// ITEMS

COPY ~Ooze/items/L#NSSLI1.itm~ ~override~
SAY NAME1 @5000 /* Purple Ooze */
SAY NAME2 @5000 /* Purple Ooze */
SAY DESC @5001 /* This blob of purple ooze emits a bizarre, yet intoxiatingly sweet smell. For some inexplicable reason, you feel a compulsion to try and eat it, but you are also certain that doing so would make you sick afterwards.

STATISTICS:

Special:
- Imbiber regenerates 1 hit point every 3 seconds for two turns
- Imbiber suffers a -10% penalty to maximum hit points for eight hours

Weight: 1 */

COPY ~Ooze/items/L#NSSLI2.itm~ ~override~
SAY NAME1 @5002 /* Green Ooze */
SAY NAME2 @5002 /* Green Ooze */
SAY DESC @5003 /* This blob of green ooze emits a bizarre, sour smell that reminds you of stale sweat. You have learned that consuming it will grant you immunity to the corrosive effects of acid, but you are also certain that doing so would make you sick afterwards.

STATISTICS:

Special:
- Imbiber gains 100% Acid Resistance for two turns
- Imbiber suffers a -10% penalty to maximum hit points for eight hours

Weight: 1 */

COPY ~Ooze/items/L#NSSLI3.itm~ ~override~
SAY NAME1 @5004 /* Brown Ooze */
SAY NAME2 @5004 /* Brown Ooze */
SAY DESC @5005 /* This blob of brown ooze has a weird, bitter smell. You have learned that consuming it will harden your skin and make you more resilient to blunt weapons, but you are also certain that doing so would make you sick afterwards.

STATISTICS:

Special:
- Imbiber gains a +6 bonus to Armor Class vs. Crushing Weapons for two turns
- Imbiber suffers a -10% penalty to maximum hit points for eight hours

Weight: 1 */

COPY ~Ooze/items/L#NSSLI4.itm~ ~override~
SAY NAME1 @5006 /* Golden Ooze */
SAY NAME2 @5006 /* Golden Ooze */
SAY DESC @5007 /* This peculiar blob of golden ooze is different from others of its kind. Despite its dreadful odor, you realize that it contains a great amount of power. Vulab claims that this substance is "the purest seed of his lord, Juiblex", though you hope that the description is metaphorical. The liquid is capable of granting its consumer greater strength at a cost of their health.

STATISTICS:

Special:
- Imbiber permanently gains a +1 bonus to Strength
- Imbiber permanently loses 10% of their maximum hit points
- Imbiber permanently incurs a -2 penalty to Saving Throws vs. Death

Weight: 1 */

COPY ~Ooze/items/l#nsfubl.itm~ ~override~
SAY NAME1 @5008 /* Blue-capped Fungus */
SAY NAME2 @5008 /* Blue-capped Fungus */
SAY DESC @5009 /* This glowing blue-capped fungus was found deep within the Ooze's Lounge. You've never seen anything of it's kind on the surface, and thus you feel it would not be the best idea to try and eat it, despite its pleasant color reminding you of ripe blueberries.

Weight: 1 */

COPY ~Ooze/items/l#nsfuli.itm~ ~override~
SAY NAME1 @5010 /* Light-capped Fungus */
SAY NAME2 @5010 /* Light-capped Fungus */
SAY DESC @5011 /* This glowing light-capped fungus was found deep within the Ooze's Lounge. You've never seen anything of it's kind on the surface, and thus you feel it would not be the best idea to try and eat it. The spores on this particular fungus shimmer and glow like starlight.

Weight: 1 */

COPY ~Ooze/items/l#nsfupi.itm~ ~override~
SAY NAME1 @5012 /* Pink-capped Fungus */
SAY NAME2 @5012 /* Pink-capped Fungus */
SAY DESC @5013 /* This glowing pink-capped fungus was found deep within the Ooze's Lounge. You've never seen anything of it's kind on the surface, and thus you feel it would not be the best idea to try and eat it. The bright, positive color of the fungus makes it seem almost cheerful.

