Welcome be thou, traveler. Whether thou be a man of the cloth, a wielder of arms, or a weaver of arcane powers, this book is for thou. Be thou human, slith or nephil, it matters not, as this gift of ours is for each and every soul in these caves.

We are Syarix, son of Claudette and Caius, and Dragonclaw, noble warrior of the Kasssh-Tosk clan. Our separate paths have crossed in old age, and we learned much from each other. But alas, it would be a great loss for all this knowledge to perish with the dust of our bodies, so we set forth to put it down on parchment for the benefit of all exiles. Our hope is that, in this world of beauty and danger, the gift shall be of use to thou.

So read and learn, adventurer, and grow more powerful. As there is no knowledge that is not power, and the dangers shant touch thee who knoweth how to fend them.

Syarix, 2295, AD

Contents

Top

Edged Weapons

Bashing Weapons

Pole Weapons

Archery and Thrown Weapons

Shields and Bucklers

Armor

Helms, Gloves/Gauntlets and Boots

Jewelery

Alchemy

Odds and Ends

Unique Items

Help, Credits, and Legal Stuff

Edged Weapons

the damage for the weapons listed below is the base damage. However, there is a damage bonus of +1 for the bronze-made weapons, +2 for iron-made, +3 for steel-made, and +5 for magic-enhanced. Also, non-magical weapons can be improved at a smithy, for a very healthy fee.

Any corrections and new items are welcome.

Knives

Knife: damage 4
1-handed

Knife of Warmth: damage 4, bonus 5, defense 2
cold protection

Krysknife: damage 4, bonus 7, defense 4
always poisoned

Short Swords

Short Sword: damage 6
1-handed

Amber Short Sword: damage 6, bonus 3
always poisoned.

Rapier: damage 7
1-handed

Saber: damage 9
1-handed

Long and 2-Handed Swords

Broadsword: damage 9
1-handed

Blade of Thieves: damage 9, bonus+1
aids in picking locks.

Greatsword: damage 14
2-handed

Scrioth: damage 14, bonus+5, defense 3
2-handed

Demonslayer: damage 14, bonus+1, defense 1
2-handed, demon slayer

Wave Blades

Wave Blade: damage 10
1-handed

Shocking Wave Blade: damage 10, bonus 4
flaming weapon

Alien Blade: damage 10, bonus 5
always poisoned

Axes

Axe: damage 7
1-handed

Bashing Weapons

the damage for the weapons listed below is the base damage. However, there is a damage bonus of +1 for the bronze-made weapons, +2 for iron-made, +3 for steel-made, and +5 for magic-enhanced. Also, non-magical weapons can be improved at a smithy, for a very healthy fee.

Any corrections and new items are welcome.

Clubs

Club: damage 5
1-handed

Maces, Hammers and Staffs

Mace: damage 7
1-handed

Hammer: damage 7
1-handed

Staff of Magi (10) damage 7, bonus 6, defense 3
casts "Firestorm"

Greatmaces

Greatmace: damage 13
1-handed

Flaming Great Mace: damage 13, bonus 3
flaming weapon

Pole Weapons

The damage for the weapons listed below is the base damage. However, there is a damage bonus of +1 for the bronze-made weapons, +2 for iron-made, +3 for steel-made, and +5 for magic-enhanced. Also, non-magical weapons can be improved at a smithy, for a very healthy fee.

Any corrections and new items are welcome.

Spears

Spear: damage 9
2-handed

Slith Spears

Slith Spear: damage 12
2-handed, -1/-5% against slith; +1/+5% when used by slith

Bardiches

Bardiche: damage 12
2-handed

Halbards

Halbard: damage 18
2-handed

Archery and Thrown Weapons

Bow and Arrows can be wielded without needing a hand. Same goes for darts and any other thrown weapon, like Javelins or Razordisks. A Bow is necessary in order to launch the Arrow, thus even though Bows do not inflict damage by themselves, they can have a (x) number of +bonus damage which will be added to the arrow damage. Any throwing weapon has a limited number of uses; usually that number is 9. When you buy/find more arrows/throwing weapons, they will combine, so you can buy once 200 arrows,and you won’t have to bother with these anymore during the game. For missiles, there is a +1 bonus for bronze-made, +2 bonus for iron-made, +3 for steel-made, and +5 for magic-enhanced.

