Planescape: Torment Enhanced Edition Searchable Database



250 Results


0 <NO TEXT>
1 POUCH Weight: 0 A small bag made of some unidentifiable material.
2 Morte's Bite (Sharpened)
3 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. ^NNOTE: 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.^-
4 Dak'kon's Zerth Armor
5 You see a strikingly beautiful ghostly form before you; her arms are crossed, and her eyes are closed. She has long, flowing hair, and her gown seems stirred by some ethereal breeze. As you watch, she stirs slightly, and her eyes flicker.
6 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. Furthermore, it seems that when the sword and armor are used in tandem, the armor becomes even more fluid. Whether this is a unique property of *karach,* or whether this is some magical effect of the two items, is unknown.
7 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. 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.
8 Fall-from-Grace's Chastity Bodice
9 Fall-from-Grace's Chastity Bodice
10 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. It is not known what powers the bodice possesses.
11 CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
12 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.
13 Dustman Robes
14 Dustman Robes
15 DUSTMAN ROBES Special: Disguises user as a Dustman Weight: 5 Usable only in the Mortuary These frayed robes are commonly worn by members of the Dustmen faction. They have an old, musty smell about them, and they don't fit you very well. You doubt the Dustman disguise will hold up under scrutiny - and certainly not if the Dustmen are looking for an intruder. ^NNOTE: The Dustmen robes are a cosmetic disguise. Even though you appear to be armed with a dagger, you will do damage according to the weapon you had equipped when you put the disguise on. If you switch weapons while the disguise is on, the robe disguise will be nullified, and you must re-equip it for it to work. If you end up alerting the Mortuary to your presence or turning the Dustmen hostile, the disguise will NOT hide you from Dustmen who are looking for intruders. As a final note, the Dustman robes are useless outside the Mortuary. ^-
16 DUSTMAN ROBES Special: Disguises user as a Dustman Weight: 5 Usable only in the Mortuary These frayed robes are commonly worn by members of the Dustmen faction. They have an old, musty smell about them, and they don't fit you very well. You doubt the Dustman disguise will hold up under scrutiny - and certainly not if the Dustmen are looking for an intruder. ^NNOTE: The Dustmen robes are a cosmetic disguise. Even though you appear to be armed with a dagger, you will do damage according to the weapon you had equipped when you put the disguise on. If you switch weapons while the disguise is on, the robe disguise will be nullified, and you must re-equip it for it to work. If you end up alerting the Mortuary to your presence or turning the Dustmen hostile, the disguise will NOT hide you from Dustmen who are looking for intruders. As a final note, the Dustman robes are useless outside the Mortuary.^-
17 Vhailor's Mercykiller Armor
18 Vhailor's Mercykiller Armor
19 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.
20 MORTUARY FRONT GATE KEY Weight: 0 This is a large, unimaginative iron key. For some reason, its somber appearance reminds you of the Mortuary. ^NNOTE: 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.^-
21 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.
22 Vermin Armor
23 Lower Plane Vermin Armor
24 VERMIN ARMOR Armor Class: 5 Weight: 10 Usable only by Annah This armor seems to be stitched together out of rat hides and looks like it was fashioned for a woman. Nearly a thousand hides cover the surface of this vest, and it is several layers thick. The stitching has been done with a single thread that binds all the hides together. It is a tailoring marvel, though the armor itself makes you slightly uneasy.
25 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.
26 Punch Daggers
27 Punch Daggers
28 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 deal additional piercing damage when the wearer strikes an opponent.
29 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 deal additional piercing damage when the wearer strikes an opponent.
30 Lockpicks
31 CRANIUM RAT TAIL Weight: 0 This is a tail from a cranium rat.
32 Blank Journal
33 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. ^NNOTE: 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.^-
34 Iron Knuckles
35 Iron Knuckles
36 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.
37 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.
38 Spiked Gauntlets
39 Spiked Gauntlets
40 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.
41 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.
