// Long Descriptions are referenced via the known name of an object,
// and can be retrieved in game by calling 
//          object_long_description( [in] obj, [in] viewer, [out] desc )
// or by calling 
//          object_long_description_ptr( [in] obj, [in] viewer )
// and the pointer is returned to you
{4009}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. To Hit Bonus: 0 Damage: 1d6 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4010}{A greatsword is a massive sword with a broad blade and usually two cutting edges. To Hit Bonus: 0 Damage: 2d6 Critical Range: 19-20/x2 Damage Type: Slashing Weapon proficiency: Martial, Greatsword}
{4011}{A greatsword is a massive sword with a broad blade and usually two cutting edges. This weapon is of poor quality. To Hit Bonus:-1 Damage: 2d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Greatsword}
{4012}{A greatsword is a massive sword with a broad blade and usually two cutting edges. This weapon is of good quality. To Hit Bonus:+1 Damage: 2d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Greatsword}
{4013}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4014}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4015}{A bastard sword is a large straight-bladed weapon used with either one or two hands. To Hit Bonus: 0 Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword}
{4016}{Scather is a magic bastard sword that is both Chaotic and Holy. If the wielder is non-evil, Scather never misses and adds +4 to damage, which doubles to +8 if the target is evil and the wielder is CN, CG, or NG. Finally, for CG wielders, Scather provides free unlimited Attacks of Opportunity against any opponent making a melee attack against the wielder, and CN wielders get one such free AoO per round. Enhancement Bonus: +4 To Hit Bonus: +4 Damage: 1d10+4 Damage Type: Slashing Critical Range: 19-20/×2 Weapon proficiency: Martial/Exotic, Bastard sword}
{4017}{Fragarach is a magic bastard sword that is both Chaotic and Holy. If the wielder is non-evil, Fragarach never misses and adds +4 to damage, which doubles to +8 if the target is evil and the wielder is CN, CG, or NG. Finally, for CG wielders, Fragarach provides free unlimited Attacks of Opportunity against any opponent making a melee attack against the wielder, and CN wielders get one such free AoO per round. Enhancement Bonus: +4 To Hit Bonus: +4 Damage: 1d10+4 Damage Type: Slashing Critical Range: 19-20/×2 Weapon proficiency: Martial/Exotic, Bastard sword}
{4018}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4019}{A greatsword is a massive sword with a broad blade and usually two cutting edges. To hit bonus: 0 Damage: 2d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Greatsword}
{4020}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is of poor quality. To Hit Bonus: -1 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4021}{A cutlass is a short, thick sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Shortsword}
{4022}{A cutlass is a short, thick sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Shortsword}
{4023}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4024}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4025}{Excalibur is the mythical longsword attributed with magical powers and blessings of the good gods who also protect the wielder from hostile magic effects. Enhancement Bonus: +5 To Hit Bonus: +5 Damage: 2d6+5 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 19-20/x2 Special: Spell resistance 15 Weapon proficiency: Martial, Longsword} //a bit sick to be honest
{4026}{The falchion has a broad blade, thick along the spine and sharpened on the convex curve of the blade. Used primarily for slashing and chopping, some falchions also have a point which could be used for thrusting. To Hit Bonus: 0 Damage: 2d4 Damage Type: Slashing Critical Range: 18-20/x2 Weapon proficiency: Martial, Falchion}
{4027}{The falchion has a broad blade, thick along the spine and sharpened on the convex curve of the blade. Used primarily for slashing and chopping, some falchions also have a point which could be used for thrusting. This weapon is of poor quality. To Hit Bonus: -1 Damage: 2d4 Damage Type: Slashing Critical Range: 18-20/x2 Weapon proficiency: Martial, Falchion}
{4028}{This is a longsword with a blade that produces flames. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Slashing Additional Damage: 1d6 Fire Damage Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4029}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4030}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4031}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4032}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4033}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4034}{A katana is a sharp, long blade with a slight curve which, like the bastard sword, can be wielded effectively in either one or two hands. To Hit Bonus: 0 Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword}
{4035}{A katana is a sharp, long blade with a slight curve which, like the bastard sword, can be wielded effectively in either one or two hands. This weapon is of good quality. To Hit Bonus: +1 Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword}
{4036}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4037}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4038}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4039}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4040}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4041}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4042}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d6 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4043}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4044}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is of poor quality. To Hit Bonus: -1 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4045}{A scimitar is a sword with a medium-length curved blade especially favored by druids. To Hit Bonus: 0 Damage 1d6 Damage Type: Slashing Critical Range: 18-20/×2 Weapon proficiency: Martial, Scimitar}
{4046}{A scimitar is a sword with a medium-length curved blade especially favored by druids. This weapon is of poor quality. To Hit Bonus: -1 Damage 1d6 Damage Type: Slashing Critical Range: 18-20/×2 Weapon proficiency: Martial, Scimitar}
{4047}{A scimitar is a sword with a medium-length curved blade especially favored by druids. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d6+1 Damage Type: Slashing Critical Range: 18-20/×2 Weapon proficiency: Martial, Scimitar}
{4048}{A scimitar is a sword with a medium-length curved blade especially favored by druids. This weapon is of good quality. To Hit Bonus: +1 Damage 1d6 Damage Type: Slashing Critical Range: 18-20/×2 Weapon proficiency: Martial, Scimitar}
{4049}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4050}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is of poor quality. To Hit Bonus: -1 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4051}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4052}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4053}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4054}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4055}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4056}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4057}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon is enchanted. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d4+2 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4058}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d4+1 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4059}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon can be thrown effectively. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Range Increment: 10ft. Weapon proficiency: Simple, Dagger}
{4060}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4061}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4062}{A battleaxe is an axe specifically designed as a weapon. Battleaxes are essentially specialized versions of utility axes. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Battleaxe}
{4063}{A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. To Hit Bonus: 0 Damage: 1d10 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial/Exotic, Dwarven War Axe}
{4064}{A greataxe is a larger and deadlier version of a battleaxe. It is wielded in both hands. To Hit Bonus: 0 Damage: 1d12 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4065}{A greataxe is a larger and deadlier version of a battleaxe. It is wielded in both hands. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d12 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4066}{Greatclubs are simply big clubs that can be wielded only with two hands. To Hit Bonus: 0 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Martial, Greatclub}
{4067}{The handaxe is a variation of the axe which is made to be held easily in one hand. Normally carried as a secondary weapon, the hand axe is a good, fast weapon which required no great skill or strength to employ. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Handaxe}
{4068}{A mace is a strong, heavy wooden, metal-reinforced, or metal shaft with a head made of stone, copper, bronze, iron, or steel. To Hit Bonus: 0 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Heavy Mace}
{4069}{Picks are a type of warhammer that has a very long spike on the reverse side of the hammer head. Usually this spike is slightly curved downwards, much like a miner's pickaxe. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x4 Weapon proficiency: Martial, Heavy Pick}
{4070}{The morningstar is a weapon in the form of a club resembling a mace, usually with a long spikes extending straight from the top, in addition to a number of smaller spikes around the circumference of the head. To Hit Bonus: 0 Damage: 1d8 Damage Type: Bludgeoning and Piercing Critical Range: 20/x2 Weapon proficiency: Simple, Morningstar}
{4071}{A mace is a strong, heavy wooden, metal-reinforced, or metal shaft with a head made of stone, copper, bronze, iron, or steel. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4072}{A scythe is an agricultural hand tool for mowing and reaping grass or crops. It consists of a long wooden shaft called a snath with a perpendicular handle at one end and another roughly in the middle. A war scythe has had its blade transformed so that it extends upright from the staff, and is used much like a halberd. To Hit Bonus: 0 Damage: 2d4 Damage Type: Piercing and Slashing Critical Range: 20/x4 Weapon proficiency: Martial, Scythe}
{4073}{The single axe is a military variation of the handaxe, normally carried as a secondary weapon. The hand axe is a good, fast weapon which required no great skill or strength to employ. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Handaxe}
{4074}{A club is a large, heavy piece of wood. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Simple, Club} //Change range in protos from 20 to 10!
{4075}{The gnome hooked hammer is a gnomish version of a warhammer fit for the size of its wearers. The main difference between this and traditional warhammers is the large, curved spike protruding from the bottom of the handle shaft. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning and Piercing Critical Range: 20/x3 Weapon proficiency: Exotic, Gnome Hooked Hammer}
{4076}{A light hammer is a weapon of war intended for close combat, the design of which resembles a hammer. Like the tool it resembles, it consists of a handle and a head. It can be thrown. To Hit Bonus: 0 Damage: 1d4 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment: Weapon proficiency: Martial, Light Hammer}
{4077}{A warhammer is a weapon of war intended for close combat, the design of which resembles a hammer. The warhammer, like the tool it resembles, consists of a handle and a head. To Hit Bonus: 0 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4078}{A warhammer is a weapon of war intended for close combat, the design of which resembles a hammer. The warhammer, like the tool it resembles, consists of a handle and a head. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4079}{A warhammer is a weapon of war intended for close combat, the design of which resembles a hammer. The warhammer, like the tool it resembles, consists of a handle and a head. This weapon is enchanted. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d8+2 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4080}{A warhammer is a weapon of war intended for close combat, the design of which resembles a hammer. The warhammer, like the tool it resembles, consists of a handle and a head. This weapon is of poor quality. To Hit Bonus: -1 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4081}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4082}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is enchanted. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d8+2 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4083}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is enchanted. Enhancement Bonus: +3 To Hit Bonus: +3 Damage: 1d8+3 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4084}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is enchanted. Enhancement Bonus: +4 To Hit Bonus: +4 Damage: 1d8+4 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4085}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is enchanted. Enhancement Bonus: +5 To Hit Bonus: +5 Damage: 1d8+5 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4086}{This orc double axe is a +1 weapon and is Unholy. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Slashing Additional Damage: 2d6 unholy damage to good-aligned creatures Critical Range: 19-20/x3 Proficiency: Exotic, Orc Double Axe}}
{4087}{A longbow is a type of bow that is tall (roughly equal to or greater than the height of a person), is not recurved, and has relatively narrow limbs that are circular or D-shaped in cross section. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4096}{A crossbow is a weapon consisting of a bow mounted on a stock that shoots projectiles. A mechanism in the stock holds the bow in its fully-drawn position until it is shot by releasing a trigger. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 19-20/x3 Range Increment: 80ft. Weapon proficiency: Simple, Light Crossbow}
{4097}{A crossbow is a weapon consisting of a bow mounted on a stock that shoots projectiles. A mechanism in the stock holds the bow in its fully-drawn position until it is shot by releasing a trigger. To Hit Bonus: 0 Damage: 1d10 Damage Type: Piercing Critical Range: 19-20/x3 Range Increment: 120ft. Weapon proficiency: Simple, Heavy Crossbow}