Any corrections and new items are welcomed.

Bows

Cavewood Bow: damage 0

Lemonwood Bow: damage 0, bonus 1

Yew Bow: damage 0, bonus 2

Magic Bow: damage 0, bonus 4

Archer’s Bow damage 0, bonus 3, defense 5

Arrows

Arows: damage 9

Burning Arrows: damage 9, bonus 2
flaming weapon.

Exploding Arrows: damage 9, bonus 2
exploding

Arrows of Life: damage 9, bonus 2
undead slain

Arrows of Light: damage 9, bonus 2 
demon slain

Returning Arrow : damage 9, bonus 1 
infinite uses

Darts

Darts: damage 7

Poison Darts: damage 7, bonus 1 
always poisoned.

Burning Darts: damage 7, bonus 2 
flaming weapon.

Dart of Returning: damage 7, bonus 2 
infinite uses.

Razordisks

Razordisks: damage 9

Javelins

Javelins: damage 8

Lightning Rods: damage 8, bonus 1
flaming weapon.

Shields and Bucklers

Every armor is more or less bulky, this being reflected in the “encumberance” value. A mage with encumberance higher than 1 will not be able to cast any spells, and a fighter will have -5% to hit for every encumberance point. If the Encumberance value is not included with the info for an item, it means the encumberance of that specific item equals 0. Also, there is a bonus +1 for bronze-made armors, +2 for iron-made armors, and +3 for steel-made armors.

Any corrections and new items are welcome.

Bucklers

Buckler: defense 2, encumbrance 1

Magic Buckler: defense 3, bonus 3

Shields

Shield: defense 4, encumbrance 1

Magic Shield: defense 6, bonus 3, encumbrance 1

Shield of Klin (6): defense 6, bonus 1, encumbrance 2
casts "Bless".

Shield of Keln (6): defense 6, bonus 1, encumbrance 2
casts "Heal".

Shield of Khar (8): defense 4, bonus 3, encumbrance 1
total healing.

Martyr's Shield (6): defense 5, bonus 2, encumbrance 2
casts "Martyr's Shield".

Crystal Shield: defense 6, bonus 2, encumbrance 2
protects from stoning.

Dragonscale Shield: defense 6, bonus 2, encumbrance 1
fire resistance.

Iceshield: defense 6, bonus 2, encumbrance 2
fire resistance.

Runeshield: defense 6, bonus 1

Lifeshield (1): defense 7, bonus 2
saves life

Greatshields

Greatshield: defence 7, encumbrance 2

Magic Greatshield: defence 8, bonus 3, encumbrance 2

Giant's Shield: defence 11, bonus 2, encumbrance 4

Armor

Every armor is more or less bulky, this being reflected in the “encumberance” value. A mage with encumberance higher than 1 will not be able to cast any spells, and a fighter will have -5% to hit for every encumberance point. If the Encumberance value is not included with the info for an item, it means the encumberance of that specific item equals 0. Also, there is a bonus +1 for bronze-made armors, +2 for iron-made armors, and +3 for steel-made armors.

Any corrections and new items are welcome.

Robes, Cloaks, Leather and Studded Armors

Ceremonial Robes: defense 1

Cloak of Protection: defense 6

Leather Jerkin: defense 1

Leather Armor: defense 2

Studded Armor: defense 3, encumbrance 1

Magic Leather: defense 2, bonus 4

Magic Studded: defense 5, bonus 3

Chain Armors

Chain Armor: defense 5, encumbrance 2

Magic Chain: defense 5, bonus 5, encumbrance 1 

Mithral Chain: defense 5, bonus 5
fire resistance.

