raise Dead"
Weight: 0
Usable only by Nameless One

This tattoo tells of how you saved Dimtree's life by granting him a second
death. Whether it was the intensity of Dimtree's gratitude or channeling of the
power in the words you spoke to free him, this tattoo now allows you to draw
from that experience and pull someone back from the brink of death.

This tattoo will only work three times before it fades from the skin.


TATTOO OF DREAMS OF ES-ANNON
Special:
   +1 to Save vs. Spells
   +2 to Base Hit Points
Weight: 0

For some reason, the tale of the Crier of Es-Annon filled you with a strange 
nostalgia, which you have related to Fell. This tattoo draws upon both this 
nostalgia and the perseverance of the Criers of Es-Annon, granting you a boon 
to your health and your endurance.

Artistically, this is some of Fell's best work: although this tattoo shows the
barest image of Es-Annon that you heard from the Crier of Es-Annon, you can 
almost *feel* the great spiraling parks and avenues of light through this 
intricate symbol. This tattoo helps preserve the memory of the city and the
dream of its people that its majesty might be remembered.


TATTOO OF DEVOURING VERMIN
Special:
   +1 to Save vs. Poison
   +5% Resistance to Acid
Weight: 0

This tattoo represents your inhuman appetite for vermin. It also raises your
body's resistance to acidic attacks and poison, mostly because of the powers of
your cast iron stomach has been externalized.


TATTOO OF ENDURING
Special: +3 to Base Hit Points
Weight: 0

This tattoo grants the wearer a slight bonus to health, making them more
difficult to knock unconscious.


TATTOO OF GRAVES OF ES-ANNON
Special:
   +2 to Save vs. Death Magic
   +2 to Base Hit Points
Weight: 0

This tattoo is perhaps the last piece of Es-Annon that will exist... as the 
Criers of Es-Annon die of age and disease, their graves will be all that 
remains of Es-Annon. This symbol draws upon the suffering of the Criers and 
uses it as a shield against harm, allows you a greater chance of avoiding the 
Criers' fate.


TATTOO OF GREATER ACTION
Special: +2 to Dexterity
Weight: 0
Usable only by Thieves

This tattoo bolsters the wearer's reflexes, making him more difficult to hit 
and adding to his thief skills.


TATTOO OF GREATER ENDURING
Special: +9 to Base Hit Points
Weight: 0
Usable only by Fighters

This tattoo grants the wearer a bonus to health, making them more difficult to
take down in combat.


TATTOO OF GREATER HEALTH
Special: +2 Constitution
Weight: 0
Usable only by Fighters

This tattoo bolsters the wearer's endurance and pain threshold, making him more
difficult to take down in combat.


TATTOO OF GREATER MIGHT
Special: +2 to Strength
Weight: 0
Usable only by Fighters

This tattoo increases the user's strength, making his physical attacks more 
damaging and allowing him to carry more weight.


TATTOO OF GREATER PRESENCE
Special: +2 to Charisma
Weight: 0

This tattoo makes the wearer more impressive and commanding, giving them a
higher presence and leadership ability.


TATTOO OF GREATER WARDING
Special: +2 to Armor Class
Weight: 0
Usable only by Fighters

This tattoo is a minor ward against physical attacks. It hardens the wearer's
skin, making them more difficult to hurt in combat.


TATTOO OF GROSUK'S DEMISE
Invokes: "Improved Strength"
Weight: 0

This tattoo tells of your efforts to aid Sebastion by slaying Grosuk the 
abishai. This tattoo draws upon that experience and bolsters the wearer's brute
strength to evade unpleasant legal entanglements.

This tattoo's power is limited. When its power is exhausted, it will vanish 
without a trace.


TATTOO OF HEALTH
Special: +1 to Constitution
Weight: 0

This tattoo gives a minor gain to the wearer's endurance and pain threshold, 
making him more difficult to take down in combat.


TATTOO OF IGNUS
Special: Temporary
   +15% Resistance to Fire
   +15% Resistance to  Magical Fire
Special: Equipped
   +1 to Constitution
   +3 to Base Hit Points
   -15% Resistance to Magic
   -1 to Wisdom
Weight: 0
Usable only by Nameless One

Having Ignus as a companion is allowing you to see flames and madness in a 
different... light. When this tattoo is worn, you may draw upon Ignus' fury to 
shrug off flame attacks and increase your Constitution, making your threshold 
of pain that much higher. Unfortunately, since Ignus' strength lies in his 
madness, your Wisdom is impaired when this tattoo is worn upon the skin and 
your susceptibility to magical attacks increases.