{4098}{A battleaxe is an axe specifically designed as a weapon. Battleaxes are essentially specialized versions of utility axes. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Battleaxe}
{4106}{This is a greataxe with a blade that produces flames. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d12+1 Damage Type: Slashing Additional Damage: 1d6 fire damage Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4107}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d6+1 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}	// Gremag's
{4108}{This longbow's stave seems to be covered in a perpetual never-melting sheet of ice, but does not burn with frost when touched. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Piercing Additional Damage: 1d6 Frost Damage Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4109}{A mace is a strong, heavy wooden, metal-reinforced, or metal shaft with a head made of stone, copper, bronze, iron, or steel. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4110}{A quarterstaff is a weapon consisting of a long shaft of hard wood, sometimes with metal-reinforced tips. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4111}{The rod of the python is a golden magical quarterstaff with its head resembling a snake. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4112}{A dagger of venom is a magic +1 dagger that can poison its target once per day. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d4+1 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4113}{A guisarme is a pole weapon that was used primarily to dismount knights and horsemen. Like most polearms it was developed by peasants by combining hand tools with long poles: in this case by putting a pruning hook on a spear shaft. While the hooks are fine for dismounting horsemen from mounts, they lack the stopping power of a spear, especially when dealing with static opponents. To Hit Bonus: 0 Damage: 2d4 Damage Type: Slashing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Guisarme}
{4114}{A battleaxe is an axe specifically designed as a weapon. Battleaxes are essentially specialized versions of utility axes. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Battleaxe}
{4115}{A sling is a projectile weapon typically used to throw a blunt missile such as a stone. To Hit Bonus: 0 Damage: 1d4 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment 50ft. Weapon proficiency: Simple, Sling}
{4116}{A shortspear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. A shortspear can be thrown. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x2 Range Increment 20ft. Weapon proficiency: Simple, Shortspear}
{4117}{A spear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x2 Range Increment 20ft. Weapon proficiency: Simple, Spear} //enable spear feat in temple.dll or change proto entry from spear to longspear (which is closer to these stats than shortspear)
{4118}{A glaive is a polearm consisting of a single-edged blade on the end of a pole. To Hit Bonus: 0 Damage: 1d10 Damage Type: Slashing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Glaive}
{4119}{A ranseur is a type of polearm in which the head is composed of a metal spear-tip affixed with a crosspiece at its base. To Hit Bonus: 0 Damage: 2d4 Damage Type: Piercing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Ranseur}
{4120}{Lareth's Staff of Striking is a magic +2 club that can use from 0 to 3 charges on each attack. If the attack is successful, it will add 3 times the number of charges to the damage roll. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon Proficiency: Simple, Club}
{4121}{A spear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Piercing Critical Range: 20/x2 Range Increment 20ft. Weapon proficiency: Simple, Spear}
{4122}{This is Otis's longsword. He won't be happy to see you wielding his weapon. Enhancement Bonus: +2 To Hit Bonus:+2 Damage: 1d8+2 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4123}{Javelin is the name of a pole weapon designed primarily for hurling as a missile weapon. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Range Increment: 30ft. Weapon proficiency: Simple, Javelin} //add 30ft. to range in protos somehow it's missing
{4124}{A rod of smiting is a magic +3 light mace that, upon a critical hit, will use one charge to add 2 to the critical multiplier (i.e. raised it from x2 to x4). Enhancement Bonus: +3 To Hit Bonus: +3 Damage: 1d6+3 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4125}{A staff of striking is a magic +3 quarterstaff that can use from 0 to 3 charges on each attack. If the attack is successful, it will add 3 times the number of charges to the damage roll.}
{4126}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d6+1 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4127}{Darts can be a powerful projectile weapon. The broad, leaf-shaped heads penetrate deeply, and easily cut arteries. To Hit Bonus: 0 Damage 1d4 Damage Type: Piercing Critical Range: 20/×2 Range Increment: 20ft. Weapon proficiency: Simple, Dart}
{4128}{This greathammer is a +2 Unholy weapon. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d8+2 Damage Type: Bludgeoning Additional Damage: 2d6 Unholy damage to good-aligned creatures Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4129}{This is Wonnilon's dagger +2. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d4+2 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4130}{Wonnilon's repeating crossbow is a magic +1 light crossbow that does not need to be reloaded. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Piercing Critical Range: 19-20/x2 Range Increment: 0ft. Weapon Proficiency: Exotic, Self-repeating Crossbow.}
{4132}{Longswords have lengthy cruciform hilts with grips over six inches in length, straight double-edged blades often over thirty-five inches in length, and weigh approximately 4.5 pounds. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4134}{A javelin of lightning is a magic javelin that allows the wielder to cast Lightning Bolt one time. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Range Increment: 30ft. Weapon proficiency: Simple, Javelin}
{4135}{Flame tongue is a magic +1 greatsword that is enchanted to do an extra 1d6 of fire damage per strike, as well as doing an extra 1d10 of fire damage on a critical hit. It also allows the wearer to use Scorching Ray once per day, as per the spell. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 2d6+1 Damage Type: Slashing Additional Damage: 1d6 Fire damage, +1d10 extra Fire damage on a critical hit Critical Range: 19-20/x2 Hit Weapon proficiency: Martial, Greatsword}
{4136}{Frost brand is a magic +3 greatsword that is enchanted to do an extra 1d6 of cold damage per strike, as well as absorbing the first 10 points of fire damage from any attack against its wielder. Enhancement Bonus: +3 To Hit Bonus: +3 Damage: 2d6+3 Damage Type: Slashing Additional Damage: 1d6 Frost damage Critical Range: 19-20/x2 Special: Absorption 10/Fire Weapon proficiency: Martial, Greatsword}
{4137}{Staff of fire is a magic staff that allows the wielder to cast Burning Hands and Fireball. It is charged. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4138}{Staff of life is a magic staff that allows the wielder to cast Heal and Raise Dead. It is charged. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4139}{Rod of the viper is a golden magical quarterstaff with its head resembling a snake. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Special: Can poison (Fortitude check DC=13) one target once per day Weapon proficiency: Simple, Quarterstaff}
//4140-4153 Spiritual Weapons//
{4154}{Sword of Life Stealing is a +2 greatsword that, upon a critical hit, grants the wielder 1d6 temporary hit points and forces the target to make a Fortitude save against a DC of 16 or suffer a temporary negative level. Enhancement Bonus: +3 To Hit Bonus: +2 Damage: 2d6+2 Damage Type: Slashing Additional Damage: 1d6 Vampiric Regeneration, Negative Level to opponent on hit (Fortitude Save DC16) Critical Range: 19-20/x2 Weapon proficiency: Martial, Greatsword}
{4155}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4156}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4157}{A bastard sword is a large straight-bladed weapon used with either one or two hands. This weapon is of good quality. To Hit Bonus: +1 Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword}
{4158}{The falchion has a broad blade, thick along the spine and sharpened on the convex curve of the blade. Used primarily for slashing and chopping, some falchions also have a point which could be used for thrusting. This weapon is of good quality. To Hit Bonus: +1 Damage: 2d4 Damage Type: Slashing Critical Range: 18-20/x2 Weapon proficiency: Martial, Falchion}
{4159}{A short sword is a one-handed sword with a blade of moderate length (short only by comparison with a long sword). This weapon is of good quality. To Hit Bonus: +1 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4160}{A dagger is a double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat. This weapon can be thrown effectively. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Range Increment: 10ft. Weapon proficiency: Simple, Dagger}
{4162}{A battleaxe is an axe specifically designed as a weapon. Battleaxes are essentially specialized versions of utility axes. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Battleaxe}
{4163}{A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. This weapon came from the hands of a master blacksmith. To Hit Bonus: +1 Damage: 1d10 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial/Exotic, Dwarven War Axe}
{4164}{Greatclubs are simply big clubs that can be wielded only with two hands. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Martial, Greatclub}
{4165}{The handaxe is a variation of the axe which is made to be held easily in one hand. Normally carried as a secondary weapon, the hand axe is a good, fast weapon which required no great skill or strength to employ. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Handaxe}
{4166}{A mace is a strong, heavy wooden, metal-reinforced, or metal shaft, with a head made of stone, copper, bronze, iron, or steel. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Heavy Mace}
{4167}{Picks are a type of warhammer that has a very long spike on the reverse of the hammer head. Usually this spike is slightly curved downwards, much like a miner's pickaxe. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x4 Weapon proficiency: Martial, Heavy Pick}
{4168}{The morningstar is a weapon in the form of a spiked club resembling a mace, usually with a long spike extending straight from the top, in addition to a number of smaller spikes around the circumference of the head. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Bludgeoning and Piercing Critical Range: 20/x2 Weapon proficiency: Simple, Morningstar}
{4169}{A mace is a strong, heavy wooden, metal-reinforced, or metal shaft, with a head made of stone, copper, bronze, iron, or steel. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4170}{A scythe is an agricultural hand tool for mowing and reaping grass or crops. It consists of a long wooden shaft called a snath with a perpendicular handle at one end and another roughly in the middle. A war scythe has had its blade transformed so that it extends upright from the staff, and is used much like a halberd. This weapon is of good quality. To Hit Bonus: +1 Damage: 2d4 Damage Type: Piercing and Slashing Critical Range: 20/x4 Weapon proficiency: Martial, Scythe}
{4171}{The single axe is a military variation of the handaxe normally carried as a secondary weapon. The hand axe is a good, fast weapon which required no great skill or strength to employ. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Handaxe}
{4172}{A club is a big heavy piece of wood. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Simple, Club}
{4173}{A gnome hooked hammer is a gnomish version of a warhammer fit for the size of its wearers. The main difference between this and traditional warhammers is the large, curved spike protruding from the bottom of the handle shaft. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning and Piercing Critical Range: 20/x3 Weapon proficiency: Exotic, Gnome Hooked Hammer}
{4174}{A light hammer is a weapon of war intended for close combat, the design of which resembles the hammer. Like the tool it resembles, it consists of a handle and a head. It can be thrown. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment: Weapon proficiency: Martial, Light Hammer}
{4175}{A warhammer is a weapon of war intended for close combat, the design of which resembles the hammer. The warhammer, like the tool it resembles, consists of a handle and a head. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4176}{A longbow is a type of bow that is tall (roughly equal to or greater than the height of a person), is not recurved, and has relatively narrow limbs that are circular or D-shaped in cross section. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4177}{A crossbow is a weapon consisting of a bow mounted on a stock that shoots projectiles. A mechanism in the stock holds the bow in its fully-drawn position until it is shot by releasing a trigger. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 19-20/x3 Range Increment: 80ft. Weapon proficiency: Simple, Light Crossbow}
{4178}{A crossbow is a weapon consisting of a bow mounted on a stock that shoots projectiles. A mechanism in the stock holds the bow in its fully-drawn position until it is shot by releasing a trigger. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Piercing Critical Range: 19-20/x3 Range Increment: 120ft. Weapon proficiency: Simple, Heavy Crossbow}
{4179}{A quarterstaff is a weapon consisting of a long shaft of hard wood, sometimes with metal-reinforced tips. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4180}{A guisarme is a pole weapon that was used primarily to dismount knights and horsemen. Like most polearms it was developed by peasants by combining hand tools with long poles: in this case by putting a pruning hook on a spear shaft. While the hooks are fine for dismounting horsemen from mounts, they lack the stopping power of a spear, especially when dealing with static opponents. This weapon is of good quality. To Hit Bonus: +1 Damage: 2d4 Damage Type: Slashing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Guisarme}
