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