42 Spiked Gauntlets of Ogre Power
43 SPIKED GAUNTLETS Damage: 4-6 Crushing Damage: 4-6 Piercing 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 to secure them in place once worn.
44 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 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.
45 Annah's Punch Daggers
46 Annah's Punch Daggers
47 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.
48 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.
49 Leather Gauntlets
50 Gauntlets of Rending
51 LEATHER GAUNTLETS Damage: 2-7 Slashing Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These are a pair of stiff leather gloves. The leather around the edges of the fingers is scuffed and cracked.
52 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.
53 Bone Gauntlets
54 Gauntlets of Teeth
55 BONE GAUNTLETS Damage: 3-8 Slashing Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves These bone gauntlets look sturdier than leather, but they are uncomfortable to wear. The bone seems to bite into the skin when the gauntlets are worn, and the slight greenish shade of the bone makes it uncertain what kind of bones the gauntlets are fashioned from.
56 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.
57 Knife
58 Knife
59 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.
60 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.
61 Steak Knife
62 Steak Knife
63 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.
64 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.
65 Scalpel
66 Scalpel
67 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. ^NNOTE: <SCALPELTALK>^-
68 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. ^NNOTE: <SCALPELTALK>^-
69 Ravel's Fingernail
70 Ravel's Fingernail
71 RAVEL'S FINGERNAIL Damage: 2-7 Piercing 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.
72 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.
73 Stiletto
74 High Quality Stiletto
75 STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
76 STILETTO Damage: 1-3 Piercing Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a short dagger with a slender blade.
77 Iron Spike
78 Iron Spike
79 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.
80 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.
81 Fork
82 Silver Fork
83 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. For some inexplicable reason, you feel sorry for whatever meals it has been used on in the past.
84 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.
85 Hairpin
86 Silver Hairpin
87 HAIRPIN Damage: 1-2 Piercing Speed: 1 Weight: 0 Proficiency: Edged Not usable by Priests This is a hair pin. Normally used to keep hats and such items from blowing away in heavy wind. The tip is extremely sharp.
88 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.
89 Skull
90 Skull
91 SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
92 SKULL Weight: 2 This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well.
93 Wererat Skull
94 Wererat Skull
95 WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
96 WERERAT SKULL Weight: 2 This is a wererat skull. Man, are they ugly critters.
97 Soego's Skull
98 Soego's Skull
99 SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
100 SOEGO'S SKULL Weight: 2 This skull used to be attached to Soego's body before his unfortunate... "accident."
101 Acaste's Skull
102 Acaste's Skull
103 ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
104 ACASTE'S SKULL Weight: 2 This is Acaste's bloody skull.
105 Hargrimm's Skull
106 Hargrimm's Skull
107 HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
108 HARGRIMM'S SKULL Weight: 2 Nothing remarkable about it, really. Without the headdress, it looks like just another skull.
109 Stale Mary's Skull
110 Stale Mary's Skull
111 STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
112 STALE MARY'S SKULL Weight: 2 This is Stale Mary's head. The strong rotting smell coming from it makes you slightly nauseous.
113 Skull of the Silent King
114 Skull of the Silent King
115 SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
116 SKULL OF THE SILENT KING Weight: 2 This is the head of the Silent King.
117 Rusty Dagger
118 Rusty Dagger
119 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.
120 This is a small rusty dagger. Its blade is chipped around the edges and the hilt is loose.
121 Strange Feather
122 Chaos Feather
123 STRANGE FEATHER Damage: 2-5 Piercing 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.
124 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 scouts 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 tanar'ri. 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 tanar'ri consider the feather to be a sacred object. Vrocks will kill anyone possessing it in order to retrieve it.
125 Stone Splinter
126 Mad Splinter
127 STONE SPLINTER Damage: 2-5 Piercing Special: Fragile, Breakable Speed: 2 Weight: 1 Proficiency: Edged Not usable by Priests This is a dagger-shaped fragment of stone taken from the statue of Gangroighydon.