{4181}{A battleaxe is an axe specifically designed as a weapon. Battleaxes are essentially specialized versions of utility axes. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Battleaxe}
{4182}{A sling is a projectile weapon typically used to throw a blunt missile such as a stone. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment 50ft. Weapon proficiency: Simple, Sling}
{4183}{A shortspear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. A shortspear can be thrown. To Hit Bonus: +1 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x2 Range Increment 20ft. Weapon proficiency: Simple, Shortspear}
{4184}{A spear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x2 Range Increment 20ft. Weapon proficiency: Simple, Spear}
{4185}{A glaive is a polearm consisting of a single-edged blade on the end of a pole. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Slashing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Glaive}
{4186}{A ranseur is a type of polearm in which the head is composed of a metal spear-tip affixed with a crosspiece at its base. This weapon is of good quality. To Hit Bonus: +1 Damage: 2d4 Damage Type: Piercing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Ranseur}
{4187}{Javelin is the name of a pole weapon designed primarily for hurling as a missile weapon. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Range Increment: 30ft. Weapon proficiency: Simple, Javelin}
{4188}{Darts can be a powerful projectile weapon. The broad, leaf-shaped heads penetrate deeply, and easily cut arteries. This weapon is of good quality. To Hit Bonus: +1 Damage 1d4 Damage Type: Piercing Critical Range: 20/×2 Range Increment: 20ft. Weapon proficiency: Simple, Dart}
{4189}{A cutlass is a short, thick sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Shortsword}
{4191}{A longbow is a type of bow that is tall (roughly equal to or greater than the height of a person), is not recurved, and has relatively narrow limbs that are circular or D-shaped in cross section. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4193}{The morningstar is a weapon in the form of a spiked club resembling a mace, usually with a long spike extending straight from the top, in addition to a number of smaller spikes around the circumference of the head. This weapon is enchanted. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Bludgeoning and Piercing Critical Range: 20/x2 Weapon proficiency: Simple, Morningstar}
{4194}{A Longspear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment 20ft. Weapon proficiency: Simple, Longspear}
{4195}{A composite longbow (Str +2) is a longbow that allows the wielder to add his strength bonus (up to +2) to the damage rolls of the bow. However, if the wielder has less than a +2 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 2d6 Damage Type: Slashing Critical Range: 19-20/x3 Weapon proficiency: Martial, Longbow}
{4196}{A Longspear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment 20ft. Weapon proficiency: Simple, Longspear}
{4197}{Jaer's Spheres of Fire are grenade-like weapons thrown as a ranged touch attack, dealing 2d6 points of direct fire damage and 1d6 points of splash fire damage to anything within five feet.}
{4201}{A shortbow shoots arrows powered by the elasticity of the bow. Energy is stored in the limbs of the bow and transformed into rapid motion when the string is released, with the string transferring this motion to the arrow. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4202}{A shortbow shoots arrows powered by the elasticity of the bow. Energy is stored in the limbs of the bow and transformed into rapid motion when the string is released, with the string transferring this motion to the arrow. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4203}{A Greathammer is a weapon of war intended for close combat, the design of which resembles the hammer. The hammer, like the tool it resembles, consists of a handle and a head. To Hit Bonus: 0 Damage: 1d12 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4204}{A greathammer is a weapon of war intended for close combat, the design of which resembles the hammer. The hammer, like the tool it resembles, consists of a handle and a head. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d12 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4205}{A maul is a weapon of war intended for close combat, the design of which resembles the hammer. The maul, like the tool it resembles, consists of a handle and a head. To Hit Bonus: 0 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4206}{A maul is a weapon of war intended for close combat, the design of which resembles the hammer. The maul, like the tool it resembles, consists of a handle and a head. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 20/x3 Weapon proficiency: Martial, Warhammer}
{4207}{The heavy flail is a weapon made of one (or more) weights attached to a handle with a hinge or chain. To Hit Bonus: 0 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 19-20/x2 Weapon proficiency: Martial, Heavy Flail}
{4208}{The heavy flail is a weapon made of one (or more) weights attached to a handle with a hinge or chain. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 19-20/x2 Weapon proficiency: Martial, Heavy Flail}
{4209}{A spiked chain is simply a length of chain studded with spikes, and can be a very powerful weapon, but only in the hands of someone trained to use it well. To Hit Bonus: 0 Damage: 2d4 Damage Type: Piercing Critical Range: 20/x2 Reach Weapon Weapon proficiency: Exotic, Spiked Chain}
{4210}{A spiked chain is simply a length of chain studded with spikes, and can be a very powerful weapon, but only in the hands of someone trained to use it well. This weapon is of good quality. To Hit Bonus: +1 Damage: 2d4 Damage Type: Piercing Critical Range: 20/x2 Reach Weapon Weapon proficiency: Exotic, Spiked Chain}
{4211}{The shuriken is a traditional concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers, and other flat plates of metal. To Hit Bonus: 0 Damage: 1d2 Damage Type: Piercing Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Exotic, Shuriken}
{4212}{The shuriken is a traditional concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers, and other flat plates of metal. These weapons are of good quality. To Hit Bonus: +1 Damage: 1d2 Damage Type: Piercing Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Exotic, Shuriken}
{4213}{This is an extremely sharp meat cleaver similar to those used by butchers or housewives. It can also be thrown. To Hit Bonus: +1 Damage: 2d4 Damage Type: Slashing Critical Range: 17-20/x2 Keen Weapon (Critical Range Increased by 2) Range increment: 5ft. Weapon proficiency: Martial, Handaxe}
{4214}{A quarterstaff is a weapon consisting of a long shaft of hard wood, sometimes with metal-reinforced tips. This weapon is convenient for small creatures. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4215}{A siangham is a type of melee combat weapon. It is a narrow, cylindrical thrusting weapon with an appearance similar to an arrow, but with a handle on the end. While normally used for thrusting attacks, it can also be used to slash or parry. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Siangham}
{4216}{The Kukri is a heavy, curved knife used as both a tool and a weapon. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Kukri}
{4217}{Moradin's Soul Hammer is a magic +1 warhammer that is enchanted to be Holy, Lawful and Defending. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Bludgeoning Additional Damage: 2d6 Holy damage to evil-aligned creatures, 2d6 Axiomatic damage to chaotic-aligned creatures Critical Range: 20/x3 Special: Defending (allows the user to add the Enhancement Bonus to his Armor Class instead of attack rolls) Weapon proficiency: Martial, Warhammer}
{4218}{Thorned Chains of Love are magic +1 spiked chains that are enchanted to be Holy. Enhancement Bonus +1 To Hit Bonus: +1 Damage: 2d4+1 Damage Type: Piercing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 20/x2 Reach Weapon Weapon proficiency: Exotic, Spiked Chain}
{4219}{This ranseur has been magically enchanted to be holy. It does extra damage to evil enemies. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 2d4+1 Damage Type: Piercing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Ranseur}
{4220}{This is a holy heavy mace +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Bludgeoning Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 20/x2 Weapon proficiency: Simple, Heavy Mace}
{4221}{This is a holy great axe +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d12+1 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4222}{This is a holy long sword +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4223}{A shillelagh is an enchanted quarterstaff that does enormous damage to its wielder's foes. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 2d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4224}{Holy water is a grenade-like weapon thrown as a ranged touch attack, dealing 1d6 points of direct holy damage and 1 point of splash holy damage to anything within five feet.}
{4226}{Unholy water is a grenade-like weapon thrown as a ranged touch attack, dealing 1d6 points of direct unholy damage and 1 point of splash unholy damage to anything within five feet.}
{4227}{This +1 light mace can be used to cast Cure Light Wounds, Protection from Evil and Remove Fear. Each casting uses one charge. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4228}{This +2 light mace can be used to cast Cure Serious Wounds, Magic Circle vs. Evil and Searing Light. Each casting uses one charge. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4229}{This +1 light mace can be used to cast Goodberry, Obscuring Mist and Summon Nature's Ally I. Each casting uses one charge. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4230}{This +2 light mace can be used to cast Dominate Animal, Sleet Storm and Summon Nature's Ally III. Each casting uses one charge. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4231}{This +1 light mace can be used to cast Inflict Light Wounds, Protection from Good and Cause Fear. Each casting uses one charge. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4232}{This +2 light mace can be used to cast Inflict Serious Wounds, Magic Circle vs. Good and Animate Dead. Each casting uses one charge. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4233}{This +1 quarterstaff grants a +2 Shield Bonus to AC and can be used to cast an assortment of defensive spells. Each casting uses one charge. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Special: +2 Shield bonus to AC Weapon proficiency: Simple, Quarterstaff}
{4234}{This staff is a +1 weapon that is capable of casting Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning or Owl's Wisdom. Each casting uses one charge. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d6+1 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4236}{A sickle is a curved, hand-held agricultural tool typically used for harvesting grain crops. In the hands of a skilled warrior it can be as deadly as any other weapon. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Weapon proficiency: Simple, Sickle} //hmm not present in Kotb protos but present in co8. You might want to add it to the protos. ;)
{4237}{A sickle is a curved, hand-held agricultural tool typically used for harvesting grain crops. In the hands of a skilled warrior it can be as deadly as any other weapon. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Weapon proficiency: Simple, Sickle}
{4238}{The Silver Sword of Chaos is a bastard sword, a silver weapon, and is chaotic aligned. It also provides freedom of movement when wielded. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d10+1 Damage Type: Slashing Weapon Additional Damage: 2d6 Anarchic damage to lawful-aligned creatures Special: Silver weapon Critical Range: 19-20/x2 Weapon Proficiency: Martial, Greatsword}
{4300}{A composite longbow (Str 12) is a longbow that allows the wielder to add his strength bonus (up to +1) to the damage rolls of the bow. However, if the wielder has less than a +1 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4301}{A composite longbow (Str 16) is a longbow that allows the wielder to add his strength bonus (up to +3) to the damage rolls of the bow. However, if the wielder has less than a +3 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4302}{A composite shortbow (Str 12) is a shortbow that allows the wielder to add his strength bonus (up to +1) to the damage rolls of the bow. However, if the wielder has less than a +1 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4303}{A composite shortbow (Str 14) is a shortbow that allows the wielder to add his strength bonus (up to +2) to the damage rolls of the bow. However, if the wielder has less than a +2 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4304}{A composite longbow (Str 12) is a longbow that allows the wielder to add his strength bonus (up to +1) to the damage rolls of the bow. However, if the wielder has less than a +1 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4305}{A composite longbow (Str 14) is a longbow that allows the wielder to add his strength bonus (up to +2) to the damage rolls of the bow. However, if the wielder has less than a +2 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4306}{A composite longbow (Str 16) is a longbow that allows the wielder to add his strength bonus (up to +3) to the damage rolls of the bow. However, if the wielder has less than a +3 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4307}{A composite shortbow (Str 12) is a shortbow that allows the wielder to add his strength bonus (up to +1) to the damage rolls of the bow. However, if the wielder has less than a +1 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4308}{A composite shortbow (Str 14) is a shortbow that allows the wielder to add his strength bonus (up to +2) to the damage rolls of the bow. However, if the wielder has less than a +2 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4309}{This staff can be used to cast Enlarge Person and Reduce Person. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4310}{This staff can be used to cast Charm Person and Charm Monster. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4311}{This staff can be used to cast Ice Storm and Cone of Cold. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4312}{This staff can be used to cast Calm Animals, Barkskin, Spike Stones and Summon Nature's Ally V. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4313}{This staff can be used to cast Cure Serious Wounds, Lesser Restoration, Remove Blindness/Deafness and Remove Disease. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4314}{This light mace can be used to cast Discern Lies, See Invisibility, Detect Chaos, Detect Good, Detect Evil and Detect Law. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Light Mace}