This tattoo can only call upon its ability to protect the wearer from flames 
for a limited number of times. When the tattoo's power is exhausted, however, 
the Constitution bonus will remain.


TATTOO OF INSIGHT
Special: +1 to Intelligence
Weight: 0

This tattoo adds a slight bonus to the user's intelligence, allowing him a
greater chance of gaining memories and aiding his mage skills.


TATTOO OF JUSTICE'S EYE
Invokes: "Detect Evil"
Special: +1 to Strength
Weight: 0

This tattoo tells of your efforts to help Trist and depicts the arrest and 
trial of Byron Pikit. This tattoo bolsters the eye and mind of the wearer - it 
allows the wearer to perceive injustices and grants the user the strength to 
correct them.

The tattoo's power may only be used a limited number of times, but when Detect 
Evil is exhausted, the tattoo will remain.


TATTOO OF LOGIK CUBED
Special:
   Temporary +3 to Intelligence
   Temporary -3 to Wisdom
Weight: 0
Usable only by Nameless One

Some of Nordom's presence must be rubbing off on you, for this tattoo allows 
you to tap into his (mostly) ordered and logical mind for brief periods of 
time. When this occurs, however, your ability to comprehend the world around 
you takes a fall, making it more difficult to learn from your experiences.

This tattoo must be invoked in order to take effect. When its ability is used 
up, the tattoo disappears.


TATTOO OF MIGHT
Special: +1 to Strength
Weight: 0

This tattoo adds a slight bonus to the user's strength, making his physical 
attacks more damaging and allowing him to carry more weight.


TATTOO OF MORTE
Special: Temporary
   +1 Save vs. Paralyzation
   +1 to Luck
Special: Equipped
   +1 to Charisma
   -1 to Wisdom
Weight: 0
Usable only by Nameless One

For all Morte's faults, having him as a companion makes you seem more capable
and not so much of a stranger to Sigil's streets. This tattoo reinforces that 
bond, giving you +1 to Charisma and, when invoked, it also lends you some of 
Morte's luck and his ability to shrug off anything that would otherwise cause 
him to stop talking (such as paralyzation or stunning). Unfortunately, it also 
gives the user a penalty for their Wisdom... which is not hard to understand, 
considering how little Morte has to spare.

This tattoo can only call upon its luck ability a limited number of times. When 
the tattoo's power is exhausted, however, the Charisma bonus will remain.


TATTOO OF PRESENCE
Special: +1 Charisma
Weight: 0

This tattoo gives the wearer an edge when interacting with others, giving them 
a higher presence and leadership ability.


TATTOO OF RAVEL
Special:
   +1 to Charisma
    Immunity to Panic
Weight: 0

You have met a creature of legend, myth and mystery, and there are few who can
claim to have met the night hag Ravel and NOT met some horrible fate. This
tattoo tells of your encounter with the mythological figure; merely wearing it
marks you as someone to be respected... and feared. In addition to the respect
you now command, common terrors that would terrify a normal human being now
slide off of you.


TATTOO OF RAVEL'S KISS
Special:
   -1 to Wisdom
   -1 to Intelligence
   +2 to Strength
   +2 to Constitution
   +1 to Save vs. Paralyzation
Weight: 0
Usable only by Nameless One

Your lips have touched the night hag, Ravel, and there are few who have met her 
and lived, much less caused her to feel some emotion other than contempt and
hatred. This tattoo is blood red, and reminds you of the blood that Ravel drew 
when your lips touched hers. It may not have been the wisest decision, but it 
took tremendous bravery and strength to kiss her. When inscribed on the skin,
the tattoo steels the heart and body and helps the wearer throw off the effects
of paralyzation, but at the same time, it dulls your intelligence and wisdom
somewhat.


TATTOO OF REVELATION
Special: +2 to Intelligence
Weight: 0
Usable only by Mages

This tattoo bolster's the user's intelligence, allowing him a greater chance of
gaining memories and aiding his mage skills.


TATTOO OF SAVING GRACE
Special:
   +1 to Wisdom
   +5 to Lore Skill
   +1 to all Saving Throws
Weight: 0
Usable only by Nameless One

Some of Fall-From-Grace's presence must be rubbing off on you, for this tattoo 
allows you to steady your thoughts and take events from a calm perspective, 
allowing you to gain more experience from your encounters. Furthermore, this 
tattoo helps calm the mind and allows you to control your impulsiveness, panic
and harness your adrenaline rush to shrug off spells, paralyzation, and any 
other attacks that rely on chance to pierce your defenses.