Weight: 1 */

COPY ~Ooze/items/l#nsfupu.itm~ ~override~
SAY NAME1 @5014 /* Purple-capped Fungus */
SAY NAME2 @5014 /* Purple-capped Fungus */
SAY DESC @5015 /* This glowing purple-capped fungus was found deep within the Ooze's Lounge. You've never seen anything of it's kind on the surface, and thus you feel it would not be the best idea to try and eat it. Seriously. Never, under any circumstances, eat glowing purple fungi.

Weight: 1 */

COPY ~Ooze/items/l#nssp1.itm~ ~override~
SAY NAME1 @5016 /* Spear */
SAY NAME2 @5017 /* Crystallized Purity +3 */
SAY DESC @5018 /* This icy cold spear is a powerful weapon forged by a female blacksmith from the northern town of Bryn Shander. Tales suggest that she forged the spearhead from a never before seen shard of metal. Its appearance leads many to confuse it for a shard of crystal, but it is in fact a mirror-like piece of metal, bearing anti-magic powers.

STATISTICS:

Equipped abilities:
- Save vs. Spells: +1

Combat abilities:
- 10% chance to cast Breach on target upon successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 4
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Cleric
 Mage
 Sorcerer
 Thief */

COPY ~Ooze/items/l#nssw1.itm~ ~override~
SAY NAME1 @5019 /* Two-Handed Sword */
SAY NAME2 @5020 /* Roe'noon - Weave of the Iris +4 */
SAY DESC @5021 /* This enchanted two-handed sword was created for two brothers - the bard Novlar and the hunter Keelyan. The brothers were to decide on whom to carry the blade and use it to defend their land from the vicious basilisks that threatened it. In the end, both agreed to share the weapon and only wield it in the most dangerous of expeditions. Folktales say that this blade served the two well for over ten years until their land was attacked by a hord led by a powerful beastmaster. The brothers fought the horde for days until one of the brothers fell, and as the beasts collapsed around his corpse, the other brother raised the blade to slay the aggressors. In the end, the second brother joined the first, taking the beastmaster with him to the grave. Although the blade was meant for basilisks, the gaze-deflecting enchantments on the weapon make it equally as effective against beholders.

This blade has been enhanced by the blood of the cambion Isair, increasing its power.

STATISTICS:

Equipped abilities:
- Armor Class vs. Basilisks and Beholders: +2
- Saving Throws vs. Basilisks and Beholders: +2

Combat abilities:
- On each successful attack, there is a 5% chance the user will be affected by Offensive Spin. As long as the state lasts, however, the wielder also suffers a -3 penalty to Armor Class.

THAC0: +4, strikes as a +5 weapon
Damage: 1d10+4 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10

Usable by:
 Ranger
 Bard */

COPY ~Ooze/items/l#nssw4.itm~ ~override~
SAY NAME1 @5019 /* Two-Handed Sword */
SAY NAME2 @5022 /* Roe'noon - the Weave of the Iris +3 */
SAY DESC @5023 /* This enchanted two-handed sword was created for two brothers - the bard Novlar and the hunter Keelyan. The brothers were to decide on whom to carry the blade and use it to defend their land from the vicious basilisks that threatened it. In the end, both agreed to share the weapon and only wield it in the most dangerous of expeditions. Folktales say that this blade served the two well for over ten years until their land was attacked by a hord led by a powerful beastmaster. The brothers fought the horde for days until one of the brothers fell, and as the beasts collapsed around his corpse, the other brother raised the blade to slay the aggressors. In the end, the second brother joined the first, taking the beastmaster with him to the grave. Although the blade was meant for basilisks, the gaze-deflecting enchantments on the weapon make it equally as effective against beholders.

STATISTICS:

Equipped abilities:
- Armor Class vs. Basilisks and Beholders: +2
- Saving Throws vs. Basilisks and Beholders: +2

Combat abilities:
- On each successful attack, there is a 3% chance the user will be affected by Offensive Spin. As long as the state lasts, however, the wielder also suffers a -3 penalty to Armor Class.