{4315}{This club can be used to cast Dispel Magic. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Club}
{4316}{This club does 2d6 points of electricity damage to any creature struck and can be used to cast Shout and Lightning Bolt. Each casting uses one charge. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Additional Damage: 2d6 Electricity damage Critical Range: 20/x2 Weapon proficiency: Simple, Club}
{4317}{This staff can be used to cast Dispel Air, Gust of Wind, Shocking Grasp, Lightning Bolt and Charm Monster. Each casting uses one charge. This staff also adds 1d6 electricity damage on a successful attack, and grants elemental resistance 15 against electrical damage.}
{4318}{This staff can be used to cast Dispel Earth, Meld into Stone, Stoneskin, Shatter and Charm Monster. Each casting uses one charge. This staff also adds 1d6 sonic damage on a successful attack.}
{4319}{This staff can be used to cast Dispel Fire, Burning Hands, Fireball, Flame Strike and Charm Monster. Each casting uses one charge. This staff also adds 1d6 fire damage on a successful attack, and grants elemental resistance 30 against fire damage.}
{4320}{This staff can be used to cast Dispel Water, Ice Storm, Sleet Storm, Cone of Cold and Charm Monster. Each casting uses one charge. This staff also adds 1d6 cold damage on a successful attack.}
{4321}{This staff functions as a Staff of Striking, which means it is a magic +3 quarterstaff that can use from 0 to 3 charges on each attack. If the attack is successful, it will add 3 times the number of charges to the damage roll. This staff can also be used to cast Spell Resistance, Mind Fog and True Seeing. Each casting uses one charge. Enhancement Bonus: +3 To Hit Bonus: +3 Damage: 1d6+3 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4342}{A composite longbow (Str 18) is a longbow that allows the wielder to add his strength bonus (up to +4) to the damage rolls of the bow. However, if the wielder has less than a +4 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4343}{A composite longbow (Str 18) is a longbow that allows the wielder to add his strength bonus (up to +4) to the damage rolls of the bow. However, if the wielder has less than a +4 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}
{4344}{This is an orc double axe. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Exotic, Orc Double Axe}
{4345}{This is a masterwork orc double axe. To Hit Bonus: +1 Damage: 1d8 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Exotic, Orc Double Axe}
{4400}{This strange looking weapon has Smyth & Westrealm .50 stamped into the side.}
{4401}{A greataxe is a bigger and deadlier version of a battleaxe. It is wielded in both hands. To Hit Bonus: 0 Damage: 1d12 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4402}{A greataxe is a bigger and deadlier version of a battleaxe. It is wielded in both hands. To Hit Bonus: 0 Damage: 1d12 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4403}{This is a very large mace. To Hit Bonus: 0 Damage: 1d12 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Martial, Morningstar}
{4404}{A nodachi is a large two-handed sword. Similar to a katana, it features a long, slightly curved blade that is sharpened on one side. To Hit Bonus: +1 Damage 2d6 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword} 
{4405}{A greataxe is a bigger and deadlier version of a battleaxe. It is wielded in both hands. To Hit Bonus: 0 Damage: 1d12 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Greataxe}
{4406}{The Sword of Cahoem is a magic +3 longsword that has a magic ability that can be used once per day when the magic words, "Cut all heads off except mine." are used. Enhancement Bonus: +3 To Hit Bonus: +3 Damage: 1d8+3 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}
{4407}{The tetsubo is an iron or steel staff, made of heavy oak wood, and covered with some form of metal from the end to the middle, with metal studs along the iron-shod end. It is usually a very heavy weapon. To Hit Bonus: 0 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 19-20/x2 Weapon proficiency: Martial, Greatclub}
{4408}{The flail is a weapon made of one (or more) weights attached to a handle with a hinge or chain. To Hit Bonus: 0 Damage: 1d8 Damage Type: Bludgeoning Critical Range: 19-20/x2 Weapon proficiency: Martial, Light Flail} //according to Kotb protos it's a heavy flail o_O
{4409}{Darkblade is an unholy keen greatsword +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 2d6+1 Damage Type: Slashing Additional Damage: 2d6 Unholy damage to good-aligned creatures Critical Range: 17-20/x2 Keen Weapon (Critical Range doubled) Weapon proficiency: Martial, Greatsword}
{4410}{Hatori Hanzo Steel} //are you serious!? ;P 
{4411}{Like many polearms, the military fork traces its lineage to an agricultural tool, in this case the pitchfork. Unlike a trident used for fishing, the military fork was rarely barbed and normally only consisted of two tines (prongs) which were straight compared to the original pitchfork. To Hit Bonus: 0 Damage: 2d4 Damage Type: Piercing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Ranseur}
{4412}{A halberd is a two-handed pole weapon that consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants. To Hit Bonus: 0 Damage: 1d10 Damage Type: Piercing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Halberd} //still guisarme in Kotb protos
{4413}{A trident is a barbed three pronged staff or spear. It can also be thrown. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Martial, Trident} //still longspear in kotb and has crit x3 instead of 2
{4414}{A heavy scimitar is a larger, masterwork version of the standard scimitar. To Hit Bonus: +1 Damage 1d8 Type: Slashing Critical Range: 18-20/x2 Weapon Proficiency: Martial, Scimitar.} 
{4415}{Silver Nodachi is a +5 keen weapon that can poison one target per day. Enhancement Bonus: +5 To Hit Bonus: +5 Damage: 2d6+2 Damage Type: Slashing Critical Range: 16-20/x2 Special: Silver weapon Weapon Proficiency: Bastard sword}
{4416}{The composite poisoned shortbow (Str 16) can poison one target per day. Furthermore, the wielder can add his strength bonus (up to +3) to the damage rolls of the bow. However, if the wielder has less than a +3 Strength bonus, he suffers a -2 attack roll penalty. To Hit Bonus: 0 Damage: 1d6 Damage Type: Piercing Critical Range: 20/x3 Range Increment: 60ft. Weapon proficiency: Martial, Shortbow}
{4417}{Shadowblade}
{4418}{Thyrshadi} 
{4419}{Shashka}
{4420}{Sky} 
{4421}{Sea}
{4422}{Dante's sabre}
{4423}{Jian is a double-edged straight sword. Their blades measure varies from 0.45 to 0.8 meter (17.7 to 31.5 inches) in length. The weight of an average sword of 0.7 meter (28 inch) blade-length would be in a range of approximately 700 to 900 g (1.5 to 2 pounds). To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 17-20/x2 Weapon proficiency: Exotic, Siangham}
{4424}{This is a broom.}
{4425}{This exotic dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. To Hit Bonus: 0 Damage: 1d10 Damage Type: Piercing and Slashing Critical Range: 20/x3 Weapon proficiency: Martial/Exotic, Dwarven War Axe}
{4426}{A naginata consists of a wood shaft with a curved blade on the end; it is similar to the glaive. Usually it also had a sword-like guard (tsuba) between the blade and shaft. To Hit Bonus: 0 Damage: 1d10 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Martial, Glaive}
{4427}{A monk's spade is a pole weapon consisting of a long pole with a flat spade-like blade on one end and a smaller crescent shaped blade on the other. To Hit Bonus: 0 Damage: 1d10 Damage Type: Bludgeoning Critical Range: 18-20/x2 Weapon proficiency: Exotic, Monk Spade}
{4428}{Rake}
{4429}{Shovel}
{4430}{A number of war fans are used in warfare, of varying size and material, for different purposes. One of the most significant, and perhaps most interesting, uses was as a signalling device. Signalling fans came in three varieties: a tasselled pom-pom, a solid iron fan, or a wood and paper one, very similar to the fans used today by sumo referees. The commander would raise or lower his fan and point in different ways to issue commands to the soldiers, which would then be passed on by other forms of visible and audible signalling. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x3 Weapon proficiency: Exotic, War Fan}
{4431}{The tonfa traditionally consists of two parts, a handle with a knob, and perpendicular to the handle, a shaft or board that lies along the hand and forearm. The shaft is usually 51–61 cm (20–24 in) long; optimally, it extends about 3 cm past the elbow when held. Often the shaft has rounded off ends which may be grooved for a better grip. There is a smaller cylindrical grip secured at a 90 degrees angle to the shaft, about 15 centimetres from one end. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Exotic, Tonfa}
{4432}{Dao is a category of single-edge swords primarily used for slashing and chopping. Some varieties have wide blades. To Hit Bonus: 0 Damage: 1d8 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Butterfly Sword}
{4433}{The Butterfly sword blade length is approximately that of the forearm, for easy concealment within the sleeves or inside boots, and for greater manoeuvrability to spin and rotate in close-quarters fighting. The butterfly sword is usually wielded in pairs. As well, they are usually held side by side within the same scabbard, so as to give the appearance of a single weapon. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Butterfly Sword}
{4434}{A katar, also known as a Bundi dagger, is a type of short punching sword that is popular among assassins for swift and quick attacks. It is notable for its horizontal hand grip, which results in the blade of the sword sitting above the user's knuckles. Typically, katars were used in close range hand-to-hand combat, which is effective in armour piercing. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing Critical Range: 20/x3 Weapon proficiency: Simple, Punching Dagger}
{4489}{A repeating crossbow is a type of crossbow that reloads faster than a normal one. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 19-20/x2 Weapon Proficiency: Exotic, Repeating Crossbow}
{4490}{Masterwork Spear of Keoland}
{4491}{Spear of Keoland}
{4492}{Masterwork Zweihander}
{4493}{Zweihander}
{4494}{A repeating light crossbow is a type of crossbow that reloads faster than a normal one. To Hit Bonus: 0 Damage: 1d8 Damage Type: Piercing Critical Range: 19-20 Weapon Proficiency: Exotic, Repeating Crossbow}

{4495}{This sword is a Chaotic, +2 keen longsword. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d8+2 Damage Type: Slashing Additional Damage: 2d6 Anarchic damage to lawful-aligned creatures Critical Range: 17-20/x2 Keen Weapon (Critical Range doubled) Weapon proficiency: Martial, Longsword}
{4496}{This silver mace is made of a wooden, metal-reinforced shaft with a head made of silver and steel. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon Silver Weapon proficiency: Simple, Light Mace}
{4497}{The falchion has a broad blade, thick along the spine and sharpened on the convex curve of the blade. Used primarily for slashing and chopping, some falchions also have a point which could be used for thrusting. This weapon is enchanted. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 2d4+2 Damage Type: Slashing Critical Range: 18-20/x2 Weapon proficiency: Martial, Falchion}
{4498}{This light crossbow is a masterpiece crafted by the great bowyer Iolo FitzOwen.}
{4499}{This sword is an Unholy, +2 keen longsword. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d8+2 Damage Type: Slashing Additional Damage: 2d6 Unholy damage to good-aligned creatures Critical Range: 17-20/x2 Keen Weapon (Critical Range doubled) Weapon proficiency: Martial, Longsword}
{4500}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. This one is enchanted. Enhancement Bonus: +2 To Hit Bonus: +2 Damage: 1d6+2 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4501}{On-hand club for Ettins. Reduces TWF penalties to reflect their special abilities.}
{4502}{This is a club for Ettins to reduce their TWF penalties to reflect their special ability.}
{4597}{Cerulean's Rod is a testing tool that incorporates several spells that were developed for testing purposes. These include Enslavement, Infatuation, All Die, Read Magic and Teleport. It also serves as a Rod of Smiting.}
{4598}{This is a holy bastard sword. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d10+1 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 19-20/×2 Weapon proficiency: Martial/Exotic, Bastard sword}
{4599}{Sword of Katara}
{4601}{The wakizashi is a sword with a short blade between 12 and 24 inches, on average 20 inches. It is similar to but shorter than a katana, and sometimes longer than the kodachi. To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4602}{A tanto is a single or, occasionally, double edged knife or dagger with a blade length between 6" and 12". To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4603}{A tanto is a single or, occasionally, double edged knife or dagger with a blade length between 6" and 12". This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Simple, Dagger}
{4604}{A kama is an oriental weapon that resembles traditional farming devices similar to a sickle. It was originally a farming implement, used for reaping crops. To Hit Bonus: 0 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Weapon proficiency: Exotic, Kama}
{4605}{A kama is an oriental weapon that resembles traditional farming devices similar to a sickle. It was originally a farming implement, used for reaping crops. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Slashing Critical Range: 20/x2 Weapon proficiency: Exotic, Kama}
{4606}{In sword fighting, the main-gauche is a dagger used in the off-hand, mainly to assist in parrying incoming thrusts, while the dominant hand wields a rapier or similar longer weapon intended for one-handed use. It may also be used for attack if an opportunity arises. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 20/x2 Weapon proficiency: Simple, Dagger} //is main gauche supposed to have a worse critical than a normal dagger or is it a bug in the protos?