Plate Armors

Breastplate: defense 7, encumbrance 3

Plate Armor: defense 9, encumbrance 4

Magic Breastplate: defense 7, bonus 5, encumbrance 2

Magic Plate: defense 9, bonus 5, encumbrance 3

Iceplate: defense 9, bonus 3, encumbrance 4
fire resistance.

Helms, Gloves/Gauntlets and Boots

Every armor is more or less bulky, this being reflected in the encumbrance value. A mage with encumbrance higher than 1 will not be able to cast any spells, and a fighter will have -5% to hit for every encumbrance point. If the Encumbrance value is not included with the info for an item, it means the encumbrance of that specific item equals 0.

Any corrections and new items are welcome.

Helms

Leather Helm: defense 1

Bronze helm: defense 2, encumbrance 1

Iron Helm: defense 3, encumbrance 1

Steel Helm: defense 4, encumbrance 1

Magic Helm: defense 5, bonus 1, encumbrance 1

Protection Circlet: defense 3

Shielding band (2): defense 3 
casts "Protection"

Emerald helm (6): defense 4, bonus 1, encumbrance 1
casts "Poison"

Ruby Helm (6): defense 4, bonus 1, encumbrance 1 
casts "Flame"

Mithral Helm: defense 5, bonus 1, encumbrance 1
fire protection

Runed Helm: defense 5, bonus 1

Greathelms

Leather Greathelm: defense 3, encumbrance 1

Bronze Greathelm: defense 4, encumbrance 1

Iron Greathelm: defense 5, encumbrance 1

Steel Greathelm: defense 6, encumbrance 1

Magic Greathelm: defense 7, encumbrance 1

Helm of Speed: defense 4, bonus 1, encumbrance 1
hastes ocasionally.

Gloves and Gauntlets


Gloves: defense 1

Leather Gloves: defense 1

Bronze gauntlets: defense 2, encumbrance 1

Iron gauntlets: defense 3, encumbrance 1

Steel gauntlets: defense 4, encumbrance 1

Ogrish Gauntlets: defense 3, bonus 1, encumbrance 1
+2 strengh

Giantish Gauntlets: defense 2, bonus 1, encumbrance 1
+3 strengh

Magic Gauntlets: defense 5, bonus 1, encumbrance 1

Nimble Gloves: defense 1
aids in lockpicking

Gloves of Precission: defense 1
better in combat

Micah’s Gloves: defense 1
better with spells

Boots

Boots: defense 1

Leather Boots: defense 1,

Dancing Boots defense 0, bonus 1, enc.-1

Steel-toed Boots defense 2

Magic Boots: defense 2

Boots of Speed: defense 2, bonus 1, encumbrance 1
+1 AP

Boots of Apollo (10): defense 2, bonus 1
casts "Haste"

Jewelery

You can wear two rings at the same time, but only one necklace. Also, rings come in three models: Bronze-made, Silver-made and Gold-made. I think it's useless to mention that the Silver rings are better than Bronze rings, and Gold rings are the best. 

Any corections and new items are welcome.

Necklaces

Amber Necklace: worth 150 gp

Diamond Necklace: worth 1000 gp

Saphire Necklace (4): creates ice walls

Necklace of the Cobra: protects from poison

Scale Necklace (5): summon lizard

Fire Orb Necklace (5): casts "Flame" spells

Fang Necklace: Occasional bless

Ivory Charm: +4 defense.

Ruby Charm: fire resistance

Onyx Charm: magic resistance

Silver Ankh: protection from undead

Lifesaver Amulet (1): saves life

Rings

Bronze Ring: worth 50 gp.

Silver Ring: worth 150 gp.

Gold Ring: worth 450 gp.

Ring of Protection: defense

Ring of Skill: better in combat

Ring of Accuracy: better with missiles

Ring of Regeneration: regenerates

Ring of Will: dumbfound protection, better in "Mindduel"

Ring of Speed: +1 AP

Aescal's Ring: cures disease

Serpent Ring (6): summon serpent

Gems

Quartz Crystal: worth 250 gp.

