ToB weapons & items
ToB weapons & items
Here are some of the new weapons that will be in ToB, from ign.com:
STORM STAR
This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms.
Storm Star’s already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties.
Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular, though harmless, arcs of lightning when wielded – a visible manifestation of the powerful electrical enchantments infused within the weapon’s head.
STATISTICS:
Equipped Abilities: +20% to electrical resistance
Combat Abilities: 5% chance of casting chain lightning on target with each successful attack
THACO: +5 bonus
Damage: 1D6 + 6, +1D6 electrical damage
Damage type: crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
QUIVER OF PLENTY
The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.
One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter.
But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention.
If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over – a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved.
Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin’s subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle – forcing him to be their lord once more. To insure he never escaped to the woods again Orin’s precious quiver was forever hidden away, and mere mention of it became an offense punishable by death.
STATISTICS:
Unlimited +1 Arrows
FOEBANE
The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane’s dark history is one of murder and death.
Demron’s own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage’s untimely death – though the thief did not survive the encounter, either. In the aftermath of Demron’s murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities.
Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis.
Legend holds that Foebane’s considerable powers are further augmented when the sword is reunited with the enchanted Scabbard of Fflar, its original owner.
Statistics:
Special Abilities: +1 bonus to all saving throws when equipped
Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save)
THACO: +5 bonus
Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.)
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
SHAKTI
There is strong evidence this item was fashioned by a powerful Wu Jen in the mysterious lands to the East of Faerun, as the figurine is an intricately detailed replica of a fierce Kara Tur warrior in full battle dress.
When invoked this statuette causes an amazing metamorphosis in the user, temporarily transforming them into a savage blue armored gladiator wielding a shortsword in each hand.
Whether this wondrous figurine allows the user to channel the spirit of a legendary warrior, or whether it simply unleashes the instinctual primal fury found deep within the possessor’s own psyche is unclear.
Statistics:
Usable once per day
Duration: 4 rounds
Set AC to -5
Hastes user
Attack twice per round with a +4 shortsword as if possessing 2 proficiency slots in shortsword
Not usable by Fighters
IXIL’S SPIKE
Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma.
Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles.
Ixil’s own sadism and savagery did little to quell these allegations. During battle the head of Ixil’s Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear… seeming to delight in the writhing agony of his enemy.
The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order.
Though Ixil’s body was never found, Ixil’s Spike – his fearsome spear and the symbol of his power – was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands.
STATISTICS:
Equipped Abilities: Permanent Free Action
Combat Abilities: With each successful hit opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.
THAC0: + 6 bonus
Damage: 1D6 + 6
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Just makes you wonder what the Crom Faeyr of this game will be, huh?
STORM STAR
This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms.
Storm Star’s already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties.
Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular, though harmless, arcs of lightning when wielded – a visible manifestation of the powerful electrical enchantments infused within the weapon’s head.
STATISTICS:
Equipped Abilities: +20% to electrical resistance
Combat Abilities: 5% chance of casting chain lightning on target with each successful attack
THACO: +5 bonus
Damage: 1D6 + 6, +1D6 electrical damage
Damage type: crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
QUIVER OF PLENTY
The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.
One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter.
But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention.
If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over – a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved.
Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin’s subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle – forcing him to be their lord once more. To insure he never escaped to the woods again Orin’s precious quiver was forever hidden away, and mere mention of it became an offense punishable by death.
STATISTICS:
Unlimited +1 Arrows
FOEBANE
The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane’s dark history is one of murder and death.
Demron’s own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage’s untimely death – though the thief did not survive the encounter, either. In the aftermath of Demron’s murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities.
Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis.
Legend holds that Foebane’s considerable powers are further augmented when the sword is reunited with the enchanted Scabbard of Fflar, its original owner.
Statistics:
Special Abilities: +1 bonus to all saving throws when equipped
Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save)
THACO: +5 bonus
Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.)
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
SHAKTI
There is strong evidence this item was fashioned by a powerful Wu Jen in the mysterious lands to the East of Faerun, as the figurine is an intricately detailed replica of a fierce Kara Tur warrior in full battle dress.