{4607}{In sword fighting, the main-gauche is a dagger used in the off-hand, mainly to assist in parrying incoming thrusts, while the dominant hand wields a rapier or similar longer weapon intended for one-handed use. It may also be used for attack if an opportunity arises. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 20/x2 Weapon proficiency: Simple, Dagger}
{4608}{A bolo is a type of machete. Like other machetes, it is primarily intended for clearing vegetation (whether for agriculture or during trailblazing), although they can also be used as military weapons. To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×3 Weapon proficiency: Martial, Shortsword}
{4609}{A bolo is a type of machete. Like other machetes, it is primarily intended for clearing vegetation (whether for agriculture or during trailblazing), although they can also be used as military weapons. This weapon is of good quality. To Hit Bonus: 0 Damage 1d6 Damage Type: Piercing Critical Range: 19-20/×3 Weapon proficiency: Martial, Shortsword}
{4610}{The guillotine blade is a massive sword with a broad blade and usually two cutting edges. To Hit Bonus: 0 Damage: 1d10 Damage Type: Slashing Critical Range: 19-20/x3 Weapon proficiency: Martial, Greatsword}
{4611}{The guillotine blade is a massive sword with a broad blade and usually two cutting edges. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Slashing Critical Range: 19-20/x3 Weapon proficiency: Martial, Greatsword}
{4612}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. This is a smaller version of the weapon designed for small creatures. To Hit Bonus: 0 Damage: 1d6 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4613}{A rapier is a relatively slender, sharply pointed sword, used mainly for thrusting attacks. This is a smaller version of the weapon designed for small creatures. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Critical Range: 18-20/x2 Damage Type: Piercing Weapon proficiency: Martial, Rapier}
{4614}{A quarterstaff is a weapon consisting of a long shaft of hard wood, sometimes with metal-reinforced tips. This one has been designed to fit a mage. To Hit Bonus: 0 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4615}{A quarterstaff is a weapon consisting of a long shaft of hard wood, sometimes with metal-reinforced tips. This one has been designed to fit a mage. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d6 Damage Type: Bludgeoning Critical Range: 20/x2 Weapon proficiency: Simple, Quarterstaff}
{4620}{There is an evil aura radiating from this glaive. To Hit Bonus: 0 Damage: 1d10 Damage Type: Slashing Additional Damage: 2d6 Unholy damage to good-aligned creatures Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Glaive}
{4621}{Bralani Holy Scimitar +1 is a sword with a curved blade especially favored by druids. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d6+1 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 18-20/×2 Weapon proficiency: Martial, Scimitar}
{4622}{Bralani Holy Composite Longbow (Str 18) +1 allows the wielder to add his strength bonus (up to +4) to the damage rolls of the bow. However, if the wielder has less than a +4 Strength bonus, he suffers a -2 attack roll penalty. Enhancement Bonus: +1 To Hit Bonus: +1 Damage: 1d8+1 Damage Type: Piercing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 20/x3 Range Increment: 100ft. Weapon proficiency: Martial, Longbow}+1}
{4623}{A siangham is a type of melee combat weapon. It is a narrow, cylindrical thrusting weapon with an appearance similar to an arrow, but with a handle on the end. While normally used for thrusting attacks, it can also be used to slash or parry. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Siangham}
{4624}{The Kukri is a heavy, curved knife used as both tool and weapon. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Kukri}
{4625}{A siangham is a type of melee combat weapon. It is a narrow, cylindrical thrusting weapon with an appearance similar to an arrow, but with a handle on the end. While normally used for thrusting attacks, it can also be used to slash or parry. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Siangham}
{4626}{A siangham is a type of melee combat weapon. It is a narrow, cylindrical thrusting weapon with an appearance similar to an arrow, but with a handle on the end. While normally used for thrusting attacks, it can also be used to slash or parry. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing and Slashing Critical Range: 19-20/x2 Weapon proficiency: Exotic, Siangham}
{4650}{This is a sharp meat cleaver similar to those used by butchers or a housewives. It can also be thrown. To Hit Bonus: 0 Damage: 2d4 Damage Type: Slashing Critical Range: 17-20/x2 Keen Weapon (Critical Range Increased by 2) Range increment: 5ft. Weapon proficiency: Martial, Handaxe}
{4700}{This is a Katana +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d10+1 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial/Exotic, Bastard sword}
{4701}{This is a Wakizashi +1. Enhancement Bonus: +1 To Hit Bonus: +1 Damage 1d6+1 Damage Type: Piercing Critical Range: 19-20/×2 Weapon proficiency: Martial, Shortsword}
{4702}{Static Lash is a +2 sling that bestows a devastating shocking charge upon its projectiles. To Hit Bonus: 0 Damage: 1d4 Damage Type: Bludgeoning Critical Range: 20/x2 Range Increment 50ft. Weapon proficiency: Simple, Sling}
{4703}{Boxing Glove}
{4704}{This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d4 Damage Type: Piercing Critical Range: 20/x2 Weapon Proficiency: Simple, Spiked Gauntlets}
{4705}{This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. To Hit Bonus: 0 Damage: 1d4 Damage Type: Piercing Critical Range: 20/x2 Weapon Proficiency: Simple, Spiked Gauntlets}
{4706}{A trident is a barbed three pronged staff or spear. It can also be thrown. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d8 Damage Type: Piercing Critical Range: 20/x2 Range Increment: 10ft. Weapon proficiency: Martial, Trident}
{4707}{A halberd is a two-handed pole weapon that consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants. This weapon is of good quality. To Hit Bonus: +1 Damage: 1d10 Damage Type: Piercing Critical Range: 20/x3 Reach Weapon Weapon proficiency: Martial, Halberd}
{4998}{Tenser's Transformation Sword}
{4999}{Paladin Holy Sword is a holy longsword +5. Enhancement Bonus: +5 To Hit Bonus: +5 Damage: 1d8+5 Damage Type: Slashing Additional Damage: 2d6 Holy damage to evil-aligned creatures Critical Range: 19-20/x2 Weapon proficiency: Martial, Longsword}

{6009}{This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who wear only nonmetallic armor, favor hide. Armor Proficiency: Medium Movement Speed: 20/15}
{6010}{A simple set of leather worn over the top of the head with a guard that comes around the eyes.}
{6011}{A set of light boots made out of durable leather.}
{6012}{A simple pair of gloves made of leather.}
{6013}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. Armor Proficiency: Light Movement Speed: 30/20}
{6015}{A dark cloth cloak adorned with the emblem of the cult of the Eye of Flame.}
{6016}{A simple garb made of soft cloth that provides little protection.}
{6017}{A small silver ring that was a gift from a gnome you rescued from the Moathouse. Signifies you as a friend of all gnomes.}
{6018}{A light hood made out of interlocking metal rings.}
{6019}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. Armor Proficiency: Medium Movement Speed: 20/15}
{6020}{A set of boots made of interlocking metal rings.}
{6021}{A cumbersome pair of mittens made of interlocking metal rings.}
{6022}{Features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas. Armor Proficiency: Light Movement Speed: 30/20}
{6023}{A pair of boots that were reinforced with layers of cloth padding.}
{6024}{A pair of simple gloves reinforced with layers of light cloth padding.}
{6025}{An oriental hat made of woven straw. Also called a sakkat.}
{6026}{A roughly fashioned helmet with horns adorning the upper rim.}
{6027}{A well-crafted metal and leather loop that is worn around the front and sides of the head.}
{6028}{A poorly-crafted metal and leather loop that is worn around the front and sides of the head.}
{6029}{A simple metal crown.}
{6030}{An elaborate crown with jewels placed along the outside.}
{6031}{Glass lenses wrapped in a thin metal frame. Placed in front of the eyes to help the user see better.}
{6032}{An ordinary metal cap that fits loosely over the top of the head.}
{6033}{A large helmet that covers most of your head.}
{6034}{A simple leather hat that covers the head.}
{6035}{A large helmet that covers most of your head. Has a stylish red plume protruding from the top.}
{6036}{A mask that is mainly used by rogues to hide their faces.}
{6037}{A hat usually used by farmers while working their fields to protect them from the sun.}
{6038}{A pointed hat made of course fabric that stands upright on its own.}
{6039}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Armor Proficiency: Heavy Movement Speed: 20/15}
{6040}{A cumbersome set of boots made of heavy metal plates.}
{6041}{A cumbersome set of gloves made of heavy metal plates.}
{6042}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This set has been dyed black. Armor Proficiency: Light Movement Speed: 30/20}			// brigand, black
{6043}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This set has been dyed grey. Armor Proficiency: Light Movement Speed: 30/20}			// brigand, grey
{6044}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This set has been dyed red. Armor Proficiency: Light Movement Speed: 30/20}			// brigand, reddish
{6045}{A set of light boots made out of durable leather.}			// brigand
{6046}{A simple pair of gloves made of leather.}			// brigand
{6047}{This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. Armor Proficiency: Medium Movement Speed: 20/15}
{6048}{A set of platemail made specifically for Prince Thrommel. This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Armor Proficiency: Heavy Movement Speed: 20/15}
{6049}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is magical. Enhancement Bonus: +1 Armor Proficiency: Medium Movement Speed: 20/15}
{6050}{A common form of shield that is strapped around your wrist and supported with a hand. Restricts use of the arm for anything but using the shield. This shield is magical. Enhancement Bonus: +1 Armor Proficiency: Shield}
{6051}{A common form of shield that is strapped around your wrist and supported with a hand. Restricts use of the arm for anything but using the shield. This shield is magical. Enhancement Bonus: +2 Armor Proficiency: Shield}
{6052}{A common form of shield that is strapped around your wrist and supported with a hand. Restricts use of the arm for anything but using the shield. This shield is magical. Enhancement Bonus: +3 Armor Proficiency: Shield}
{6053}{A common form of shield that is strapped around your wrist and supported with a hand. Restricts use of the arm for anything but using the shield. This shield is magical. Enhancement Bonus: +4 Armor Proficiency: Shield}
{6054}{A common form of shield that is strapped around your wrist and supported with a hand. Restricts use of the arm for anything but using the shield. This shield is magical. Enhancement Bonus: +5 Armor Proficiency: Shield}
{6055}{A crude set of armor made of thick and unyielding leather. Restricts movement more than leather armor, but is more durable. Armor Proficiency: Medium Movement Speed: 20/15}
{6056}{This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. Armor Proficiency: Light Movement Speed: 30/20}
{6057}{These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.}
{6058}{This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +10 competence bonus on Hide checks.}
{6059}{This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so because of the extra weight on your arm. Armor Proficiency: Shield}
{6060}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6061}{A heavy steel shield made specifically for Prince Thrommel. You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6062}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6063}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. This shield is of good quality. Armor Proficiency: Shield}
{6064}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6065}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. This shield is of good quality. Armor Proficiency: Shield}
{6066}{This is a variation of the Large Steel Shield that has been crudely crafted by Orc smiths. It offers the same basic protection, and is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6067}{This is a variation of the Large Wooden Shield that has been crudely crafted by Orc smiths. It offers the same basic protection, and is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6068}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6069}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6070}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6071}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6072}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6073}{This is a variation of the Large Wooden Shield, finely crafted by Elvish smiths. It offers the same basic protection, but is so light that it offers no impedance to movement or spellcasting abilities, and is of masterwork quality. Armor Proficiency: Shield}
{6074}{You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6075}{You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. A steel shield is vulnerable to spells such as Chill Metal. This shield is of good quality. Armor Proficiency: Shield}
{6076}{You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. A wooden shield is vulnerable to spells such as Warp Wood. Armor Proficiency: Shield}
{6077}{You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. A steel shield is vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6078}{This massive metal shield is nearly as tall as you are. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance. Armor Proficiency: Shield}