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10

Usable by:
 Ranger
 Bard */


COPY ~Ooze/items/l#nssw2.itm~ ~override~
SAY NAME1 @5024 /* Short Sword */
SAY NAME2 @5025 /* Ally +2 */
SAY DESC @5026 /* This short sword, known simply as "Ally", was once the weapon of the halfling thief Otter. Known for being swift... and hairy even for a halfling. Otter was a courageous fellow, with a strong will and a good heart, and wielded this blade against a Red Wizard conjurer who stole his family ring. His bravery and tenacity aided him in his mission, as well as the specific enchantments of this blade. Eventually, he was victorious and returned to his home with his precious treasure, where he lived a happy life for the rest of his years.

STATISTICS:

Equipped abilities:
- Intelligence: +2
- Armor Class vs. Summoned Creatures: +2
- Saving Throws vs. Summoned Creature: +2

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Cleric
 Druid
 Mage
 Sorcerer
 Beast Master */

COPY ~Ooze/items-old/l#nsarr.itm~ ~override~
SAY NAME1 @5027 /* Arrow */
SAY NAME2 @5028 /* Lightpiercer Arrow */
SAY DESC @5029 /* This unique arrow is a powerful artifact made of pure electric light that can strike even the most powerful beings who would shrug off ordinary arrows. Whenever it is drawn from one's quiver, it splits into two, ensuring that its user will never expend its power.

This particular arrow was a gift from Biya, the protector of the Ooze's Lounge. 

STATISTICS:

Combat abilities:
- Perennial: This ammunition has unlimited uses
- Is considered a +3 weapon in terms of what it can damage
 
Damage: 1d4 electrical damage, +1d2 magic damage, +1 fire damage
Damage type: Special
Launcher: Bow

Weight: 0

Not Usable by:
 Druid
 Cleric
 Mage */

COPY ~Ooze/items/l#nshel.itm~ ~override~
SAY NAME1 @5030 /* Helmet */
SAY NAME2 @5031 /* Halo */
SAY DESC @5032 /* The Halo is a famed helmet often valued by hunters of undead with life-draining powers such as vampires or wights. It is warm to the touch, as though it were left in the sun for an extended period of time.

STATISTICS:

Equipped abilities:
- Negative Plane Protection
- Protects against critical hits

Weight: 2

Not Usable by:
 Bards
 Mages
 Sorcerers
 Thieves
 Kensai */

COPY ~Ooze/items/l#nsaxe.itm~ ~override~
SAY NAME1 @5033 /* Battle Axe */
SAY NAME2 @5034 /* Acidic Axe +3 */
SAY DESC @5035 /* This axe has one clear purpose - to aid those who fight against trolls and other creatures vulnerable to acid. The blade of this axe is coated with a magical oil which burns like acid when the axe strikes its target. At the same time, the enchantments on the axe also grants the wielder protection against corrosive and acidic substances of all kinds.

STATISTICS:

Equipped abilities:
- Acid Resistance: +50%

THAC0: +3
Damage: 1d8+3, +1 acid damage
Damage type: slashing
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7

Not Usable by
 Cleric
 Druid
 Mage
 Thief */
PATCH_IF GAME_IS ~bg2 tob bgt~ THEN BEGIN
 LPF DELETE_EFFECT INT_VAR match_opcode = 319 END 
END

COPY ~Ooze/items/l#nsbel.itm~ ~override~
SAY NAME1 @5036 /* Belt */
SAY NAME2 @5037 /* Wyrmvision */
SAY DESC @5038 /* When you hold this strange belt, you can taste the faint scent of ash. It is clearly enchanted, and grants the wearer minor protections. Its origins are unknown, as is its creator. It is, however, rather stylish.

STATISTICS:

Equipped abilities:
- Infravision
- Save vs. Breath Weapons: +2 */

COPY ~Ooze/items/l#nssl1.itm~ ~override~
SAY NAME1 @5039 /* Sling */
SAY NAME2 @5040 /* Spitter +2 */
SAY DESC @5041 /* This powerful sling carries the putrid stench of the sewers with it, so it is best kept away from one's nose. However, it is an effective weapon in battle, where it is meant to be used. The Spitter requires no ammunition, as it creates its own bullets of acidic slime which burns through skin and bone.

STATISTICS:

Equipped abilities:
- 2 shots per round
- When no bullets are equipped, the sling fires missiles that are treated as +2 for the purposes of determining what enemies they can damage. The missiles receive +2 to hit, including the bonus listed below, and deal a total of 1d6+2 acid damage, which is added to any ammunition used separately.
 
