Armor and Weapons * Frostbrand: +3 Greatsword. Sheds light as a torch when the temperature drops below 0°F. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. * Shenshock's Robes: Grants weared [16] resistance to spells. (Might require Evil alignment to work.) * Hedrack's Warhammer: +2, 1d12 x3 critical; ; per zhuge--evil aligned * Hedrack's Full Plate Mail: +3; per Thelebk--not evil aligned * Hedrack's Shield: +3, evil aligned. per Thelebk--Evil alignment is bugged; apparently only affects saving throws (HPs, spells, BAB untouched). * Hedrack's Gauntlets: +6 to Strength; per Thelebk--not evil aligned * Hedrack's Helm: +5 to Will Saves; per Thelebk--not evil aligned * Hedrack's Boots: +5 to Reflex Saves (and no penalty to casting or movement); per Thelebk--not evil aligned * Holy Longsword +1: From Meleny's dad, as a wedding gift. Known as a "Radiant Sword," before identification. Acts as a +3 sword vs. evil, adding 2d6 damage. If wielded by Evil, -1 effective character level. * Moradin's Soul Hammer : +1 holy warhammer, wielded in 2-hands, found in Earth Node. * Wonnilon's Repeating Heavy Crossbow : +1 crossbow that doesn't cost you an AoO upon reloading. * Green Elven Chain (Armour) : AC +6, max DEX +4, max speed -, armour check -2, spell failure 15%. Green: weight=25 Per Alex Mars-- this uses Light Armour proficiency, my ranger can use his bow class abilities when wearing it). * Purple Elven Chain (Armour) : AC +6, max DEX +4, max speed -, armour check -2, spell failure 15%. weight=20 * Blue Elven Chain (Armour) : AC +6, max DEX +4, max speed -, armour check -2, spell failure 15%. weight=15 lbs * Dagger of Venom: per OG_GLEEP+1 Dagger. Sells for little. I haven't seen any poison effects while using it, or any other type of benifit. Here is what the Online reference says about it. Per online reference--This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. per zhuge--Known bug pre patch. Could not be used at all and caused crashes. Post patch it can now be activated from the radial menu and does have a poison effect. The cost is still wrong though. The cost correction has been sent to smoret for inclusion in the 2nd official patch. * Thorned Chains of Love +1: per Salvati-- 2d4 Spiked Chain w/ +1 enchantment. It is actually a +2 weapon by price, and has a second, blank enchantment on the CA&A screen. Probably had a magic effect that was removed (or is bugged). * Javelin of Lightning: ordinary javelin, but if wielded, can cast lightning bolt . (Does not add lightning damage when used as a weapon.) * Staff of Life: an ordinary staff, but wield can cast either raise dead or heal 20 times. * Moradin's Soul Hammer: +1 holy warhammer, wielded in 2-hands, found in Earth Node. per zhuge--IIRC, this weapon is also axiomatic (+2d6 Vs Chaotic creatures and has a Defending special ability as well, which adds +1 to AC (Deflection bonus)). However sometimes protos.tab special abilities do not always work correctly in the game so it is worth checking them to confirm. Potions & Rings * Ring of Freedom of Movement: (Includes Lareth's ring of similar name.) Allows the wearer to act as if continually under the effect of a freedom of movement (Bard 4, Clr 4, Drd 4) spell. In Atari's TOEE: chars will still show "webbed" etc., but they will be able to move as if unrestricted. In game, does not prevent Hold or similar spells. * Rings of Protection: Gives the wearer a deflection bonus of +1 to +5 to Armor Class (AC). * Ring of Invisibility: Unlimited invisibility for the wielder. Choose from radial menu (or hotkey it). In Atari's TOEE: extremely valuable, as you can walk the entire game without being detected. * Ring of Unicorn Horn: Enchanted with permaneant sympathy, however this only affects unicorns. If you are evil you cannot use this ring. (TOEE module description, which may not be exactly how it was implemented in the PC version). Apparently worthless in Atari's TOEE. (No unicorns.) Wands, Staves, Rods * Lareth's Staff of Striking: Staff +3, Damage 4-9, Charges: 20, uses 0-3 charges per attack, selectable from the radial menu. The more charges that are used, the more damage that is generated on a hit. A charge is only used up if one hits, so misses do not use a charge. In Atari's TOEE: you can set charges (each charge subtracts one from Attack roll, but adds +1d6, if you hit). * Wand of Chain Lightning: You can select fewer than 12 targets - click on the starburst spell icon just above your char's icon (lower left screen). Answer "yes" when asked if you have the right targets. (or press "spacebar" to activate) * Rod of Smiting: Miscellaneous Magic Items * Amulet of Proof against Detection and Location: The amulet protects the wearer from scrying and magical location just as a nondetection spell (Rgr 4, Sor/Wiz 3) does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself ).Atari's TOEE: apparently worthless, as no one attempts to detect or locate you. * Bracers of Archery, Lesser: These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls. * Cloak of Elvenkind: Gives the wearer a +5 competence bonus on Hide checks. * Dust of Disappearance: User becomes invisible, as the spell, greater invisibility (Bard 4, Sorc/Wiz 4). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Other factors, such as sound and smell, also allow possible detection. Duration is 2D6 rounds. * Gauntlets of Ogre Power: These gauntlets grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. * Gloves of Giant Strength: These gloves add to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6. * Keoghtom's Ointment: 5 uses. Each use can do one of three things: neutralize poison, remove disease, or cure light wounds (1d8+5). * Necklace of Adaptation: Makes the wearer immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.per zhuge--Doesn't work at present. Needs a fix apparently. * Rope of Entanglement: 30' long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.In Atari's TOEE: apparently worthless; no one has ever been able to activate it. * Oohlgrist's Ruby Necklace: Does it give fire protection? * Oohlgrist's emerald belt: In Atari's TOEE: worthless, because you cannot equip belts. * Fungus Figurine: Summon miscellaneous mushroom 1x/day. * Lamia Figurine: Summon Lamia 1x/day. Spoiler: Found in Imeryds Run as Child's Toy.Use tab key, looking in NE near the frogs. * Boots of speed : per Telon-- have to be activated, seem to increase my halfling rogue's speed from 20 to 40. Anyone know if there are limited charges? The selection from the radial menu seems to activate or deactivate them, so I'm hoping they're permanent, just you're able to turn them off or on at will (though I'm not sure why you'd ever want them off). per TEF-- They seem to activate/deactivate themselves, according to some rule I haven't been able to discover. Most of the time, the wearer can walk 2x/fast as other chars. * Golden Orb: Cast Poison and Detect Lies. (Both seem to be relatively useless by the time you find it in TOEE.) Adding Elemental Gems (see below) adds their power, except for the teleport to node feature. * Elemental Gems: Allow you to summon 2x/day relevant elemental and 1x/week the relevant elemental guardian. If not melded into the Golden Orb, they also allow you to teleport to the relevant node. note: the summoning of the non-fire gems is bugged to the player's advantage-- the guardians will not disappear after 6 rounds and, if they die, they will leave another gem, allowing another PC to summon their twins. per zhuge--this will be corrected in the second patch. * Wonnilon's Backpack & Scroll: cannot be used, but Wonnilon wants 'em, so don't discard unless you're ignoring his quests. * Prince Thrommel's Belt: worthless, as belts cannot be equipped.