{6079}{This massive metal shield is nearly as tall as you are. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance. This shield is of good quality. Armor Proficiency: Shield}
{6080}{This massive wooden shield is nearly as tall as you are. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance. Armor Proficiency: Shield}
{6081}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever.}
{6082}{This ring offers continual magical protection in the form of a deflection bonus to AC. Its effects do not stack with similarly enchanted items. Enhancement Bonus: +1}
{6083}{This ring offers continual magical protection in the form of a deflection bonus to AC. Its effects do not stack with similarly enchanted items. Enhancement Bonus: +2}
{6084}{This ring offers continual magical protection in the form of a deflection bonus to AC. Its effects do not stack with similarly enchanted items. Enhancement Bonus: +3}
{6085}{These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). Enhancement Bonus: +1}
{6086}{These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). Enhancement Bonus: +2}
{6087}{These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). Enhancement Bonus: +3}
{6088}{By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.}
{6089}{A Ring of Mammal Control grants the wearer charm animal, as per the spell, which just works on mammals.}
{6090}{A Scarab of Proof against Poison grants the wearer a +4 luck bonus of +3 to all saving throws against poison.}
{6091}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This armor is magical. Enhancement Bonus: +1 Armor Proficiency: Light Movement Speed: 30/20}
{6092}{An Amulet of Proof against Detection and Location requires the caster of any divination spell on the wearer to succeed at a caster level check against a DC of 19.}
{6093}{A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Armor Proficiency: Light Movement Speed: 30/20}
{6094}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is magical. Enhancement Bonus: +2 Armor Proficiency: Medium Movement Speed: 20/15}
{6095}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is magical. Enhancement Bonus: +3 Armor Proficiency: Medium Movement Speed: 20/15}
{6096}{This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. Armor Proficiency: Heavy Movement Speed: 20/15}
{6097}{This is a set of breastplate crafted specifically for Lareth. A breastplate covers your front and your back. It comes with a helmet and greaves. A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much. Armor Proficiency: Medium Movement Speed: 20/15}
{6098}{This is a set of cumbersome boots made of heavy metal plates. These boots were made specifically for Lareth.}
{6099}{Made specifically for Lareth, this ring allows the wearer to act as if continually under the effect of a freedom of movement spell.}
{6100}{This is a heavy gold chain necklace that is worn by Lareth. The sell value is high.}
{6101}{A Ring of Fire Resistance, Minor, absorbs the first 15 points of fire damage from any attack against its wielder.}
{6102}{A set of chainmail made specifically for Otis. This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is magical. Enhancement Bonus: +2 Armor Proficiency: Medium Movement Speed: 20/15}
{6103}{A breastplate covers your front and your back. It comes with a helmet and greaves. A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much. Armor Proficiency: Medium Movement Speed: 20/15}
{6104}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor is magical. Enhancement Bonus: +1 Armor Proficiency: Heavy Movement Speed: 20/15}
{6105}{This ring allows the wearer to act as if continually under the effect of a freedom of movement spell.}
{6106}{Bone armor is a cloth or leather coat reinforced with strips of bone. The armor covers the torso but leaves the limbs free.}
{6107}{The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects) and allowing him to breathe.}
{6108}{A golden chain supporting several large polished rubies. Was once worn by Oohlgrist, leader of the trolls in the Temple of Elemental Evil.}
{6109}{These light, airy white robes identify you as a member of the Air Temple.}
{6110}{These dark brown robes identify you as a member of the Earth Temple.}
{6111}{These fiery red robes identify you as a member of the Fire Temple.}
{6112}{These flowing green robes identify you as a member of the Water Temple.}
{6113}{Darker than pitch, these ominous robes identify you as a member of the Greater Temple.}
{6114}{Black TZGY Scarab}
{6115}{These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus, just as though he were wearing armor. Its effects do not stack with armor. Enhancement Bonus: +5}
{6116}{An expensive-looking golden amulet that was worn by Prince Thrommel.}
{6117}{An expensive-looking golden ring that was worn by Prince Thrommel.}
{6118}{A Ring of Change grants a druid who can Wild Shape the additional form of a hill giant.}
{6119}{These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus, just as though he were wearing armor. Its effects do not stack with armor. Enhancement Bonus: +3}
{6120}{This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Armor Proficiency: Heavy Movement Speed: 20/15}
{6121}{This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. This armor is magical. Enhancement Bonus: +1 Armor Proficiency: Heavy Movement Speed: 20/15}
{6122}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor is magical. Enhancement Bonus: +3 Armor Proficiency: Heavy Movement Speed: 20/15}
{6123}{Clothing that has been well-worn, to an obvious extent. Has several gaping holes in the garment, offering no protection overall.}
{6124}{This simple cloak has been dyed a vibrant red color.}
{6125}{This extremely light chainmail is made of very fine mithral links. Blue is the strongest form of this armor. Armor Proficiency: Light Movement Speed: 30/20}
{6126}{Unicorn Ring}
{6127}{A Necklace of Prayer Beads (Karma) allows the wearer to cast divine spells at +4 caster level (with respect to range, duration, etc.) for 10 minutes, once per day.}
{6128}{This badge is a reward for helping free Prince Thrommel from his imprisonment in the Temple of Elemental Evil.}
{6129}{This badge is a reward for helping free Prince Thrommel from his imprisonment in the Temple of Elemental Evil.}
{6130}{These garish robes are the proper vestment for any arcane spellcaster, offering no hindrance to spellcasting abilities.}
{6131}{This armor was designed specifically for Hedrack. This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor is magical. Enhancement Bonus: +3 Armor Proficiency: Heavy Movement Speed: 20/15}
{6132}{These boots grant the wearer a +5 resistance bonus to Reflex saves.}
{6133}{These gloves grant a +6 enhancement bonus to Strength.}
{6134}{This helmet grants the wearer a +5 resistance bonus to Will saves.}
{6135}{This +3 shield exudes an evil aura.}
{6136}{You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else. A wooden shield is vulnerable to spells such as Warp Wood. This shield has been adorned with spikes. Armor Proficiency: Shield}
{6137}{On command, these boots will grant the wearer the effect of a Haste spell for 10 rounds per day.}
{6138}{A set of leather armor made specifically for Wonnilon. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. Armor Proficiency: Light Movement Speed: 30/20}
{6139}{This light copper amulet was found in Emeridy Meadows. Terjon has sent you to retrieve this.}
{6140}{Eight-Pointed Amulet}
{6141}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor is of good quality. Armor Proficiency: Heavy Movement Speed: 20/15}
{6142}{This clothing was made primarily for farming, and offers no defense in combat. It has been dyed brown.}
{6143}{This clothing was made primarily for farming, and offers no defense in combat. It has been dyed black.}
{6144}{This clothing was made primarily for farming, and offers no defense in combat. It has been dyed blue.}
{6145}{This clothing was made primarily for farming, and offers no defense in combat. It has been dyed green.}
{6146}{This clothing was made primarily for farming, and offers no defense in combat. It has been dyed grey.}
{6147}{This clothing was made primarily for casual villagers, and offers no defense in combat. It has been dyed blue.}
{6148}{This clothing was made primarily for casual villagers, and offers no defense in combat. It has been dyed green.}
{6149}{This clothing was made primarily for casual villagers, and offers no defense in combat. It has been dyed ochre.}
{6150}{This clothing was made primarily for casual villagers, and offers no defense in combat. It has been dyed red.}
{6151}{This garish and expensive garment was made primarily for noblemen, and offers no defense in combat. It has been dyed red.}
{6152}{Features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas. Armor Proficiency: Light Movement Speed: 30/20}
{6153}{This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. Armor Proficiency: Medium Movement Speed: 20/15}
{6154}{This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. This armor is of good quality. Armor Proficiency: Medium Movement Speed: 20/15}
{6155}{A set of breastplate made specifically for members of the Temple of Elemental Evil. A breastplate covers your front and your back. It comes with a helmet and greaves. A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much. Armor Proficiency: Medium Movement Speed: 20/15}
{6156}{This small metal band was taken from a member of the Earth Temple. It bears the mark of the Earth Temple on it.}
{6157}{This is a long golden chain worn around the neck. Has a high sell value.}
{6158}{This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. Armor Proficiency: Heavy Movement Speed: 20/15}
{6159}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor has been covered in a thin layer of gold. Armor Proficiency: Heavy Movement Speed: 20/15}
{6160}{A cumbersome set of boots made of heavy metal plates. This armor has been covered in a thin layer of gold.}
{6161}{A cumbersome set of gloves made of heavy metal plates. This armor has been covered in a thin layer of gold.}
{6162}{These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). Its effects do not stack with similarly enchanted items. Enhancement Bonus: +4}
{6163}{This variant of the large steel shield has been adorned with spikes and the symbol of the Greater Temple. Armor Proficiency: Shield}
{6164}{This variant of the large steel shield has been adorned with spikes and the symbol of the Earth Temple. Armor Proficiency: Shield}
{6165}{This variant of the large steel shield has been adorned with spikes and the symbol of the Water Temple. Armor Proficiency: Shield}
{6166}{This variant of the large steel shield has been adorned with spikes and the symbol of the Air Temple. Armor Proficiency: Shield}
{6167}{This variant of the large steel shield has been adorned with spikes and the symbol of the Fire Temple. Armor Proficiency: Shield}
{6168}{This variant of the large steel shield has been notched and adorned with the symbol of the Greater Temple. Armor Proficiency: Shield}
{6169}{This variant of the large steel shield has been notched and adorned with the symbol of the Earth Temple. Armor Proficiency: Shield}
{6170}{This variant of the large steel shield has been notched and adorned with the symbol of the Water Temple. Armor Proficiency: Shield}
{6171}{This variant of the large steel shield has been notched and adorned with the symbol of the Air Temple. Armor Proficiency: Shield}
{6172}{This variant of the large steel shield has been notched and adorned with the symbol of the Fire Temple. Armor Proficiency: Shield}
{6173}{This variant of the large steel shield is round and has been adorned with the symbol of the Greater Temple. Armor Proficiency: Shield}
{6174}{This variant of the large steel shield is round and has been adorned with the symbol of the Earth Temple. Armor Proficiency: Shield}
{6175}{This variant of the large steel shield is round and has been adorned with the symbol of the Water Temple. Armor Proficiency: Shield}
{6176}{This variant of the large steel shield is round and has been adorned with the symbol of the Air Temple. Armor Proficiency: Shield}
{6177}{This variant of the large steel shield is round and has been adorned with the symbol of the Fire Temple. Armor Proficiency: Shield}
{6178}{This variant of the large steel shield has been forged by bugbears for the gnolls of the Temple of Elemental Evil.}
{6179}{This variant of the large steel shield has been forged by bugbears for the guardians of Iuz in the Temple of Elemental Evil.}
{6180}{A small copper band.}
{6181}{A small silver band.}
{6182}{A small silver band.}
{6183}{A small band inlaid with a garnet gemstone.}
{6184}{A small band inlaid with a jasper gemstone.}
{6185}{A small bronze band.}
{6186}{A small platinum band.}
{6187}{An elaborately designed gold ring.}
{6188}{A small band inlaid with a ruby gemstone.}
{6189}{A small band inlaid with a sapphire gemstone.}
{6190}{A string of beads and claws usually worn by members of a tribe.}
{6191}{This is a thick chain made of gold that is worn around the neck.}
{6192}{A necklace with a jade gemstone hanging from it.}
{6193}{A necklace with a scarab pendant hanging from it.}
{6194}{A silver chain that is worn around the neck.}
{6195}{An elaborately designed gold chain worn around the neck.}
{6196}{A necklace with a jade gemstone hanging from it.}
{6197}{A thin silver chain with a medallion hanging from it.}
{6198}{A Ring of Animal Summoning (Dog) allows the user to cast a Summon Nature's Ally once per day, summoning a dog who stays with the party until killed.}
{6199}{These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus. Enhancement Bonus: +2}
{6200}{These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus. Enhancement Bonus: +4}
{6201}{These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus. Enhancement Bonus: +6}