TATTOO OF SEBASTION'S END
Invokes: "Flamewalk"
Weight: 0

This tattoo tells of your betrayal of Sebastion's intentions to Grosuk the
abishai. This tattoo draws upon that experience, allowing you to enhance the
barest trace of the abishai's evil gratitude and magnify it. When inscribed on
the skin, this tattoo has the power to radiate heat away from the body.

Much like the gratitude of any baatezu, this tattoo's power is limited. When 
its power is exhausted, it will vanish without a trace.


TATTOO OF SENSATION
Special:
   +1 to Damage with all Attacks
   +5% to  Damage from All Physical Attacks
THAC0: +1
Weight: 0
Usable only by Sensates

This tattoo enhances the player's senses; as a side effect, the wearer can use
their enhanced senses to pinpoint a target's vulnerable points and inflict more
damage. Unfortunately, the tattoo also enhances any sensations of pain the
wearer feels, so he takes more damage from physical attacks.


TATTOO OF SILENT COINS
Special:
   Grants Experience Points when invoked
   Grants permanent +3% Pick Pocket Skill when invoked
   +5% Pick Pocket Skill Bonus when worn
Weight: 0
Usable only by Nameless One
Usable only by Thieves

This tattoo came from the severed arm you found in the Dismembered Crypt. 
Apparently, this tattoo tells of the experiences of one of your past 
incarnations... the symbols and tales are unfamiliar to you, but it seems to 
tell of a time when you lived as a thief on Sigil's streets, before being 
driven down into the catacombs because of your thieving nature.

In activating the tattoo, some of the memories of living on Sigil's streets 
will return to you, giving you more experience. Furthermore, it will give you a
permanent bonus to your pick pocket skill. Even when the tattoo is invoked and
the experience has been gained, however, the tattoo and the pick pocket bonus
will remain.


TATTOO OF SPITE
Invokes: "Tasha's Unbearable Derisive Laughter"
Weight: 0

This tattoo symbolizes the way in which, with but a simple statement, you
clipped Corvus and Karina's relationship before it had a chance to take root. 
This tattoo allows you to draw upon Corvus' unrequited love and turn it into a 
weapon against others.

When the tattoo's ability is used up, the tattoo vanishes.


TATTOO OF TENEMENT SHADOWS
Special: +15% Stealth Skill Bonus
Weight: 0
Usable only by Thieves

This tattoo tells of your experiences in escaping the Tenement of the Starved 
Dogs; the tattoo has the same color as the Adder's Tear which Sybil gave you. 
It gives you an additional bonus to stealth as long as it is inscribed on your
flesh.


TATTOO OF THE ANARCHISTS
Special: Causes Confusion
Weight: 0

This tattoo is created from the four symbols of the Revolutionary League.
Wearing this openly is not a good idea.

The Revolutionary League believes that all power structures should be
overthrown, and they have devoted themselves to seeing that this occurs. They
are the natural enemies of nearly all the other factions, and so they must move
quickly when identified. The problem with this tattoo, of course, is that it
immediately identifies its wearer as an Anarchist. Authority figures have a
problem with this.

This tattoo creates confusion in the enemies of the Anarchist, lasting up to
30 seconds.


TATTOO OF THE ART
Special:
   +1 to Intelligence
   Memorize 1 Additional 1st Level Mage Spell
   Memorize 1 Additional 2nd Level Mage Spell
Weight: 0
Usable only by Mages

This tattoo enhances your natural talent for the Art, heightening your 
reasoning and deductive abilities, and increasing your spell memorization 
capacity.


TATTOO OF THE BETRAYER
Special:
   +1 to Strength
   +1 to Intelligence
Weight: 0

This tattoo describes the defeat of Trias the Betrayer, and how you dealt the
death stroke to the corrupted deva. It represents the strength necessary to 
defeat him and the smarts required to outwit a deva.


TATTOO OF THE BLACK-BARBED CALL
Invokes: "Black Barbed Shield"
Weight: 0
Usable only by Mages
Usable only by Nameless One

This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it
echoes the terrible sensation that flooded you when you called upon the power
within the maze... and the Trigits answered in their own speech, something that 
impressed Ravel herself. This tattoo allows you to call upon that power again
for a limited period of time and use it protect yourself against your enemies; 
it seems that enemies of you are enemies of Ravel AND the Trigits...

This tattoo has only a limited amount of power... when it is exhausted, the
tattoo will vanish.