128 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 Gangroighydon. 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 Gangroighydon's lips has soaked into the very stone of his petrified form, and "poisons" those the splinter stabs with his malicious magic.
129 Wicked Dagger
130 "Last Resort"
131 WICKED DAGGER Damage: 1-2 Slashing 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.
132 "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.
133 Battle Axe
134 Hammer
135 Hammer
136 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. ^NNOTE: 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.^-
137 LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
138 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.
139 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.
140 War Hammer
141 War Hammer
142 Sledgehammer
143 Sledgehammer
144 Primarily intended for heavy work, this huge two-handed 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.
145 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.
146 Hammer of Quality
147 Hammer of Quality
148 HAMMER OF QUALITY Damage: 2-5 Crushing 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.
149 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.
150 Sledgehammer
151 Enchanted Hammer
152 SLEDGEHAMMER Damage: 2-9 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.
153 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.
154 Heavy-Headed Hammer
155 "Foolsmiter"
156 HEAVY-HEADED HAMMER Damage: 4-14 Crushing 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.
157 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 confident enough to put it to the test.
158 Sledgehammer
159 Hammer of Comminution
160 SLEDGEHAMMER Damage: 4-14 Crushing Speed: 10 Weight: 10 Proficiency: Hammers Usable only by Fighters Primarily intended for heavy work, this huge hammer would make a formidable weapon. Unlike some of the other sledgehammers you've seen, however, this one has a round head, and the metal surface looks brand new. Closer inspection of the head of the hammer reveals a tracery of cracks along its surface, but the head itself does not seem to be weak or fragile. Curious.
161 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.
162 Maul
163 Maul
164 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-shaped head used for splitting wood. Although it can be used as a weapon, it is unwieldy and difficult to swing in combat.
165 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-shaped head used for splitting wood. Although it can be used as a weapon, it is unwieldy and difficult to swing in combat.
166 Silver-Headed Hammer
167 Silver-Headed Hammer
168 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.
169 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.
170 Battle Axe
171 LOCKPICKS +5% to Open Locks Weight: 0 Usable by Thieves only. These metal instruments are used to open stubborn locks.
172 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.
173 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.
174 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.
175 Battle Axe of Quality
176 Battle Axe of Quality
177 BATTLE AXE OF QUALITY Damage: 2-9 Slashing 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.
178 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.
179 Battle Axe
180 Enchanted Battle Axe
181 BATTLE AXE Damage: 1-8 Slashing Speed: 7 Weight: 4 Proficiency: Axes Usable only by Fighters This double-bladed axe feels especially light, though otherwise it appears unremarkable. It is possible that the blade is made of some light-weight metal.
182 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.
183 Bizarre Blood-Red Axe
184 "Hatred's Gift"
185 BIZARRE BLOOD-RED AXE Damage: 3-13 Slashing Speed: 7 Weight: 7 Proficiency: Axes Usable only by Fighters Not usable by Good characters This huge axe makes you uncomfortable. Bones have been embedded into its surface, and a light sheen of red, possibly blood seem to have mortared the skulls into the shaft of the axe. The blade itself looks to be a mish mash of sharpened teeth pried from the jaws of some huge creature. The mere presence of the axe sets you on edge... for some reason, simply having it in your possession makes you angry.
186 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.
187 Weak Battle Axe
188 "Heartgrinder"
189 WEAK BATTLE AXE Damage: 3-10 Slashing Speed: 6 Weight: 4 Proficiency: Axes Usable only by Fighters The edge of this axe is dull, and it looks as if it hasn't been sharpened in years. A light layer of rust has formed where the blade meets the axe handle.
190 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.
191 Freezing Axe
192 "Edge of Oblivion"
193 FREEZING AXE Damage: 2-9 Slashing Speed: 8 Weight: 10 Proficiency: Axes Not usable by Good characters Usable only by Fighters The edge of this axe is night-black, and it reflects none of the light around it. The entire axe is made of metal, and it radiates a heavy chill that numbs your hands.