Rough Ruby: worth 300 gp.

Rough Rubies: worth 300 gp.

Regenerating Ruby (5): heals fully

Rough Saphire (1): needed to cast "Magic Map"

Crude Saphires (5): needed to cast "Magic Map"

Saphire (1): needed to cast "Magic Map"

Smoky Crystal (1): needed to cast "Mindduel"

Piercing Crystal (1): casts "Dispel Barrier"

Flame Egg (1): casts "Quickfire".

Shielding Crystal (1): casts "Protection".

Statues

Ivory Bug (1): summon null bug

Elbony Lizard (1): summon lizard

Gold Statue (1): summon golem

Alchemy

Alchemy requires three things: alchemy skill, recipes (which can be bought or found), and the right ingredients, which can usually be found in outdoor encounters. Also, some potions can't be made by alchemy, they can only be bough or found. Listed are all the potions that we could make/find, as well as the necessary ingredients.

Any corrections and new items are welcome.

Potions Made

Weak/Medium/Strong/Killer Poison: poison

Weak Cure: casts "Weaken Poison"

Medium Cure: casts "Cure Poison"

Weak Healing: casts "Light Heal"

Medium Healing: casts "Heal"

Strong Healing: casts "Major Heal"

Ressurection Balm: casts "Ressurect"

Speed potion: casts "Haste"

Weak Energy: restores spell points.

Medium Energy: restores spell points.

Strong Energy: restores spell points.

Graymold Salve: ???

Potions Bought/Found

Potion of Lethe: ???

Potion of Knowledge: adds 2 skill points

Potion of Battle: casts "Bless" and "Haste"

Potion of Clarity: casts "Restore Mind"

Bliss potion: casts "Bless" and "Major Heal"

Poison potion: poisons user

Ingredients

Toadstools: ingredient

Spider Gland: ingredient

Comfrey Root: ingredient

Glowing Neetle: ingredient

Asp Fangs: ingredient

Crypt Shrooms: ingredient

Graymold: ingredient

Ember Flowers: ingredient

Asptoungue Mold: ingredient 

Odds and Ends

This category includes cursed items, wands and scrolls, as well as miscelaneous other items. I'm sure we didn't get the least of them; there are probably other 200+ items we weren't lucky enough to find. Well, that's it, check it out and let us know if you find any new things.

Any corrections and new items are welcomed.

Cursed Items

Cursed boots: defence 1, bonus -3, enc. 4

Cursed helm: defence 3, enc.4

Cursed shield: defence 4, enc.5

Cursed Spear: damage 9, bonus -4

Rusty Slith Spear: damage 12, bonus -1

Asp gloves: defence 1, poisones user 

Phyrric necklace: defense 5, causes disease

Wand of Vorb (5) devastates user

Wands and Scrolls

Wand of Flame (8): casts "Flame"

Wand of Slow (8): casts "Slow"

Wand of Venom (8): casts "Poison"

Wand of Fireballs (8): casts "Fireball"

Crystal Wand (8): casts "Dispel Undead"

Prismatic Wand (8): casts "Dispel Undead"

Wand of Carrunos (8): casts "Flame?"

Wand of Pyrrhus (8): casts "Cloud of Blades?"

Wand of Death (8): casts "Kill"

Rod of Healing (8): casts "Heal"

Scroll: Flame casts "Flame"

Scroll: Stealth casts "Stealth"

Scroll: Charm casts "Charm Foe"

Scroll: Magic Res. casts "Resist Magic"

Scroll: Shockwave casts "Shockwave"

Miscelaneous

Fine Rum: worth 500 gp

Lockpicks: tool - allows lockpicking

Magic Lockpicks: tool - allows lockpicking

Horn of warriors(5) summon warriors

Dust of Chocking: ???