TATTOO OF THE BLACK-BARBED MAZE
Invokes: "Black Barbed Curse"
Weight: 0
Usable only by Mages
Usable only by Nameless One

This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it 
echoes the terrible sensation that flooded you when you attempted to call upon
the power within the maze. This tattoo allows you to call upon that power again 
for a limited period of time and turn it against your enemies; it seems that 
enemies of you are enemies of Ravel...

This tattoo has only a limited amount of power... when it is exhausted, the 
tattoo will vanish.


TATTOO OF THE BONESINGER
Invokes "Hold Undead"
Weight: 0

You have learned to speak with the dead and hear their stories, even from 
beyond the Eternal Boundary. This tattoo draws upon your powers over undeath 
and heightens them, allowing you to chain the undead within range with a single
command.

This tattoo has only a limited number of uses before it vanishes.


TATTOO OF THE CUTPURSE
Special:
   "Copper Blessing"
    Grants Experience Points When Invoked
Weight: 0
Usable only by Thieves

This tattoo recognizes your mastery of the art of picking pockets, so much so 
that you may pick the pockets of anyone on the same plane as you - no matter
where they are and whether you can even see them or not. Simply close your palm 
once per day, then open it, and it will be filled with a handful of coins. This 
ability goes just beyond picking pockets, however; when you invoke the tattoo's
power, you gain an insight into the mind of the 'mark' from whom the coins were 
taken, giving you a small experience point bonus as well.

When the Copper Blessing ability is used up, the tattoo vanishes.


TATTOO OF THE DECEIVER
Special: +3 to Damage with all Attacks
THAC0: +3
Weight: 0

This tattoo seems to have the mark of the Deceiver upon it... it represents 
someone who wants to accomplish something with ease, rather than work for it.


TATTOO OF THE JOINING
Invokes: "Friends"
Weight: 0

This tattoo tells of how you brought Corvus and Karina together. It allows you 
to draw upon some of their happiness in finding each other to bolster your 
relationships with others.

When the tattoo's ability is used up, the tattoo vanishes.


TATTOO OF THE LOST INCARNATION
Special:
   Grants Experience Points when invoked
   Increases Regeneration Rate when worn
Weight: 0
Usable only by the Nameless One

This tattoo came from the severed arm you found in the Dismembered Crypt. 
Apparently, this tattoo tells of the experiences of one of your past 
incarnations... the symbols and tales are unfamiliar to you, but it seems to 
tell of a time when you were lost and abandoned on the streets of the Hive,
barely able to make a living robbing and stealing from others you encountered.
The crimes the lost incarnation committed eventually drove him to seek shelter 
in the Weeping Stone catacombs, where he survived for almost a year.

When worn, the tattoo seems to bring out a survival instinct in you, forcing 
your body to react to any damage you take and heal wounds faster.

If you choose to tap into the tattoo's power, some of the memories of hiding
beneath Sigil will return to you, giving you the benefit of the previous 
incarnation's experience. It can only do this once, but even after the tattoo 
is invoked, the increased regeneration rate will remain.


TATTOO OF THE MAGI
Special:
   +3 to Intelligence
   Doubles all 1st Level Mage Spells
   Doubles all 2nd Level Mage Spells
Weight: 0
Usable only by Mages

This tattoo represents the fact you have achieved the pinnacle of your skills 
in the arts of magic. This tattoo enhances your natural talent for the Art
considerably, heightening your reasoning and deductive abilities, and doubling 
your spell memorization capacity for minor spells.


TATTOO OF THE MASTER THIEF
Special:
   +3 to Dexterity
   +1 to Luck
   +5% Open Locks Skill Bonus
   +5% Pick Pockets Skill Bonus
   +5% Detect Traps Skill Bonus
   +5% Hide in Shadows Skill Bonus
Weight: 0
Usable only by Thieves

This tattoo represents the fact you have achieved the pinnacle of your skills 
in the stealthy arts. This tattoo gives you good fortune, heightens your 
reflexes, and enhances your thief skills, giving you a greater percentage 
chance of success.


TATTOO OF THE REDEEMER
Special:
   +2 to Wisdom
   +1 to Charisma
   +1 to Luck
Weight: 0

This tattoo tells the story of the redemption of Trias the Betrayer, and how 
you steered him from the path of evil into forgiveness. It reflects your wisdom 
and your persuasive skills, and carries the blessing of Trias with it.


TATTOO OF THE RESTLESS DEAD
Invokes: "Bless"
Weight: 0

This tattoo recognizes your efforts to calm the restless dead of the mausoleum. 
You may draw upon their gratitude to bless yourself or your companions.

This tattoo has only a limited number of uses before it vanishes.


