@1    = ~Southern Edge: the new district of Athkatla~
@2    = ~Mairo Mudclapper~
@3    = ~What a lovely day!~ [L#NDMAIY]
@4    = ~Pap pa pa pam param!~ [L#NDMAIZ]
@5    = ~Neil~
@6    = ~Tonnam~
@7    = ~Niglir~
@8    = ~Watcher Tanta~
@9    = ~Crynn~
@10   = ~Lydia~
@11   = ~Gorrdy~
@12   = ~Charleston Nib~
@13   = ~Nervous Bard~
@14   = ~Mr. Cat~
@15   = ~Girl~
@16   = ~Carpenter~
@17   = ~Merchant~
@18   = ~Parasite~
@19   = ~Rory the Merchant~
@20   = ~Dirty Kolad~
@21   = ~Smuggler~
@22   = ~Sirine~
@23   = ~Traveller~
@24   = ~Greater Ankheg~
@25   = ~Amaretto~
@26   = ~Ooglyph, the Tasloi Master~
@27   = ~Ghurklu~
@28   = ~Dreppin~
@29   = ~Nessie~
@30   = ~Togl, the Cow Healer~
@31   = ~More Than Just a Rat~
@32   = ~Dwarven Merchant~
@33   = ~Dwarven merchant~
@34   = ~Smuggler's Note~
@35   = ~Sorry, my friend, but you've just helped us with a little smuggling operation. Don't think I'm entirely a black-hearted bastard, though! Here's the dress you wanted. Wear it with grace, hehehe.
  
Rory~
@36   = ~Bag of Spices~
@37   = ~This bag is filled with spices. Ribald offered to pay for it to be delivered to the "Inside the Wall" inn located in the Southern Edge.. There is a big "R" embroidered on the bag.

STATISTICS:

Weight: 1~
@38   = ~Ioun Stone~
@39   = ~Ioun Stone of Velvet Night~
@40   = ~This ioun stone has a deep red colour. Although it looks more jagged and less refined that other stones of its kind, it is just as powerful from what you can tell. For whatever reason, it carries a faint metallic scent.

STATISTICS:

Equipped abilities:
 - Save vs. Death: +1

Charge abilities:
- May cast Larloch's Minor Drain once per day

Weight: 2
~
@41   = ~Mersace's Orange Dress~
@42   = ~This beautiful dress was designed and made by the famous designer Mersace. Anyone wearing it looks simply fabulous!
  
STATISTICS:

Equipped abilities:
- Charisma: +1

Weight: 3
~
@43   = ~Farewell Letter~
@44   = ~To my friends,
  
As you may already know, all my precious figurines are gone. Twenty years of my studies have been ruined. I can do nothing but leave everything and everyone behind. I am truly sorry, but without my work I am nothing but a worthless old man. Please don't blame yourselves for this.

Niglir~
@45   = ~"The Last Day of Pine Lady"~
@46   = ~This peculiar text seems to be some sort of play - which includes many scenarios involving lots of death and sexual encounters. It seems as though the bard that you met on the second floor of the inn "Inside the Wall" was quite fond of using descriptive language and had strange tastes when it came to theatre and what should be rehearsed.
  
It is without doubt one of the most violent scripts that you have ever read.

STATISTICS:

Weight: 1~
@47   = ~Katana~
@48   = ~Fear of the Void~
@49   = ~This unusual but powerful katana was forged by the Kozakuran blacksmith, Yamishu Katakuro. According to legend, the smith created this weapon for the man with whom he was in love. As he lacked the bravery to confess his feelings, he decided to create a weapon sharp enough to cut apart his doubts and fears. Unfortunately, Katakuro was murdered by bandits before he was able to present the blade to his beloved, who found it with his remains and carried it him for nearly thirty years until his eventual death.

STATISTICS:

Equipped abilities:
 - Intelligence: +2
 - Critical hits with this weapon inflict no additional damage but casts Death Spell

THAC0: +2
Damage: 1d10+2
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 8 Strength
 
Weight: 3

Not Usable by:
 Cleric
 Druid
 Mage
 Sorcerer~
@50   = ~This unusual but powerful katana was forged by the Kozakuran blacksmith, Yamishu Katakuro. According to legend, the smith created this weapon for the man with whom he was in love. As he lacked the bravery to confess his feelings, he decided to create a weapon sharp enough to cut apart his doubts and fears. Unfortunately, Katakuro was murdered by bandits before he was able to present the blade to his beloved, who found it with his remains and carried it him for nearly thirty years until his eventual death.