Cleansing Powder: (1) casts "Cleanse"

Aescal Mushrooms: (2) casts "Heal"

Orb of Tharlni: enables user to fly

Orb of True Sight (1): casts "Magic Map

Mist Globe (1): casts "Major Heal"

Goo Bomb (1): casts "Webs"

Orb of Stinking (1): casts "Stinking Cloud"

Spying Evidence: reveals the identity of an empire spy

Empire orders: gives directions to an empire hideout

Rough map: Sixus' map

Unique Items

Weapons

Alien Blade - West of the Shrine of Crystals there is a secret wall. Go through it and then go south over the lava, fight the monsters, and take the wave blade.

Shocking Wave Blade - Reward from the Vahnatai Council for returning a crystal soul.

Scroith - This is in Motrax's Treasury.

Staff of the Magi - Reward from Mahdavi in Tower of Magi for destroying the Empire Teleporter.

Krysknife - In Zigguart, Level 1. You get it from an altar special at x31 y31.

Nether Greatsword and Magic Greatsword - In Fort Kothar, Hall of Swords. To get there, when in the Room of Transformations, search for a secret wall and go up to Level 3. Then dispel the barriers and take the sword. (There is quickfire here, and you don't always get the nether greatsword, sometimes a cursed greatsword.)

Bronze Broadsword +1 - In Nephilim Chief's room in the Nephilim Fort.

Shield Knife - In the Brigand Madhouse, at x27 y33.

Blessed Slith spear - In the Serpent Cult caverns, in the storeroom at x16 y15.

Flaming Flail - In the Nepharim Cave, go into the room the prisoners are in, go through the illusionary south wall. The flail is on the ground.

Gold Tipped Spear and Shielding Bow - In Athron's Treasury.

Mithral Short Sword - In Fort Kothar. Go down the stairs at x35 y22 on Level 2. Kill the Efreets. The sword is on the lava at x22 y1.

Blessed Wave Blade - Downstream of a river near Patrick's Tower. Need the Orb of Thranli.

Amber Short Sword - In New Lair of Sulfras, on the body at x18 y7.

Blessed Broadsword - In Fort Emerald, at x14 y28, on the counter.

Crystal Green Mace - In the New Lair of Sulfras, at x40 y32, go 3 paces east, through the secret wall. Keep going up the passage and you will be outdoors. Go 2 east (E), 1 north (N), 3 E, 3 SE, 3 E, 3 N, 1 E, and 3 N. Then fly 4 W over the chasm. Go left again through the secret wall. Up the passage is a special encounter where you will find the Crystal Green Mace.

Flaming Great Mace - East of the Unfinished Empire Fort, nerar a river is a special encounter. Use it, then fight the vampire. Step back on the special encounter and you will find the Flaming Great Mace.

Giant Club - In the Giant Fort, at x20 y42, go 3 paces south, through a secret wall. Club is on the ground. Hits for 15 damage, with a -5 bonus.

Blade of the Thieves - In the Giant Fort, at x6 y39, go right three times, through a secret wall. Blade is on the ground.

Black Broadsword - In the Giant Fort, on the special at x32 y46. Does 9 damage, -5 bonus.

Hell Halberd (Cursed) - In Garzhad's Fortress, on the counter in the storeroom at x8 y4

Serpent Slith Spear - In Secret Slith, Level 1, at x20 y22, go 3 paces east. The spear is on the ground.

Loki's Broadsword - In the Lava Dome, at x24 y17, steal the broadsword on the counter to your right.

Bent Greatsword - In Fort Duvno, at x7 y32, go 1 northeast, through a secret wall. The sword is on the ground.

Magic Battle Axe - In the Dark Tunnel, behind the lich's throne at x27 y19.

Dragon Tooth Knife, Dragonscale Shield - In Pyrog's Lair, at x61 y37.

Yew Bow +1 - Southwest of Harston is a chasm. Fly over it, and fight the demons on the special encounter. Take the bow.