TATTOO OF THE SENSATES
Invokes: "Sensory Touch"
Special: +3 to Lore Skill
Weight: 0
Usable only by Sensates

This tattoo allows the wearer to use the Sensates' sensory touch ability one 
additional time per day and also gives the wearer an "intuitive feel" for some 
items he encounters. This tattoo has a limited number of charges. When tattoo 
is depleted, it will crumble to dust.


TATTOO OF THE SHADOWS
Invokes: "Shroud of Shadows"
Grants Experience Points When Invoked
Weight: 0
Usable only by Thieves

This tattoo recognizes your mastery of stealth, making you as a shadow against 
anything that seeks to harm you. Although you can only invoke this shroud a 
limited number of times, when you invoke the tattoo's power, you gain a glimpse 
into the nature of shadows and darkness, giving you a small experience point 
bonus as well.

When the Shroud of Shadows ability is used up, the tattoo vanishes.


TATTOO OF THE SHATTERED LOCK
Invokes: "Knock"
Grants Experience Points When Invoked
Weight: 0
Usable only by Thieves

This tattoo recognizes your mastery of the art of opening locks, so much so 
that you may touch any lock once per day and open it *without* resorting to
lockpicks. This ability goes beyond just opening the lock, however; when you
invoke the tattoo's power, you gain an insight into the workings of the lock 
you open, giving you a small experience point bonus as well.

When the Knock ability is used up, the tattoo vanishes.


TATTOO OF THE SILVER TONGUE
Special:
   Temporary: +3 to Charisma
   Equipped:+2 to Charisma
Weight: 0
Usable only by Nameless One

You have met a creature of legend, myth and mystery, and there are few who can 
claim to have met the night hag Ravel and NOT met some horrible fate. In 
addition, your skills of speech and presence actually stirred Ravel's heart, 
marking you as a master of flattery. Although merely wearing it heightens your 
natural Charisma, you may call upon its power to give you superhuman charisma a 
limited number of times.

When the tattoo's charisma bonus ability is used up, the tattoo will remain.


TATTOO OF THE SOUL
Special: +2 to Wisdom
Weight: 0

This tattoo bolsters the user's wisdom, allowing him a greater chance of 
gaining memories and giving him a greater percentage of experience points 
earned.


TATTOO OF THE SOURCE
Special:
   +2 to Charisma
   Grants Experience Points When Invoked
Weight: 0
Usable only by Godsmen

This tattoo recognizes your beliefs in the Godsmen, the Believers of the 
Source. Not only does this tattoo give you a bonus to Charisma, but it allows 
you see every experience for the challenge it is, enhancing your perspective 
and growth as a member of the Godsmen.


TATTOO OF THE SPIRIT
Special: +1 to Wisdom
Weight: 0

This tattoo adds a slight bonus to the user's wisdom, allowing him a greater 
chance of gaining memories and giving him a greater percentage of experience 
points earned.


TATTOO OF THE SUPREME WARRIOR
Special:
   +3 to Armor Class
   +3 to Strength
   +9 to Base Hit Points
Weight: 0
Usable only by Fighters

This tattoo represents the fact you have achieved the pinnacle of your skills 
in the warrior arts. This tattoo enhances your natural combat skills, making 
you more difficult to hit and raising your damage with every strike.


TATTOO OF THE TALE-WEAVER
Special:
   +1 to Charisma
   +5 to Lore Skill
Weight: 0

Ever since you've heard Yves' tales, you can use this tattoo to draw upon some
of her knowledge and her experiences. Not only does this tattoo help you
identify the stories behind unidentified objects you encounter, but it also
seems to make you more interesting to others, as if they somehow KNOW you have
interesting stories to tell.


TATTOO OF THE THIEF
Special:
   +1 to Dexterity
   +5% Open Locks Skill Bonus
   +5% Pick Pockets Skill Bonus
Weight: 0
Usable only by Thieves

This tattoo heightens your reflexes and thief skills, giving you a greater
percentage chance of success.


TATTOO OF THE UNBROKEN CIRCLE
Invokes: "Zerthimon's Focus"
Weight: 0

This tattoo recognizes your knowledge of Zerthimon's teachings and marks you as 
a friend to the githzerai people. It allows you to summon the discipline and 
focus of Zerthimon, giving strength and accuracy to your strikes against your 
enemies.

This tattoo has only a limited number of uses before it vanishes.


TATTOO OF THE WARRIOR
Special:
   +1 to Armor Class
   +1 to Strength
   +3 to Base Hit Points
Weight: 0
Usable only by Fighters

This tattoo enhances your natural talent for combat, making you more difficult
to hit and raising your damage with every strike.