STATISTICS:

Equipped abilities:
 - Intelligence: +2
 - 5% chance to cast a Death Spell upon succesful hit

THAC0: +2
Damage: 1d10+2
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 8 Strength

Weight: 3

Not Usable by:
 Cleric
 Druid
 Mage
 Sorcerer~
@51   = ~Fish Bones~
@52   = ~These fish bones give off a rank stench. You are not sure of how something like this may be useful, but a nagging feeling in your mind tells you that it shouldn't be discarded. Perhaps it is your sixth sense communicating with you.

STATISTICS:

Weight: 1~
@53   = ~Peculiar Journal~
@54   = ~This peculiar journal once belonged to a merchant who died some time ago. It is unremarkable aside from the unusual symbols written all over the pages. Looking at them causes you dizziness and nausea.

You acquired this journal from a talking cat in the Southern Edge.

STATISTICS:

Weight: 1~
@55   = ~Doll~
@56   = ~This doll was only recently crafted and is wearing a neat blue dress. You've heard that this brand of toy can be dressed in all sorts of different clothes, as well as improved by various gadgets sold by toy merchants.

STATISTICS:

Weight: 1~
@57   = ~Wooden Sword~
@58   = ~This wooden sword is more akin to a toy than an actual weapon. It was made by a carpenter in the Southern Edge district.

STATISTICS:

Damage: 1d2
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed

Weight: 1
~
@59   = ~Dabarook~
@60   = ~This strange picture book is titled 'Dabarook' and tells a story of a strange spectre that visits children in the dark. It is rather spooky and ominous for children's literature, but you wonder if it was ever published for more than one copy.

STATISTICS:

Weight: 1~
@61   = ~Ring~
@62   = ~Ring of Sacred Shades~
@63   = ~This holy ring shines with an inner light. Strange moving lights resembling wisps or celestial reflections are caged within. It is warm to the touch.
  
If legends are to be believed, this ring was created by Amaunator to his most loyal servant so that they could protect his other followers from the evil and vile undead. Though any person of good nature may wear the ring, only paladins and clerics may untap its true potential.

STATISTICS:

Equipped abilities:
- Armor Class: +1
- Turn Undead: +4 to effective levels
- Immunity to level drain

Weight: 0

Not Usable by:
 Evil characters~
@64   = ~This holy ring shines with an inner light. Strange moving lights resembling wisps or celestial reflections are caged within. It is warm to the touch.
  
If legends are to be believed, this ring was created by Amaunator to his most loyal servant so that they could protect his other followers from the evil and vile undead. Though any person of good nature may wear the ring, only paladins and clerics may untap its true potential.

STATISTICS:

Equipped abilities:
- Armor Class: +1
- Can memorize 2 extra 1st-level divine spells
- Immunity to level drain

Weight: 0

Not Usable by:
 Evil characters~
@65   = ~Hammer~
@66   = ~Hammer of Lucid Surge~
@67   = ~This powerful hammer was the favored weapon of the barbarian Shokhar. She was a skilled fighter that honed her skills among the deadly winds of Icewind Dale. Her trusty hammer was forged in her sister's secret forge, empowered by unusual magical powders made by and purchased from Red Wizards of Thay. The weapon was made with the intention of destroying a chimera - a mighty beast that slew the sisters' younger brother Ghoghdar.

STATISTICS:

Equipped abilities:
 - Magic Resistance: +10%

Combat abilities:
 - Deals one magical damage per hit and transfers it to the wielder

THAC0: +3
Damage: 1d4+3, +1 magical
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5

Not Usable by:
 Beast Master
 Druid
 Mage
 Monk
 Sorcerer
 Thief~
@68   = ~Morningstar~
@69   = ~One Memory Lost~
@70   = ~This unusual morningstar comes from unknown origins. It is forged from a cold brownish steel and is enchanted with ancient magic. It is said that the weapon is not only a tool of killing but also protects the wielder.

STATISTICS:

Equipped abilities:
 - Slashing Resistance: +25%
 - Crushing Resistance: +5%
 
Combat abilities:
 - 5% chance of dealing 1d6+1 additional acid damage on hit

THAC0: +3
Damage: 2d4+2
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 10

Not Usable by:
 Druid
 Mage
 Thief
 Sorcerer~
@71   = ~Dagger~
@72   = ~Tone-is-gone~
@73   = ~This dagger has an unusual design, looking as though a small metal snake dances around the blade's handle. It was created as a last resort weapon for a mage-hunting rogue. With the weapon's magic, a thief's sneak attacks are able to dispel their opponents' magical resistances.