THAC0: +2
Damage: 1d6+2 (acid)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0 */

COPY ~Ooze/items/l#nsalt.itm~ ~override~
SAY NAME1 @5042 /* Meat Scrap */
SAY NAME2 @5042 /* Meat Scrap */
SAY DESC @5043 /* This scrap of bloody meat is meant as bait for a powerful creature that may be hiding beneath the Ooze's Lounge.

Weight: 2 */

COPY ~Ooze/items/l#nsri1.itm~ ~override~
SAY NAME1 @5044 /* Ring */
SAY NAME2 @5045 /* Ring of the Skin-Knitter */
SAY DESC @5046 /* The Ring of the Skin-Knitter is an interesting item which heals the wearer's flesh on command. The effect is gradual, as it slowly takes its time to "knit" the wearer's torn skin and muscles. Additionally, the ring's power is limited and requires time to recover after it is used.

STATISTICS:

Charge abilities:
- Once per day, the ring may intensively regenerate the wearer's flesh when activated, restoring 40 Hit Points over the course of 20 seconds.

Weight: 0 */

COPY ~Ooze/items/l#nsri2.itm~ ~override~
SAY NAME1 @5044 /* Ring */
SAY NAME2 @5047 /* Fractured Being */
SAY DESC @5048 /* This ring is a powerful artifact which was brought to the Realms from another plane. Some claim that it originated in the plane of Celestia, while others say that the ring is in fact the essence of a long-forgotten god turned into an object of power, resting until the end of times. Regardless of what the truth may be, it is undeniable that the protections this ring grants the wearer are significant.

When you look closely at the ring, you can almost see some sort of inner light within it.

STATISTICS:

Combat abilities:
- Upon the wearer taking damage, the ring will fracture the attacker, dealing one point of crushing damage.

Equipped abilities:
- Armor Class: +2
- Saving Throws: +2
- Physical Resistance: +5%

Weight: 0 */

COPY ~Ooze/items/l#nsiou.itm~ ~override~
SAY NAME1 @5049 /* Ioun Stone */
SAY NAME2 @5050 /* Amberdark Ioun */
SAY DESC @5051 /* This unusual Ioun Stone is enchanted with celestial powers which amplify the magical abilities of believers of faith.

STATISTICS:

Equipped abilities:
- Save vs. Spells: +1
- Can memorize two extra divine spells of 1st level

Weight: 0 */

COPY ~Ooze/items/l#nsmir.itm~ ~override~
SAY NAME1 @5052 /* Mirror */
SAY NAME2 @5053 /* Mirror of Visions */
SAY DESC @5054 /* This silver mirror is commonly known as a Mirror of Visions. Its magic allows one to observe the reflection of the entire nearby area from a bird's eye view. It is used to spy on open spaces, but its power is ineffective outside of the open sky.
  
STATISTICS:

Charge abilities (once per day):
- Clairvoyance

Weight: 1 */

ACTION_IF FILE_EXISTS ~override/ishf003.itm~ BEGIN
  //FILES EXIST - DO NOTHING
END ELSE BEGIN
  COPY ~Ooze/items/ishf003.itm~ ~override~
  SAY NAME1 @5055 /* Blackcurrants */
  SAY NAME2 @5055 /* Blackcurrants */
  SAY DESC @5056 /* These small, round fruits are known as blackcurrants. They have a deep black hue and a sour, yet slightly sweet aroma. They make for a delicious snack, but are also known for leaving near-indelible stains of clothing and should therefore be eaten with caution.

STATISTICS:

Special:
- When eaten, the fruit restores five hit points and grants a +2 bonus to maximum hit points for four turns.

Weight: 0 */

COPY ~Ooze/items/ishf004.itm~ ~override~
  SAY NAME1 @5057 /* Strawberries */
  SAY NAME2 @5057 /* Strawberries */
  SAY DESC @5058 /* These red berries are known as strawberries. They have a sweet taste and a cheerful appearance. It is believed that strawberries are an effective aphrodisiac. 