When invoked this statuette causes an amazing metamorphosis in the user, temporarily transforming them into a savage blue armored gladiator wielding a shortsword in each hand.
Whether this wondrous figurine allows the user to channel the spirit of a legendary warrior, or whether it simply unleashes the instinctual primal fury found deep within the possessor’s own psyche is unclear.
Statistics:
Usable once per day
Duration: 4 rounds
Set AC to -5
Hastes user
Attack twice per round with a +4 shortsword as if possessing 2 proficiency slots in shortsword
Not usable by Fighters
IXIL’S SPIKE
Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma.
Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles.
Ixil’s own sadism and savagery did little to quell these allegations. During battle the head of Ixil’s Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear… seeming to delight in the writhing agony of his enemy.
The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order.
Though Ixil’s body was never found, Ixil’s Spike – his fearsome spear and the symbol of his power – was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands.
STATISTICS:
Equipped Abilities: Permanent Free Action
Combat Abilities: With each successful hit opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.
THAC0: + 6 bonus
Damage: 1D6 + 6
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Just makes you wonder what the Crom Faeyr of this game will be, huh?
"I was talking aloud to myself. A habit of the aged: they choose the wisest person present to speak to." - Gandalf
- cheesemage
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A +12 hack master
but seriously there seems to be some many things from the times of troubles
so there fore i conclude that we might get to weild that sword Cyric used to kill Bhaal(cant rmember the name mask i think even though the divine essecnce is gone, but i bet its still one heck of a sword)
but seriously there seems to be some many things from the times of troubles
so there fore i conclude that we might get to weild that sword Cyric used to kill Bhaal(cant rmember the name mask i think even though the divine essecnce is gone, but i bet its still one heck of a sword)
He is back and in 3-d!
- dragon wench
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woohoo! But of course, since they're giving us all of these cool weapons, presumably we're going to need them.......
No doubt there will be some spectacular battles to be had. I guess, since ToB is being released this summer, us fans will be at far less risk from UV rays
No doubt there will be some spectacular battles to be had. I guess, since ToB is being released this summer, us fans will be at far less risk from UV rays
Spoiler
testingtest12
Spoiler
testingtest12
- Drakron Du´Dark
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- cheesemage
- Posts: 1044
- Joined: Tue Mar 27, 2001 11:00 pm
- Location: Inside a water proof fish tank
- Contact:
- cheesemage
- Posts: 1044
- Joined: Tue Mar 27, 2001 11:00 pm
- Location: Inside a water proof fish tank
- Contact:
Interesting items....expecially the bastard word....
keep posting new items when they'll come out....
thanks....
keep posting new items when they'll come out....
thanks....
Edwin, mighty founder of the Council of Mages; Co-founder of the Shadow Mages
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
- HighWatcher Zubie
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- Location: in front of my computer
- Contact:
CLUB OF DETONATION
Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth.
Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon’s weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion.
Unileth’s champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth’s champion promptly dropped his weapon and fled in terror.
Nysrogh reached out to claim the champion’s discarded club as a symbol of his victory. But as the demon’s clawed hand touched the surface of the club he unleashed a spell of imprisonment, for which he was completely unprepared. Unileth’s trap had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club.
The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast.
Statistics:
Combat Abilities:
30% chance target will take an additional 15 points of fire damage with each successful attack
5% chance a fireball will automatically detonate with each successful attack save)
THAC0: +5 bonus
Damage: 1D6 + 5, +5 fire damage
Damage type: crushing
Weight: 1
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 strength
Not Usable By: Mage
Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth.
Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon’s weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion.
Unileth’s champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth’s champion promptly dropped his weapon and fled in terror.
Nysrogh reached out to claim the champion’s discarded club as a symbol of his victory. But as the demon’s clawed hand touched the surface of the club he unleashed a spell of imprisonment, for which he was completely unprepared. Unileth’s trap had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club.
The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast.