TATTOO OF THE WEEPING STONES
Special:
   Grants Experience Points when invoked
   +10% Resistance to Cold when worn
   +10% Resistance to Magical Cold when worn
   +1 to Armor Class when worn
   -1 to Charisma when worn
Weight: 0
Usable only by Nameless One

This tattoo came from the severed arm you found in the Dismembered Crypt. 
Apparently, this tattoo tells of the experiences of one of your past 
incarnations... the symbols and tales are unfamiliar to you, but it seems to 
tell of a time when the catacombs beneath Sigil's streets were your second 
home. It tells of you travelling down into the tombs, living in darkness, and 
coming to learn the nature of why the stones beneath Sigil weep.

When worn, the tattoo makes you more resilient to cold and hardens your body, 
giving your skin the texture and strength of the weeping stone walls. In so 
doing, however, it also gives you a hungry gaunt look, as if you are starving.

If you choose to tap into the tattoo's power, some of the memories of living 
beneath Sigil will return to you, giving you the benefit of the previous 
incarnation's experience. It can only do this once, but even after the tattoo 
is invoked, the resistance to cold and the bonus to your armor class will 
remain.


TATTOO OF TRIST
Special: +3 to Saves vs. Paralyzation
Weight: 0

This tattoo symbolizes your efforts to win Trist's freedom. When worn, it 
protects the wearer from chains, paralyzation, or any other attacks that chain 
or hold an individual.


TATTOO OF WARDING
Special: +1 to Armor Class
Weight: 0

This tattoo is a minor ward against physical attacks. It hardens the wearer's
skin, making them more difficult to hurt in combat.


TATTOO OF WASTING DARKNESS
Special:
   Grants Experience Points when invoked
   Grants permanent +3% to Stealth Skill when invoked
   +1 to Armor Class when worn
   +5% Stealth Skill Bonus when worn
   -1 to Charisma when worn
Usable only by Nameless One
Usable only by Thieves

This tattoo came from the severed arm you found in the Dismembered Crypt. 
Apparently, this tattoo tells of the experiences of one of your past 
incarnations... the symbols and tales are unfamiliar to you, but it seems to 
tell of a time when you were seeking shelter beneath the catacombs and were 
forced to live as a shadow might, hiding from detection by the Sigil 
authorities and trying to conceal yourself from the more dangerous inhabitants 
of the Weeping Stone catacombs.

When worn, the tattoo makes concealing yourself easier; it allows you to shape 
the shadows around you like a cloak. This makes it harder for your enemies to 
hurt you when they see you and harder for you to find when you don't wish to be
seen. It lends you a sinister appearance, however, which will cause many to 
shun you.

If you choose to tap into the tattoo's power, some of the memories of hiding
beneath Sigil will return to you, giving you the benefit of the previous
incarnation's experience. It can only do this once, but even after the tattoo 
is invoked, the ability to shape shadows around you will remain.


THE NUMBER OF KU'U YIN
Special: Protection from Chaotic creatures
Weight: 0
Not usable by Chaotic characters

This is a tattoo of a number, an intricate weaving of ink and flesh. It squirms 
when held, as if it sought out a host. It is the number of Ku'u Yin, a personal
identifier that radiates Law. When applied, the tattoo works itself into the 
skin of its owner, protecting it against the depredations of strongly chaotic 
creatures. It cannot be used by someone of chaotic alignment.


-------------------------------------------------------------------------------
Teeth
-------------------------------------------------------------------------------

BAG OF TEETH
Weight: 2

This small leather bag holds a number of teeth, ranging from human molars to
fiendish-looking fangs. It rattles when shaken, like a maracca.


FIEND'S TEETH
Damage: 1-6 Crushing
Special:
   18/30 Base Strength
   +50% Resistance to Cold
   +10% Resistance to Fire
   +10% Resistance to Electricity
   +10% Resistance to Poison
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

These teeth are short, dull and radiate a feeling of unease. They appear to 
have been taken from a fiend of the lower planes, but their exact origin is 
unknown. Using the teeth grants the wearer certain benefits normally possessed 
only by fiends.


INGRESS' TEETH
Damage: 1-6 Crushing
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Piercing
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain 
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Crushing
Enchanted: +1
Special: +1 Crushing Damage
THAC0: +1
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain 
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Crushing
Enchanted: +2
Special: +2 Crushing Damage
THAC0: +2
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain 
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Piercing
Enchanted: +2
Special: +2 Piercing Damage
THAC0: +2
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain 
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Crushing
Enchanted: +3
Special:
   +3 Crushing Damage
   Temporary Paralysis
THAC0: +3
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain
new options and abilities as Morte goes up in levels.