{6202}{Sandals with cloth socks strapped inside of them. Usually worn by monks.}
{6203}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed black.}
{6204}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed blue.}
{6205}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed brown.}
{6206}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed orange.}
{6207}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed red.}
{6208}{Loose and flowing garments that are worn by monks so as to not hinder their movement. This robe is dyed white.}
{6209}{A sturdy helmet crafted from the skull of a large beast.}
{6210}{Bone armor is a cloth or leather coat reinforced with strips of bone. The armor covers the torso but leaves the limbs free.}
{6211}{A supple set of clothing worn by powerful spellcasters. It leaves the body move freely, but offers little protection. This armor has been dyed blue.}
{6212}{A supple set of clothing worn by powerful spellcasters. It leaves the body move freely, but offers little protection. This armor has been dyed green.}
{6213}{A supple set of clothing worn by powerful spellcasters. It leaves the body move freely, but offers little protection. This armor has been dyed red.}
{6214}{This extremely light chainmail is made of very fine mithral links. Green is the weakest form of this armor. Armor Proficiency: Light Movement Speed: 30/20}
{6215}{This extremely light chainmail is made of very fine mithral links. Purple is neither the weakest nor strongest form of this armor. Armor proficiency: Light Movement Speed: 30/20}
{6216}{This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who wear only nonmetallic armor, favor hide. Armor Proficiency: Medium Movement Speed: 20/15}
{6217}{A helmet covering the top part of the head, made out of a deer's antlers.}
{6218}{This garish and expensive garment was made primarily for noblemen, and offers no defense in combat. It has been dyed purple.}
{6219}{In addition to being a fashion disaster, these robes grant the wearer a +3 armor bonus to AC and Spell Resistance15}
{6220}{Features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6221}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6222}{This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6223}{A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6224}{This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who wear only nonmetallic armor, favor hide. This armor is of good quality. Armor Proficiency: Medium Movement Speed: 20/15}
{6225}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is of good quality. Armor Proficiency: Medium Movement Speed: 20/15}
{6226}{A breastplate covers your front and your back. It comes with a helmet and greaves. A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much. This armor is of good quality. Armor Proficiency: Medium Movement Speed: 20/15}
{6227}{This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. This armor is of good quality. Armor Proficiency: Heavy Movement Speed: 20/15}
{6228}{This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. This armor is of good quality. Armor Proficiency: Heavy Movement Speed: 20/15}
{6229}{This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. This armor is of good quality. Armor Proficiency: Heavy Movement Speed: 20/15}
{6230}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor is of good quality. Armor Proficiency: Heavy Movement Speed: 20/15}
{6231}{This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so because of the extra weight on your arm. This shield is of good quality. Armor Proficiency: Shield}
{6232}{You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. A wooden shield is vulnerable to spells such as Warp Wood. This shield is of good quality. Armor Proficiency: Shield}
{6233}{This simple cloak has been dyed a lucid black color.}
{6234}{This simple cloak has been dyed a snowy white color.}
{6235}{A pirate bandanna worn over the top of the head. This bandanna is dyed blue.}
{6236}{A pirate bandanna worn over the top of the head. This bandanna is dyed red.}
{6237}{A pirate captain's hat with a skull-and-crossbones design on the front.}
{6238}{"A man walks down the street in that hat, people know he's not afraid of anything."}
{6240}{This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution. Enhancement Bonus: +2}
{6241}{This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution. Enhancement Bonus: +4}
{6242}{This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution. Enhancement Bonus: +6}
{6243}{This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus. Enhancement Bonus: +4}
{6244}{This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus. Enhancement Bonus: +6}
{6245}{These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score.}
{6246}{This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus. This enhancement bonus does not earn the wearer extra skill points when a new level is attained. Enhancement Bonus: +2}
{6247}{This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus. This enhancement bonus does not earn the wearer extra skill points when a new level is attained. Enhancement Bonus: +4}
{6248}{This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus. This enhancement bonus does not earn the wearer extra skill points when a new level is attained. Enhancement Bonus: +6}
{6249}{Although it appears to be a normal pearl on a light chain, an amulet of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus. Enhancement Bonus: +2}
{6250}{Although it appears to be a normal pearl on a light chain, an amulet of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus. Enhancement Bonus: +4}
{6251}{Although it appears to be a normal pearl on a light chain, an amulet of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus. Enhancement Bonus: +6}
{6252}{This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds an enhancement bonus to her Charisma score. Enhancement Bonus: +2}
{6253}{This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds an enhancement bonus to her Charisma score. Enhancement Bonus: +4}
{6254}{This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds an enhancement bonus to her Charisma score. Enhancement Bonus: +6}
{6255}{This silver headband grants a +2 competence bonus on the wearer’s Charisma-based checks.}
{6256}{A Necklace of Detection grants the wearer a circumstance bonus of +5 to Search and Survival skills.}
{6257}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Enhancement Bonus: +1}
{6258}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Enhancement Bonus: +2}
{6259}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Enhancement Bonus: +3}
{6260}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Enhancement Bonus: +4}
{6261}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Enhancement Bonus: +5}
{6262}{This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus. Enhancement Bonus: +1}
{6263}{This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus. Enhancement Bonus: +2}
{6264}{This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus. Enhancement Bonus: +3}
{6265}{This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus. Enhancement Bonus: +4}
{6266}{This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus. Enhancement Bonus: +5}
{6267}{These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if he were proficient in its use. If he already has proficiency with any type of bow, he gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow.}
{6268}{These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if he were proficient in its use. If he already has proficiency with any type of bow, he gains a +1 competence bonus on attack rolls.}
{6269}{This simple cloak has been dyed a forest green color.}
{6270}{This is a wedding band crafted in a style common to villages in this region. Along the inside, there is an inscription: "From Jay".}
{6271}{On command, this simple headband projects a blast of searing light (3d8 points of damage) once per day.}
{6272}{These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus, just as though he were wearing armor. Its effects do not stack with armor. Enhancement Bonus: +1}
{6273}{These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus, just as though he were wearing armor. Its effects do not stack with armor. Enhancement Bonus: +2}
{6274}{These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus, just as though he were wearing armor. Its effects do not stack with armor. Enhancement Bonus: +4}
{6275}{This black garment, embroidered with a weblike pattern in silk, grants the wearer immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can protect herself against poison from spiders.}
{6276}{Hands of Fire grant the wearer elemental resistance 5 against Fire, and the ability to cast Burning Hands once per day.}
{6277}{Hands of Ice grant the wearer elemental resistance 5 against Cold, and the ability to cast Chill Touch once per day.}
{6278}{Hands of Electricity grant the wearer elemental resistance 5 against Electricity, and the ability to cast Shocking Grasp once per day.}
{6279}{Hands of Life grant the wearer a +1 resistance bonus to Fortitude saves, and the ability to cast Cure Light Wounds once per day.}
{6280}{Hands of Death grant the wearer a +1 resistance bonus to Will saves, and the ability to cast Inflict Light Wounds once per day.}
{6281}{These boots increase the wearer’s base land speed by 10 feet.}
{6282}{This simple cloak has been dyed a lucid black color.}
{6283}{A poorly-crafted metal and leather loop that is worn around the front and sides of the head.}
{6284}{A Helm of Teleportation allows the wearer to Teleport once per day.}
{6285}{A Vest of Escape grants the wearer Freedom of Movement and has Masterwork Thieves Tools stored in a hidden pocket.}
{6286}{This garment, worn over normal clothing or armor, grants the wearer spell resistance 21}
{6287}{Goggles of Minute Seeing give the wearer a +5 bonus to the Search skill.}
{6288}{A Helm of Telepathy allows the wearer to cast Suggestion once per day.}
{6289}{These warm boots grant the wearer elemental resistance 5 against Cold.}
{6290}{The Bracers of Dawn allow the wearer to cast Searing Light once per day.}
{6291}{These gauntlets give the wearer elemental resistance 10 against fire and the ability to cast Produce Flame once per day.}
{6292}{Eyes of Charming give the wearer the ability to Charm Person once per day.}
{6293}{Eyes of the Eagle grant the wearer a +5 bonus to the Spot skill.}
{6294}{The Helm of Reading Magic allows the wearer to Read Magic scrolls and Identify potions.}
{6295}{The Periapt of Wound Closure grants the wearer Regeneration like a troll.}

{6300}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6302}{Features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6304}{This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}

{6305}{The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6311}{This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. Armor Proficiency: Shield}
{6312}{This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. Armor Proficiency: Shield}
{6313}{This heavy shield is made of mithral and thus is much lighter than a standard steel shield. Mithral shields are vulnerable to spells such as Chill Metal. Armor Proficiency: Shield}
{6314}{This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/–. Armor Proficiency: Medium Movement Speed: 20/15}
{6315}{This extremely light chain shirt is made of very fine mithral links. Armor Proficiency: Light Movement Speed: 30/20}
{6316}{This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate. Armor Proficiency: Heavy Movement Speed: 20/15}
{6317}{This full plate is made of adamantine, giving its wearer damage reduction of 3/–. Armor Proficiency: Heavy Movement Speed: 20/15}
{6318}{Tight-fitting and flexible armor crafted for good movement and protection. Made with chain links layered over supple cloth. Armor Proficiency: Light Movement Speed: 30/20}
{6319}{A long, cumbersome dress made mainly to be worn at formal occasions. Offers no protection. This dress has been dyed black.}
{6320}{Lingerie. Made of a long dress and top, cut low to expose the breasts. Offers no protection.}
{6321}{A slightly weaker form of the gladiator armor, this armor sacrifices a small amount of defense for improved mobility. Armor Proficiency: Light Movement Speed: 30/20}
{6322}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever. This robe has been dyed white.}
{6323}{Boots of Teleportation allow the wearer to Teleport once per day.}
{6324}{This cloak allows the user to become Invisible, as per the spell.}
{6325}{These bright and intricate tattoos were once worn by strong Celtic warriors. These tattoos are magical.}
{6326}{A set of gilded platemail worn by the wealthy. Provides the same protection as Full Plate, but much more expensive. Armor Proficiency: Heavy Movement Speed: 20/15}
{6327}{Tight-fitting and flexible armor crafted for good movement and protection. Made with chain links layered over supple cloth. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6328}{A slightly weaker form of the gladiator armor, this armor sacrifices a small amount of defense for improved mobility. This armor is of good quality. Armor Proficiency: Light Movement Speed: 30/20}
{6329}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever. This robe has been dyed red.}
{6330}{These bright and intricate tattoos were once worn by strong Celtic warriors.}
{6331}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever. This robe has been dyed black.}
{6332}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever. This robe has been dyed brown.}
{6333}{Long, loosely-fitting garbs that flow elegantly around you while you walk. The fabric is thin and light, so this clothing provides no protection whatsoever. This robe has been dyed green.}
{6334}{This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. This armor has been dyed black. Armor Proficiency: Heavy Movement Speed: 20/15}