STATISTICS:

Equipped abilities:
 - Attacks per round: +1

Combat abilities:
 - Backstabs deal no damage but cast Breach on the target

THAC0: +4
Damage: 1d4+2
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1

Not Usable by:
 Cleric~
@74   = ~This dagger has an unusual design, looking as though a small metal snake dances around the blade's handle. It was created as a last resort weapon for a mage-hunting rogue. With this weapon he was able to dispell some spells his foes protected themselves with. 

STATISTICS:

Equipped abilities:
- Attacks per round: +1

Combat abilities:
 - 8% chance to cast Breach upon succesful hit

THAC0: +4
Damage: 1d4+2
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1

Not Usable by:
 Cleric~
@75   = ~Boots~
@76   = ~Lightdancers~
@77   = ~These light green boots were made for a bard who was once hit by a barrage of two dozen magic missiles simultaneously. Although he somehow survived the assault, he developed a lasting fear of the spell ever since and asked his mage friend to create this pair of boots as a safety precaution.

STATISTICS:

Equipped abilities:
 - Immunity to Magic Missile
 
Weight: 3
~
@78   = ~Dark Purewood~
@79   = ~This is the wood that Mairo sent you to find. Although it is a bit humid, it should still be usable.

STATISTICS:

Weight: 3
~
@80   = ~Gong Mallet~
@81   = ~Gong Mallet of the Town~
@82   = ~This old gong mallet doubles as a passable weapon. Although it was never intended to be, it was once wielded by an old soldier by the name of Karo Thatmanner to fend off a pack of wolves that attacked his home town. Karo was without his armor or weapons when the town was attacked and lifted this mallet as an improvised weapon. Somehow he managed to survive the attack.
  
STATISTICS:

Equipped abilities:
 - Armor Class: +1

Combat abilities:
 - 50% chance to instantly kill animals on a successful attack (save vs. Death at -5 to avoid)

THAC0: +2
Damage: 1d6+2
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Mage
 Sorcerer~
@83   = ~Pretzel~
@84   = ~This pretzel looks very tasty. You got it from a baker in the Southern Edge after you helped him learn the Goodberry spell.

STATISTICS:

Charge abilities:
 - Maximum Hit Points: +2 (permanent bonus)

Weight: 0
~
@85   = ~How to Make a Box of Claws~
@86   = ~This note contains instructions on how to craft a Box of Claws, a special container designed to trap unusual monsters. You were asked to take this note to the carpenter along with the dark purewood that you acquired.

STATISTICS:

Weight: 1
~
@87   = ~Box of Claws~
@88   = ~This item is known as a Box of Claws and is designed to cage an unusual parasite - or more specifically, its power. Its name comes from the splinters and spikes that fill the inner side of the box, which resemble gnarled and spiky claws.

STATISTICS:

Weight: 1~
@89   = ~Cooking Supplies~
@90   = ~You were asked to deliver these cooking supplies to the Adventurer's Mart in Waukeen's Promenade.

STATISTICS:

Weight: 10~
@91   = ~Gauth's Eyestalk~
@92   = ~This was the eyestalk of a gauth you found in a cave, which had made itself the master of a band of tasloi. You are not certain of how it may be useful.

STATISTICS:

Weight: 5~
@93   = ~Ghurklu's Halberd~
@94   = ~This halberd belongs to Ghurklu, a gnoll that wants to protect his home from a horde of goblinoids. It was a gift from his brother, who died some time ago.
  
STATISTICS:

Combat abilities:
 - Kills goblins and kobolds instantly on hit

THAC0: +2
Damage: 1d10 
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12

Not Usable by:
 Cleric
 Druid
 Mage
 Thief
 Sorcerer~
@95   = ~Ghurklu's Destroyed Halberd~
@96   = ~This halberd belongs to Ghurklu, a gnoll that wants to protect his home from a horde of goblinoids. It was a gift from his brother, who died some time ago. You agreed to find a way to fix it.

STATISTICS:

Weight: 12~
@97   = ~Necklace~
@98   = ~Necklace of Primal Lore~
@99   = ~This peculiar amulet is said to hold ancient primal knowledge on the laws of nature, spirits and ancient deities. It was a gift to you from Ghurklu the gnoll for fixing his halberd.

STATISTICS:

Equipped abilities:
 - Lore: +20

Weight: 1
~

@100  = ~Helmet~
@101  = ~Library of Thoughts~
@102  = ~This helmet may only be worn by mages and bards. It amplifies the wearer's magical power and grants them greater skill. Tales say that it was designed by the elven bard Sillya Moontone for her daughter. It was her way of saying that her little girl was big enough to begin her own adventure to fight for what she cares about.
  