INGRESS' TEETH
Damage: 1-6 Piercing
Enchanted: +3
Special:
   +3 Piercing Damage
   Temporary Paralysis
THAC0: +3
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

This is a handful of Ingress' living teeth. Apparently, they didn't want to go 
with her back through the portal to her home plane. They rattle amongst 
themselves whenever they are held close together; they remind you of a bunch of 
creepy ivory hopping bugs.

NOTE: To change the teeth to a different type, select "Use." The teeth may gain
new options and abilities as Morte goes up in levels.


MORTE'S BITE
(Default Weapon)
Damage: 1-3  Piercing
Speed: 1
Weight: 0
Proficiency: "Fists" (Don't ask.)

Morte's bite is lethal, and he CAN masticate someone to death. As long as his 
quick weapon slots are not all filled, Morte can always select bite as his 
current weapon.

NOTE: Morte's bite is his default attack. Although the amount of damage he can 
do with his bite is relatively small, it allows him to attack quickly, which 
can infuriate any mage who's trying to cast a spell.


TEETH OF THE FIRE DRAKE
Damage: 1-6 Slashing
Enchanted: +1
Special:
   3-8 Fire Damage
   Immunity to Fire
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by Morte

These teeth look more like lumps of charred bones than actual teeth. Although
their origin is unknown, it can be deduced that they were taken from some fire 
breathing creature. Using the teeth grants the wearer certain benefits normally 
possessed by such creatures.


TEETH OF THE VIPER
Damage: 2-7 Piercing
Enchanted: +1
Special:
   Poisons Target
   Immunity to Poison
Speed: 2
Weight: 1
Proficiency: Fists
Usable only by Morte

These teeth appear to be a set of hollow fangs, much like those of a viper. 
Although long removed from their original host, the teeth still drip poison 
from their sharp tips.


-------------------------------------------------------------------------------
Useless Items
-------------------------------------------------------------------------------

A CLUE!
Weight: 0

This cryptic piece of parchment simply states:

"You now have a better understanding of what is going on..."


A GOODY!
Weight: 0

It looks like a small stone rod of some sort. Interesting, but useless.


A MAGIC ITEM!
Weight: 0

It's something, but Baator be damned if you can figure out what. It does 
radiate magic however.


BAG OF COINS
Weight: 0

A small bag filled with some strange coins. The coins have unusual pictures and
writing on them. They don't appear to be of any value.


BLANK JOURNAL
Weight: 4

This is a rather unremarkable book. Its pages are blank.


CHALK
Weight: 0

An ordinary piece of chalk.


CHEESE
Weight: 0

This is a piece of cheese.


CLEANING RAGS
Weight: 1

This damp mass of rags look like it's been used to mop up blood and other less 
savory bodily fluids.


COBBLESTONE
Weight: 3

This is a polished cobblestone that was lodged in the zombie's skull. It still
has traces of brain matter dripping from it.


COPPER-EYES DEAD CONTRACT
Weight: 0

You obtained this blank contract from Copper-Eyes, and it has a faint metallic
smell about it. From what you can make out from the tiny, cramped writing, this
document seems to be a contract between two parties: The Dustman faction and an
as-of-yet unnamed signer. In exchange for thirty copper pieces, the signer 
gives away the rights to his corpse to the Dustmen, presumably so that they can 
use him as a worker in the Mortuary.


CRANIUM RAT TAILS
Weight: 0

This is a collection of cranium rat tails.


DEAD LIM-LIM
Weight: 5

This tiny corpse was your pet Lim-Lim... whatever forces are at work on the 
Negative Material Plane, it didn't allow the Lim-Lim to survive here.


FALL-FROM-GRACE'S DIARY
Weight: 1

This book looks like it is made from paper-thin silver sheets. The engraving of 
a woman is on the cover of the text, and there is a small lock on the side of
the book. No matter how you try, the lock resists your attempts to open it.


GOLD INGOT
Weight: 15

This is a gold ingot. It weighs a ton, but if it's worth its weight in gold...


INKWELL
Weight: 1

This small, ceramic inkwell and quill pen are common tools among scribes and 
scholars.


INTESTINES
Weight: 2

This ropy mass of bloody intestines appears to be yours. You have to admit it 
makes you uncomfortable to see them outside of your body.


LEATHER PURSE
Weight: 0

This is common leather pouch used to store coins and other valuables.