Statistics:
Combat Abilities:
30% chance target will take an additional 15 points of fire damage with each successful attack
5% chance a fireball will automatically detonate with each successful attack save)
THAC0: +5 bonus
Damage: 1D6 + 5, +5 fire damage
Damage type: crushing
Weight: 1
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 strength
Not Usable By: Mage
"I was talking aloud to myself. A habit of the aged: they choose the wisest person present to speak to." - Gandalf
Personally, I think they finally need to get some better darts. What are the best darts in the game? +3? 60 damage? There's like ten of them. I almost feel like starting a topic on how many people get darts proficiencies, and wait for ONE post for about a month or so...
So I propose:
VECNA'S FINGERNAILS
The lesser-known item of the ultra-powerful lich, it is used in very special occasions, only when Vecna tries to take down a huge group of awesome spellcasters who don't bother to protect themselves from physcial attacks. As if anything COULD protect against these...
Count as Darts +5
Fired in two groups of five; only two groups of five exist in the game.
After damage is dealt, darts return to hand in groups of five.
Equipped abilities:
each dart intetwines the nature of its wearer with the evil nature of the lich, lowering his/her reputation by a point
if equipped and not used in combat, the darts act as automatic energy traps, draining 75% of all missile-based damage that is aimed at the caster; examples:
- arrows
- other darts
- bullets
- magic missile
- all magical arrow spells
- larloch's minor drain
etc.
Finally, the extensive contact each dart has had with the magic flowing through Vecna's arms gives it the ability to "store" many forms of magic. As a result, each fingernail can contain up to three mage and/or cleric spells of any level below 7th (as per the spell spell trigger). The spells can then be released instantly by activating one of the fingernails. Upon the release of spells, however, the fingernail loses all power: it cannot be used in combat for a day, and cannot store additional spells for 1d4+3 days. Also, if a mage wishes to release the full power of the fingernails by activating more than three at once, dangerous side effects may occur...
Speed factor:1
THACO:+5
DEX:-1
CON:-1 (due to the draining magical power of the nails)
Damage:1d15+5 instantly, then 30 additional damage over 1d5 rounds.
Wearable by:
Non-Good aligned Mages
So I propose:
VECNA'S FINGERNAILS
The lesser-known item of the ultra-powerful lich, it is used in very special occasions, only when Vecna tries to take down a huge group of awesome spellcasters who don't bother to protect themselves from physcial attacks. As if anything COULD protect against these...
Count as Darts +5
Fired in two groups of five; only two groups of five exist in the game.
After damage is dealt, darts return to hand in groups of five.
Equipped abilities:
each dart intetwines the nature of its wearer with the evil nature of the lich, lowering his/her reputation by a point
if equipped and not used in combat, the darts act as automatic energy traps, draining 75% of all missile-based damage that is aimed at the caster; examples:
- arrows
- other darts
- bullets
- magic missile
- all magical arrow spells
- larloch's minor drain
etc.
Finally, the extensive contact each dart has had with the magic flowing through Vecna's arms gives it the ability to "store" many forms of magic. As a result, each fingernail can contain up to three mage and/or cleric spells of any level below 7th (as per the spell spell trigger). The spells can then be released instantly by activating one of the fingernails. Upon the release of spells, however, the fingernail loses all power: it cannot be used in combat for a day, and cannot store additional spells for 1d4+3 days. Also, if a mage wishes to release the full power of the fingernails by activating more than three at once, dangerous side effects may occur...
Speed factor:1
THACO:+5
DEX:-1
CON:-1 (due to the draining magical power of the nails)
Damage:1d15+5 instantly, then 30 additional damage over 1d5 rounds.
Wearable by:
Non-Good aligned Mages
- Drakron Du´Dark
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First, this items are really going to show up in ToB, that cames from BioWare team, there are NOT made up by fans (unless you consider the BioWare team fans).
Second, if you wish to make a sujection, please post it on BIS/BioWare forum (if its working that is ), were it can be seen by BioWare team.
Second, if you wish to make a sujection, please post it on BIS/BioWare forum (if its working that is ), were it can be seen by BioWare team.
- Waterdeep city constrution.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- cheesemage
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