It is said that magical items such as this can only be forged with components taken from the remains of powerful monsters. Luckily, Sillya's daughter never discovered what was used to create this helmet. It has been reforged by the smith Cromwell and retains its power.

STATISTICS:

Charge abilities:
 - May cast Magic Missile, Command and Insect Plague, once per day each

Equipped abilities:
 - Decrease spellcasting time by 1
 - Vocalize

Weight: 2
 Usable by:
 Bard
 Mage
 Sorcerer~
@103  = ~Antidote for Nessie~
@104  = ~This is the antidote that you promised to bring to Dreppin so that he may cure his cow Nessie... again.

STATISTICS:

Weight: 1~
@105  = ~Short Sword~
@106  = ~Doom Comes At Short Legs~
@107  = ~This magical sword is a powerful artifact created by a halfling for his beloved, a bard. Thousands of beasts have fallen to this blade and enhanced its power with their deaths. According to legend, the first bard that carried the blade, Clawy Chuckmutter, once saved his land from a magical beast that was a hybrid of dragon and wolf. The details of the creature are so unbelievable that its truthfulness is questionable.
  
Due to the sword's nature, it may only be wielded by halfling rogues.

STATISTICS:

Equipped abilities:
 - Luck: +2
 - Saving Throws: +2

Combat abilities:
 - 70% chance to apply -5% cumulative piercing resistance for 8 seconds on hit

THAC0: +5
Damage: 1d6+5
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3

Not Usable by:
 Not Halflings
 Cleric
 Druid
 Mage
~
@108  = ~Long Sword~
@109  = ~Long Sword of No Regrets +4~
@110  = ~This magical sword burns with a hot amber light. It was forged for the Scream Blooms, an order of paladins, to aid them in eliminating traitors among them. It is difficult to say whether the flames that embrace the blade burn with the power of wrath, order or vengeance.
  
STATISTICS:

Equipped abilities:
 - +2 bonus to THAC0 and Armor Class against charmed enemies

Combat abilities:
 - 75% chance to deal one additional magic fire damage on hit

THAC0: +4
Damage: 1d8+4
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2

Not Usable by:
 Druid
 Cleric
 Mage
 Thief
 Sorcerer~
@111  = ~Robe~
@112  = ~Robe of the Faithful Archmagi~
@113  = ~Robes such as these are often worn by those that are trained in the ways of both arcane and faith. It provides more than simple protection, amplifying the wearer's knowledge and wisdom. With these powers, the wearer can perform miracles and burn those that oppose them.

STATISTICS:

Equipped abilities:
 - Armor Class: 4
 - Decrease casting time by 1
 - Wisdom: +1
 - Intelligence: +1
 - Turn Undead: +2 effective levels

Weight: 6

Usable by:
 Cleric/Mage
 Fighter/Mage/Cleric~
@114  = ~Robes such as these are often worn by those that are trained in the ways of both arcane and faith. It provides more than simple protection, amplifying the wearer's knowledge and wisdom. With these powers, the wearer can perform miracles and burn those that oppose them.

STATISTICS:

Equipped abilities:
 - Armor Class: 4
 - Decrease casting time by 1
 - Wisdom: +1
 - Intelligence: +1
 - Protection from diseases

Weight: 6

Usable by:
 Cleric/Mage
 Fighter/Mage/Cleric~
@115  = ~Scroll~
@116  = ~Lesser Scroll of Memory~
@117  = ~This scroll magically expands the reader's memory capacity. While it is usually used by scribes and librarians to assist in their line of work, it is also useful for mages due to their need to memorise spells. The reader of this scroll is permanently able to cast one more arcane spell of 1st and 2nd level.
  
This scroll may not be used by sorcerers.~
@118  = ~Scroll of Memory~
@119  = ~This scroll magically expands the reader's memory capacity. While it is usually used by scribes and librarians to assist in their line of work, it is also useful for mages due to their need to memorise spells. The reader of this scroll is permanently able to cast one more arcane spell of 3rd level and gains +10 bonus lore.
  
This scroll may not be used by sorcerers.~
@120  = ~Temple of Helm~
@121  = ~Inside the Wall~
@122  = ~Wand Shop~
@123  = ~Southern Edge Merchant~
@124  = ~Southern Edge~
@125  = ~Commoner~

//Worldmap GUI Strings

@4000300 = ~Hours~
@4000301 = ~Unreachable~

//NEW

@768001 = ~Yes, but don't patch the existing save games~
@768002 = ~Yes, and patch the existing save games~