STATISTICS:

Special:
- When eaten, the fruit restores five hit points and grants a +1 bonus to Charisma for two minutes

Weight: 0 */

COPY ~Ooze/items/ishf005.itm~ ~override~
  SAY NAME1 @5059 /* Wolfberry */
  SAY NAME2 @5059 /* Wolfberry */
  SAY DESC @5060 /* This exceptionally rare fruit is known as a wolfberry. It has a strange scent and a crimson hue. Legends say that those who consume this berry will be granted an interesting power.

STATISTICS:

Special:
- When eaten, the fruit permanently grants the consumer the ability to shapeshift into a wolf once per day.

Weight: 0 */

COPY ~Ooze/items/ishf008.itm~ ~override~
  SAY NAME1 @5061 /* Stewed Fruits */
  SAY NAME2 @5061 /* Stewed Fruits */
  SAY DESC @5062 /* This is a sweet beverage made of various fruit juices. You can see chunks of strawberries, cherries and blueberries among other fruits floating freely within the liquid. This liquid is best drank while it is warm. When the bottle is empty, the fruit bits within make for a delicious treat.

STATISTICS:

Special:
- When drunk, the stewed fruit restores 15 hit points and grants a +5 bonus to maximum hit points for four minutes.

Weight: 0 */
END

COPY ~Ooze/items/L#NSWA1.itm~ ~override~
  SAY NAME1 @5063 /* Wand */
  SAY NAME2 @5064 /* Wand of Chaos */
  SAY DESC @5065 /* This wand has the ability to create a field of chaos around its chosen target. Those who are afflicted by the wand's magic find their minds clouded with confusing thoughts that causes them to lose control.

STATISTICS:

Charge abilities:
- The targeted enemy and all other enemies standing around the target will enter an effect of Chaos for 5 rounds; ff the victim is 4th level or lower, <PRO_HESHE> does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, <PRO_HESHE> receives a Save vs. Spell with a -4 penalty.

Weight: 1

Usable by:
 Bard
 Mage
 Sorcerer */

COPY ~Ooze/items/L#NSROB.itm~ ~override~
  SAY NAME1 @5066 /* Robe */
  SAY NAME2 @5067 /* Robe of the Charismatic Archmagi */
  SAY DESC @5068 /* This powerful mage robe is usually worn by mages who value a good atmosphere while adventuring with others. Its strange magic can turn those who are already charming into an irresistibly powerful presence. Apart from that, the robe has additional protective enchantments.

STATISTICS:

Equipped abilities:
- Armor Class: 5
- Magic Resistance: +5%
- Charisma: 20
 
Requires:
 13 Charisma

Weight: 6

Usable by:
 Mages
 Sorcerers */
 
COPY ~Ooze/items/L#NSDAG.itm~ ~override~
  SAY NAME1 @5069 /* Dagger */
  SAY NAME2 @5070 /* Purse-Cutter +3 */
  SAY DESC @5071 /* The Purse-Cutter, also known as the Quick Burglar, is a dagger often used by pick-pockets to steal the purses and moneybags dangling from the belts of nobles and other well-to-do individuals. The blade is quick, sharp and deadly - a perfect match for any rogue.

STATISTICS:

Equipped abilities:
- Pick Pockets: +20%
- 1 extra attack per round

THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0 
Proficiency Type: Dagger
Type: One-handed
Require:
 3 Strength

Weight: 0

Not Usable by:
 Cleric */
 
COPY ~Ooze/items/L#NSCLU.itm~ ~override~
  SAY NAME1 @5072 /* Club */
  SAY NAME2 @5073 /* Lifeless +3 */
  SAY DESC @5074 /* This magic club was created by the necromancer Shankal Lollypad for his cousin, a barbarian notorious for his great strength. The legends surrounding this weapon claim that it leeches the life of its enemies and grants it to the wielder, and indeed, various necromantic enchantments have granted the club such abilities. Interestingly, the weapon stinks of moors.