{6335}{A stylish metal-and-leather circlet that really shows off your hair.}
{6336}{Tattoos worn to show one's allegiance to the Yakuza.}
{6337}{Tattoos that embody the spirit of the assassin.}
{6338}{This simple cape has been dyed a deep blue color.}
{6339}{This suit of full plate is forged of mithral, making it lighter than ordinary armor.}
{6340}{This small shield is made of mithral and thus is much lighter than the standard steel buckler. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so because of the extra weight on your arm. Armor Proficiency: Shield}
{6341}{This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. This armor is dyed black. Armor Proficiency: Light Movement Speed: 30/20}
{6342}{This is a jacket made of coarse leather that runs the entire length of your body. Offers little protection, but provides good movement.}
{6343}{This is a jacket made of coarse leather that runs the entire length of your body. Offers little protection, but provides good movement.}

{6398}{A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. This armor is magical. Enhancement Bonus: +1 Armor Proficiency: Light Movement Speed: 30/20}
{6399}{This magical shield has a similar surface area and defensive use as a tower shield, but its design allows it to be wielded more easily, with less dex penalty.}
{6401}{These white robes grant a good-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Evil characters wearing them suffer a drastic reduction in power.}
{6402}{These grey robes grant a neutral-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Good and Evil characters wearing them suffer a drastic reduction in power.}
{6403}{These black robes grant an evil-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Good characters wearing them suffer a drastic reduction in power.}
{6404}{This fancy cape allows the wearer to cast Dimension Door once per day.}
{6405}{A druid wearing these robes gains the wild shape form of a hill giant.}
{6406}{A Cloak of Resistance +4 grants the wearer a resistance bonus of +4 to all saving throws.}
{6407}{A Cloak of Resistance +5 grants the wearer a resistance bonus of +5 to all saving throws.}
{6408}{This cloak allows the wearer to cast Blur once per day.}
{6409}{This cloak allows the wearer to cast Displacement once per day.}
{6410}{A Robe of Eyes grants its wearer a +15 circumstance bonus to Search and Spot skill checks, and allows the wearer to cast True Seeing.}
{6411}{These robes grant a +10 circumstance bonus to Hide checks.}
{6412}{A Helm of Brilliance absorbs the first 30 points of fire damage from any attack against its wielder, and grants the ability to cast Detect Undead, Consecrate, and Flamestrike.}
{6413}{This armour is actually a plant that grows into the wearer's skin and nourishes from the ones body. There are buds growing on it which can be thrown and cause nausea to the attackers. Some types of this armour may poison the wearer's opponents. Armor Proficiency: Light Movement Speed: 30/20}
{6414}{The armor is useful only for dwarves due to it's enormous weight. It provides similar protection as that of full-plate armor. Armor Proficiency: Heavy Movement Speed: 20/15}
{6415}{This armor is made of bark, which makes it quite inexpensive but rare. Armor Proficiency: Light Movement Speed: 30/20}
{6416}{This is a leather version of a scale mail. Armor Proficiency: Light Movement Speed: 30/20}
{6417}{This armour is simply a plant that grows into the wearer's skin and nourishes from the ones body. There are buds growing on it which can be thrown and cause nausea to the attackers. Some types of this armour may poison the wearer's opponents. Armor Proficiency: Light Movement Speed: 30/20}
{6418}{The armor is useful only for dwarves due to it's enormous weight. It provides similar protection as that of full-plate armor. Armor Proficiency: Heavy Movement Speed: 20/15}
{6419}{This armor is made of bark, which makes it quite inexpensive but rare. Armor Proficiency: Light Movement Speed: 30/20}
{6420}{This is a leather version of a scale mail. Armor Proficiency: Light Movement Speed: 30/20}
{6421}{This is a cloak made of a fur of an animal.}
{6422}{Bondleaf is made of one single leaf picked from a magical tree. It provides a form of protection and does not constrain any movement. Armor Proficiency: Light Movement Speed: 30/20}
{6423}{Lamellar armour is a kind of personal armour consisting of small rectangular plates (lames) which are laced together in parallel rows. It is made from pieces of lacquered leather, iron, steel or horn held together with silk, leather, or cotton thread. When the lames are made up of leather one would often water harden it or impregnate it with wax. Armor Proficiency: Medium Movement Rate: 20/15}
{6424}{Lamellar armour is a kind of personal armour consisting of small rectangular plates (lames) which are laced together in parallel rows. It is made from pieces of lacquered leather, iron, steel or horn held together with silk, leather, or cotton thread. When the lames are made up of leather one would often water harden it or impregnate it with wax. Armor Proficiency: Medium Movement Rate: 20/15}
{6474}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is of good quality. Armor Proficiency: Medium Movement Speed: 20/15}
{6475}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. Armor Proficiency: Medium Movement Speed: 20/15}
{6476}{This armor is made of interlocking metal rings. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. This armor is made of gold rather than steel rings. Armor Proficiency: Medium Movement Speed: 20/15}
{6481}{This is a variant of the large steel shield that has been adorned with the emblem of Hextor. Armor Proficiency: Shield}
{6483}{This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. This armor bears the mark of Hextor. Armor Proficiency: Medium Movement Speed: 20/15}
{6485}{These plain robes are the proper vestment for any divine spellcaster. These robes are adorned with the emblem of Hextor.}
{6486}{These loose fitting robes are made of a material as black as midnight. They are thin and offer no protection from attacks. They grant an enhancement bonus of +2 to Wisdom.}
{6487}{Helm of Midnight grants the wearer a +3 bonus to spot and listen checks.}
{6498}{This is a variant of the large steel shield that has been adorned with the emblem of the Verbebonc Guard. This shield is of good quality. Armor Proficiency: Shield}
{6499}{This is a variant of the large steel shield that has been adorned with the emblem of the Verbebonc Guard. Armor Proficiency: Shield}
{8040}{The blood of an exceptionally large and strong orc.}
{9999}{The note is bound with a mithral cord, and secured by a large copper pin that upon closer inspection is recognized to be a miniature Copper Staff (Symbol of the Drow House of Eilserv).}
{11100}{I look for challenging adventure!}
{12005}{Fish heads, fish heads, roly-poly fish heads!}
{12008}{A Chime of Opening allows the owner to cast Knock, it has 10 charges.}
{12009}{Dust of Disappearance makes the user invisible for 2d6 rounds, as if under the effect of the spell Greater Invisibility.}
{12014}{Oohlgrist's Emerald Belt grants the wearer immunity to acid.}
{12016}{A Rope of Entanglement functions like a Hold Monster spell once per day.}
{12017}{Jaer's spheres of fire are a grenade-like weapon thrown as a ranged touch attack, dealing 2d6 of direct fire damage and 1d6 points of splash fire damage to anything within five feet.}
{12018}{The Orb of Golden Death is a powerful artifact created by the demoness Zuggtmoy and her consort, Iuz the Terrible. The wielder can cast the spells Discern Lies and Poison, as well as operate the elevating throne in the ground-level Temple. Additional powers can be obtained by adding elemental power gems to the orb.}
{12019}{The air elemental power gem allows the wielder to teleport to the Air Node at will, as well as cast Chain Lightning once per day. The wielder can also summon a Vrock demon for 5 rounds once per week and summon an air elemental for 10 rounds once per week.}
{12020}{The earth elemental power gem allows the wielder to teleport to the Earth Node at will, as well as cast Stoneskin once per day. The wielder can also summon a Glabrezu demon for 4 rounds once per week and summon an earth elemental for 10 rounds once per week.}
{12021}{The fire elemental power gem allows the wielder to teleport to the Fire Node at will, as well as cast Flame Strike once per day. The wielder can also summon a Balor demon for 4 rounds once per week and summon a fire elemental for 10 rounds once per week.}
{12022}{The water elemental power gem allows the wielder to teleport to the Water Node at will, as well as cast Ice Storm once per day. The wielder can also summon a Hezrou demon for 5 rounds once per week and summon a water elemental for 10 rounds once per week.}
{12024}{A fungus figurine allows the wielder to Summon Fungi once per day.}
{12031}{Keoghtom's Ointment allows the wielder to cast any of the spells Cure Light Wounds, Remove Disease, or Neutralize Poison, up to 5 times.}
{12105}{This miniature of an exquisitely crafted chest allows the owner to summon a chest from the Ethereal Plane, and to send it back once done with it.}
{12420}{This simple rope belt confers great ability in unarmed combat when wrapped around a character's waist. The wearer's AC and unarmed damage are treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets them make one additional stunning attack per day. If the character is not a monk, they gain the unarmed damage of a 5th-level monk. To craft a Monk's Belt you must know either the 'Righteous Might' or the 'Tensers Transformation' spell.}
{12584}{A masterwork flute adds a bonus of +2 to a bard's Perform skill when used to perform any bardic music.}
{12585}{A masterwork drum adds a bonus of +2 to a bard's Perform skill when used to perform any bardic music.}
{12586}{A masterwork horn adds a bonus of +2 to a bard's Perform skill when used to perform any bardic music.}
{12587}{A masterwork mandolin adds a bonus of +2 to a bard's Perform skill when used to perform any bardic music.}
{12588}{A Horn of Blasting adds a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The horn may be used once a day to call forth a cone of blasting sound.}
{12589}{A Horn of Fog adds a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The horn may be used once a day to create a fog bank.}
{12590}{Drums of Panic add a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The drums may be used once a day to cause fear.}
{12594}{This Ioun Stone grants its owner a +1 Deflection bonus to AC.}
{12595}{This Ioun Stone grants its owner a +2 bonus to Strength.}
{12596}{This Ioun Stone grants its owner a +2 bonus to Intelligence.}
{12597}{This Ioun Stone grants its owner a +2 bonus to Wisdom.}
{12598}{This Ioun Stone grants its owner a +2 bonus to Dexterity.}
{12599}{This Ioun Stone grants its owner a +2 bonus to Constitution.}
{12600}{This Ioun Stone grants its owner a +2 bonus to Charisma.}
{12601}{A Bag of Tricks (Tan) allows the user to Summon natural animals.}
{12603}{The Cape of the Mountebank allows the wearer to cast Dimension Door once per day.}
{12604}{A Horn of Goodness allows the owner to cast Magic Circle against Evil once per day.}
{12605}{A Horn of Evil allows the owner to cast Magic Circle against Good once per day.}
{12624}{A Ring of Protection +4 grants the wearer a deflection bonus of +4 to their AC.}
{12625}{A Ring of Protection +5 grants the wearer a deflection bonus of +5 to their AC.}
{12626}{A Ring of Chameleon Power grants the wearer a +15 Circumstance bonus to the Hide skill.}
{12627}{A Ring of Electricity Resistance, Minor, absorbs the first 15 points of electrical damage from any attack against its wielder.}
{12628}{A Ring of Sonic Resistance, Minor, absorbs the first 15 points of sonic damage from any attack against its wielder.}
{12629}{A Ring of Cold Resistance, Minor, absorbs the first 15 points of cold damage from any attack against its wielder.}
{12630}{A Ring of Acid Resistance, Minor, absorbs the first 15 points of acid damage from any attack against its wielder.}
{12631}{A Ring of Fire Resistance, Major, absorbs the first 30 points of fire damage from any attack against its wielder.}
{12632}{A Ring of Electricity Resistance, Major, absorbs the first 30 points of electrical damage from any attack against its wielder.}
{12633}{A Ring of Sonic Resistance, Major, absorbs the first 30 points of sonic damage from any attack against its wielder.}
{12634}{A Ring of Cold Resistance, Major, absorbs the first 30 points of cold damage from any attack against its wielder.}
{12635}{A Ring of Acid Resistance, Major, absorbs the first 30 points of acid damage from any attack against its wielder.}
{12636}{A Ring of Warmth absorbs the first 5 points of cold damage from any attack against its wielder.}
{12637}{A Ring of Linking grants its wearer the ability to cast Blink.}
{12652}{A Broach of Shielding allows its wearer to cast Shield.}
{12654}{A Chime of Interruption allows its owner to cast dispel magic.}
{12655}{A Circlet of Blasting, Major, allows the wearer to cast the Searing Light spell as a 10th level cleric once per day.}
{12659}{Dust of Appearance functions like a Glitterdust spell.}
{12660}{Eyes of Doom grant the wearer the ability to cast Doom.}
{12662}{This Ioun Stone grants its owner regeneration like a troll.}
{12663}{Prayer Beads of Blessing allow their wearer to cast the Bless spell.}
{12665}{Prayer Beads of Healing allow their wearer to cast the Cure Serious Wounds spell.}
{12666}{A Pipe of Pain can function as per the Sound Burst spell.}
{12667}{A Pipe of Haunting can Scare opponents as per the spell.}
{12669}{This scarab grants spell resistance 15 to the wearer.}
{12673}{A Mandolin of Charming allows the user to cast Suggestion.}
{20221}{The note is bound with a mithral cord, and secured by a large copper pin.}