LEATHER STRAP
Weight: 1

This is a leather strap used to bind the skeleton worker's bones together. 
Although the strap is frayed along the edges, it still looks pretty strong.


PARCHMENT
Weight: 0

This is an ordinary blank sheet of parchment.


PENDANT OF YEMETH
Weight: 1

The Pendant of Yemeth is constructed of some silvery metal. Six crystals 
radiate from the skull in a circle, forming a crown of sorts. A leather lanyard 
is looped though an eyehole attached to the top of the skull.

The item is named for its creator, a sorcerer of a by-gone age. Though Yemeth's
power was great, time began to take its toll on him; he began to grow weak and
sodden. The Pendant was commissioned by the dying wizard to serve as a vessel
for souls -- souls which Yemeth himself would draw from dying mortals, and 
later use to power his waning life-force. Yemeth was eventually slain in a 
battle, destroyed utterly, and the Pendant was lost. Sages said that, even if 
the Pendant were to be recovered, no mortal knows the secrets of its use.


PET LIM-LIM
Weight: 5

This is your pet Lim-Lim.


POISON CHEESE
Weight: 0

This cheese has been laced with a powerful poison.


POUCH
Weight: 0

A small bag made of some unidentifiable material.


RAGS
Weight: 1

This thick mass of rags look as if they were torn from a tapestry or someone's 
robes.


SOEGO'S DUSTMAN HOLY SYMBOL
Weight: 1

This holy symbol used to belong to the Dustman Soego. The symbol is of heavy 
iron, designed to be wrapped around the wearer's wrist with a series of small, 
tightly linked chains. The symbol itself reminds you of a screaming face.


SKULL
Weight: 2

This is a generic human skull. It is not as talkative as Morte, but perhaps
that's just as well.


STONE LIM-LIM
Weight: 10

This was your pet Lim-Lim that you had Marissa turn to stone with her 
petrifying glance. It weighs at least twice as much as it did before. Its tiny, 
smiling mouth has been forever transfixed in such a manner that you can 
practically hear it gleeful chirp: 'Piyo!'


WERERAT SKULL
Weight: 2

This is a wererat skull. Man, are they ugly critters.


XACHARIAH'S LIVER
Weight: 3

Xachariah's liver looks like a huge, dead slug -- it has the texture of a 
wineskin that has been sitting in a mud puddle for a few years. Enough 
embalming fluid has been pumped into the organ to preserve it, but the smell of 
rot and the smell formaldehyde seem to be fighting for dominance.


===============================================================================
                                 Final Words...
===============================================================================

ASCII Art created using the Figlet Server (and then heavily modified by me)
  http://www.surfplaza.com/figlet/

This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

_________________________
Special Thanks: (Credits)

  CJayC for posting this FAQ
  Anyone who emails me with nice things to say, you are appreciated!
  Black Isle for making such a great little game!


                           Shameless Self Promotion:
  ==========================================================================
  I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:

    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PS2:      Madden NFL 2001
    XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
    PC:       AD&D Rules FAQ, 2nd and 3rd Editions
              Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                 -- Items List
                                                 -- Class FAQ
                                                 -- Creature List
              Civilization III (incomplete)
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                Items List
                                                Kresselack's Tomb Map (JPG)
                                                Burial Isle Map (JPG)
                                                Shattered Hand Map (JPG)
              Icewind Dale II                -- Items List
              Master of Magic (revision)
              Messiah
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:

    http://www.gamefaqs.com/features/recognition/2203.html



________________
Version History:

Preliminary Version 0.1 (6-12-00, 89k)
Preliminary Version 0.2 (6-13-00, 155k)
  Added a TON of new Items... whew!
Preliminary Version 0.3 (6-14-00, 217k)
  Added even more Items!
Preliminary Version 0.4 (6-15-00, 281k)
  Added 'Eyeballs & Lenses' to the Contents
  Added yet more Items!
Finished Version 1.0 (6-16-00, 331k)
  Finished adding all the items!
  Some other small changes

  Version 1.1  May 17, 2001  330k

    Tiny changes.

  Version 1.11  January 22, 2005  331k

    Changed my email address and small changes to the format.



________
Stinger:

  "This is the infamous Tome o' Cheats, a massive libram of sleazy little
  loopholes and the like written through the collaboration of dozens of
  dastardly power-gamers.

  "As soon as it's decided exactly how much of its possible functions can be
  implemented in the short amount of time we want to allot to it, you'll be
  able to cheat, cheat, *cheat* like mad with it. Hoody-hoo!"

_______________________________________________________________________________

This Document is Copyright 2000-2005 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay

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


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