STATISTICS:

Combat abilities:
- Each successful hit has a 10% chance to cast Larloch's Minor Drain on the target

Equipped abilities:
- Cold Resistance: +50%

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Mage
 Sorcerer */
 
COPY ~Ooze/items/L#NSCLU2.itm~ ~override~
  SAY NAME1 @5072 /* Club */
  SAY NAME2 @5075 /* Nature's Hive +2 */
  SAY DESC @5076 /* This club holds a host of magically-bred insects. Whenever it strikes a target, there is a chance that they will awaken and swarm the unfortunate foe, or strike them with a surge of natural magic.

STATISTICS:

Combat abilities:
- Each successful hit has a 10% chance to cast one of the following spells: Summon Insects, Magical Stone, Poison, Call Lightning, Nature's Beauty

Equipped abilities:
- Can memorize three extra divine spells of 1st level

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Mage
 Sorcerer */
 
COPY ~Ooze/items/L#NSamu.itm~ ~override~
  SAY NAME1 @5077 /* Amulet */
  SAY NAME2 @5078 /* Ilth-amaman */
  SAY DESC @5079 /* This peculiar silver amulet is cold to the touch and carries the sour scent of acid. The only think known of its past is its name: Ilth-amaman.

STATISTICS:

Equipped abilities:
- Armor Class: +1
- Protection from Melf's Acid Arrow

Weight: 1 */

COPY ~Ooze/items/L#NSSW3.itm~ ~override~
  SAY NAME1 @5080 /* Long Sword */
  SAY NAME2 @5081 /* Bladeshee +4 */
  SAY DESC @5082 /* Bladeshee was a moonblade originally owned by the Starym clan. It was corrupted by Illitran Starym with the assistance of Moander, god of corruption and decay. The blade is also known as Darkmoon.
  
In 523 DR, a branch of moon elven ex-patriate members of the Starym Clan returned to Myth Drannor to reclaim the house and return it to glory. The return drew the line of succession into question, as the heir at the time, Josidiah Starym, was away on a mission to find the lost Warblade since 500 DR. The Coronal Eltargrim Irithyl demanded that the current Lord Speaker, Illitran, draw his family's Moonblade to prove his worthiness and preserve Josidiah's heir status.

Determined to draw the blade successfully, Illitran set out on a three-month trek through the woods intended to purify his soul and clense his spirit. Unknown to all, he actually visited the ruins of Moander's temple in the northern forest, where he forged a pact with the imprisoned god, gaining the ability to cancel the powers of the sword that would deem him unworthy of Lordship.

STATISTICS:

Charge abilities (once per day):
- Wail of the Banshee

Equipped abilities:
- Armor Class: +1
- Save vs. Death: +3

THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed

Weight: 3

Usable by:
 Elf */

COPY ~Ooze/items/L#NSarm.itm~ ~override~
  SAY NAME1 @5083 /* Leather armor */
  SAY NAME2 @5084 /* Skeleton's Sack +4 */
  SAY DESC @5085 /* This leather's armor is reminiscent of that of dry bones... as does its smell. According to certain tales, it was once worn by a drow assassin who depended more upon his swift and accurate blades rather than more indirect methods of killing such as poisons or traps.

STATISTICS:

Equipped abilities:
- THAC0: +2
- Save vs. Spells: +2

Armor Class: 4 (6 vs. piercing and missile)
Requires:
 3 Strength

Weight: 5

Not Usable by
 Mage
 Monk
 Sorcerer */

COPY ~Ooze/items/L#NSri3.itm~ ~override~
  SAY NAME1 @5044 /* Ring */
  SAY NAME2 @5086 /* Bitterspell */
  SAY DESC @5087 /* This magical ring was once a blessed stone carried by the talented shaman Bhaakon. When he was slain by the Red Wizard Pohoy, the mage shaped the shaman's treasured stone into a ring to amplify his own magical abilities.

STATISTICS:

Equipped abilities:
- Immunity to all 1st level spells
- Casting Speed: +1

Weight: 0 */

COPY ~Ooze/items/L#NScow.itm~ ~override~
  SAY NAME1 @5088 /* Cowl */
  SAY NAME2 @5089 /* Swiftcowl */
  SAY DESC @5090 /* This cowl is the perfect item for those who wish to be hidden from all of their enemies. While crafted of a fine material, it feels a little unusual as it makes the user taste the aroma of fresh bread when worn. It is uncertain as to why that i6s the case, and the most likely reason is that the original creator liked the scent.