194 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.
195 Executioner's Axe
196 "Final Judgment"
197 EXECUTIONER'S AXE Damage: 5-15 Slashing Speed: 10 Weight: 20 Proficiency: Axes Usable only by Vhailor This 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.
198 GIANT SKELETON SWORD Damage: 3-24 Slashing Weight: 0 Usable only by Giant Skeletons This is one of the giant skeleton's blades.
199 RAGS Weight: 1 This thick mass of rags look as if they were torn from a tapestry or someone's robes.
200 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.
201 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.
202 Wooden Club
203 Wooden Club
204 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.
205 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.
206 Leg Bone Club
207 Leg Bone Club
208 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.
209 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.
210 Corpse Limb Club
211 Corpse Limb Club
212 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.
213 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.
214 Iron Prybar
215 Iron Prybar
216 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 rib cage. It also makes a good bludgeoning weapon when there's no time for subtlety. ^NNOTE: 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.^-
217 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 rib cage. It also makes a good bludgeoning weapon when there's no time for subtlety. ^NNOTE: 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.^-
218 Fiend Bone Club
219 Fiend Femur
220 FIEND BONE CLUB Damage: 3-8 Crushing Speed: 4 Weight: 4 Proficiency: Clubs Not usable by Mages This strange leg bone looks faintly metallic. There is the slight smell of sulfur and acid about it, but it radiates a slight chill.
221 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 a ceremonial execution, the bone has since carried with it a vengeful spite towards all of its kind. When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and down the length of the bone and cause tremendous damage to any tanar'ri or baatezu.
222 Pharod's Crutch
223 Pharod's Crutch
224 ZOMBIE FIST (LUNGE) Weight: 0 This is a zombie's lunge attack.
225 PHAROD'S CRUTCH Damage: 2-7 Crushing 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.
226 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.
227 Skull-Tipped Mace
228 "Devil's Due"
229 SKULL-TIPPED MACE Damage: 3-8 Crushing 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 skull is not human. For one thing, it has stubs where horns used to be (and looked as if they were gnawn off - teeth marks are visible around the edges) and second of all, the ridges of needle-like teeth that are part of the jaw don't belong to any human you have ever seen. If you were to hazard a guess, the entire skull looks faintly reptilian.
230 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.
231 Nordom's Crossbows
232 Nordom's Crossbows
233 NORDOM'S CROSSBOWS Damage: Varies According to Ammo Speed: 10 Weight: 7 Proficiency: Missiles Usable only by Nordom These crossbows make about as much sense as Nordom does. Despite their apparent complexity, these crossbows don't seem to have any actual moving parts; it is as if the crossbows were carved from a single piece of metal... even the drawstring looks to be made of some metal wire that blends seamlessly into the crosspiece. The crossbows occasionally make small clicking and rattling noises, as if they are talking to each other.
234 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 crossbows are two such 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.
235 Nordom's Crossbow Bolts
236 Soego's Dustman Holy Symbol
237 Nordom's Crossbow Bolts
238 NORDOM'S CROSSBOW BOLTS Damage: 2-5 Piercing Speed: 10 Weight: 0 Proficiency: Missiles Usable only by Nordom Nordom's crossbow bolts seem to rise up from the centerpiece of the crossbow itself and automatically arm themselves. Where they come from is a mystery, but he seems to have an infinite supply of them. Where they go is also a curiosity... you can never find the crossbow bolts once Nordom has fired them. It's like they vanish after they hit a target.
239 FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists ^NNOTE: 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.^-
240 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.
241 The female corpse stares at you with vacant eyes. A number is carved into her forehead, and her lips have been stitched closed. The faint smell of formaldehyde emanates from her body.
242 "So... doing anything later?"
243 "So... doing anything later?"
244 The corpse continues to stare at you.
245 "Farewell then."
246 Needle and Thread
247 FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists ^NNOTE: 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.
248 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.
249 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.




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