STATISTICS:

Equipped abilities:
- Hide in Shadows: +30%
- Armor Class vs. Missiles: +2
- Non-detection

Weight: 1

Usable by:
 Bard
 Thief
 Ranger */
 
COPY ~Ooze/items/L#NSkey.itm~ ~override~
  SAY NAME1 @5091 /* Slime-covered Key */
  SAY NAME2 @5091 /* Slime-covered Key */
  SAY DESC @5092 /* This strange key carries the odor of sewage. It is covered with slime from gods-knows-where, and you think you also see a drop of blood on the grip. It appears that the key's original owner was one of the tanner's victims.
  
Weight: 0 */

COPY ~Ooze/items/L#NSblo.itm~ ~override~
  SAY NAME1 @5093 /* Isair's Blood */
  SAY NAME2 @5093 /* Isair's Blood */
  SAY DESC @5094 /* This old and powerful magical component is a small vial of the cambion Isair, a fervent follower of Iyachtu Xvim alongside his sister, the priestess Madae. The two led the monstrous army known as the Legion of the Chimera.
  
Bearing both elven and fiendish blood, the twins Isair and Madae had the characteristics of both parents. Isair was a powerful sorcerer and warrior and wielded dual scimitars, one of which was known as the Sword of the Soulless. His sister, Madae, a high priestess of Xvim, wielded a mace. The two threatened destruction upon the Ten Towns until they were slain by a group of heroes in a time long ago.

Somehow this blood has survived up till now, and legends say that the power of Xvim that Isair once held has enhanced it. If such a claim is true, then the substance in this vial is likely something far more powerful than blood.
  
Weight: 1 */

COPY ~Ooze/items/L#NSDAA.itm~ ~override~
  SAY NAME1 @5069 /* Dagger */
  SAY NAME2 @5095 /* Timeheart +5 */
  SAY DESC @5096 /* It is said that this dagger once belonged to a powerful chronomancer, a mage who dedicates his life to researching the passage and properties of time. The powers of this tiny blade allow it to cut through boundaries and damage its victim's threads connected by time, bringing them closer to the moment of their death.

STATISTICS:

Equipped abilities:
- Immunity to Time Stop
- Movement Rate: +1

THAC0: +5
Damage: 1d4+5 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1

Not Usable by:
 Cleric */
 
COPY ~Ooze/items/L#NSeye.itm~ ~override~
  SAY NAME1 @5097 /* Director's Eye */
  SAY NAME2 @5097 /* Director's Eye */
  SAY DESC @5098 /* This is nothing more than the gouged eye of the Director. Although it is no longer attached to the dead beholder, it still appears to be alive, always seeming to look back at you.
  
Weight: 5 */

COPY_EXISTING ~firmon03.cre~ ~override~
  PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
    ADD_CRE_ITEM ~L#NSeye~ #0 #0 #0 ~NONE~ ~inv~
  END
  
COPY ~Ooze/items/L#NSsee.itm~ ~override~
  SAY NAME1 @5077 /* Amulet */
  SAY NAME2 @5099 /* Blinker-Sinker */
  SAY DESC @5100 /* This strange amulet allows its wearer to enter a state of true vision and detect any unusual or suspicious objects around them.
  
STATISTICS:

Equipped abilities:
- Find Traps: +25%
- Detect Illusions: +50%
  
Weight: 1 */

COPY ~Ooze/items/L#NSsh1.itm~ ~override~
  SAY NAME1 @5101 /* Buckler */
  SAY NAME2 @5102 /* Buckler of the Spider Queen +3 */
  SAY DESC @5103 /* This buckler is known to have been created by a devoted bardess who served Lolth, the Spider Queen. It is a powerful shield which protects its wielder from the strongest of blows as well as the most potent poisons. Additionally, it appears to mesmerize any spiders who look upon it, making them docile before the wielder.
  
STATISTICS:

Equipped abilities:
- Armor Class: +4
- No protection against missile and piercing attacks
- Immunity to poison
- Wielder is protected against spiders

Requires:
 4 Strength

Weight: 2

Not Usable by:
 Mage */