Knife of Warmth - In Silvar, talk to Elspeth about Nance. Go to Fort Dranlon, and say Labris to Nance. Then go back and say Labris to Elspeth. She will give you the Knife of Warmth.

Boom Knife - In Tower of Magic, approach the portal. If this is the first time you’ve been near the portal, imps, hordlings and demons will appear. Kill the hordlings and imps first,
and the demon last. The demon will drop the Boom Knife.

Darts +1 - In Patrick's Tower at x40 y36.

Quality Darts - In Silvar at x55 y22.

Steel Flail +1 - In Akhronath, at x45 y56, go 2 paces east, through a secret wall. The flail is on the counter.

Rusty Slith Spear - In Fort Dolthar. Enter the fort from the east, and go along the wall south. The spear is on the ground.

Archer's Bow - Through a secret wall east of Fort Kothar.

Blessed Kris - In Ruined River Fort, at x18 y5, cast move mountains on the south wall. The Kris is in the crystal box.

Magic Slith Spear - In Cave Full of Lizards, Deep in the Empire Lands, southeast of Khoth’s Lair.

Armor

Ice Plate - In the Tomb of Delrin-Bok. At x24 y22, go south 2 paces, through a secret wall. Go along the passage, and through a wall at x27 y24. To get down the passage, you have to flip switches in the corners of the fortress. NW and SE switches are down, NE and SW switches are up. At the end of the passage, go up through the wall. Kill Delrin-Bok, and then go 1 pace West through a secret wall when you are at x27 y18. Go through the lava and the barrier. The Ice Plate is here.

Gleaming Shield - In Coven Cave, under the barrel at x1 y16.

Glue Breastplate - In Fort Dranlon, at x7 y38, behind the barriers.

Banded Shield - Behind the barriers in Fort Dranlon at x7 y38.

Mithral Helm - In Fort Dranlon, talk to O'Rourke and complete his quest. Your reward is this helm. Note: 1 giant statue is in each giant fort.

Blessed Chain Mail - In the Tower of Elderan, Level 2, at x16 y1.

Crystal Chain Mail - In Athron's Treasure Trove.

Gloves of Precision - In the Brigand Madhouse, in the drawers at x29 y29.

Shielding Band - In Coven Cove, at x6 y1, in the drawers.

Protection Circlet - Outdoors, in the the Cave of Tombs, north of Fort Emerald. A bit east and a bit south from the Unfinished Fort. There is a secret wall. If you go through it, you will find the circlet.

Drake leather jerkin - In the Grim Cavern.

Blessed Jerkin - In Resting Cell #4, at x29 y14 are two leather jerkins. One of these in the blessed leather jerkin.

Boots of Protection - In Lizard Lair L2, at x6 y1, go 2 right. You will go through a wall.
On the ground are the Boots of Protection.

Serpent Robe - In Serpent Cult, bottom level (the pit), at x13 y7, go 3 paces north through the
secret wall. There are 4 robes here. One of them is the Serpent Robe.

Giants Shield - In box at x1 y14 in Giants Cave.

Drakeskin Boots - In Cortra at x12 y17.

Mithral Plate (cursed) - In Garzhad's Fortress, on the counter in the storeroom at x8 y4.

Hell Greathelm (cursed) - In Garzhad's Fortress, under a crate in the storeroom at x1 y11.

Other Unique Items

Chunk of Radium - Go through a wall in the Chasm Tunnels to find the Radium.

Electrum Ring of Protection - In Zigguart, Level 1, in the Trash Pit.

Gremlin Amulet (cursed) - Exit Cortra south in a boat, then row 26 south, 13 E, 1 N, 4 E, and 1 S. Go through the secret wall south, then 1 W, and through a secret wall left. Take the gold amulet.

Flame Egg - In Pyrog’s Cave, at x10 y8.

Ick Scroll - In Fort Dolthar, on the bed at x9 y36.

Amber Ring - In Cortra, at x48 y58. To get there, at x56 y56, go 2 W, through a secret wall. Cast Move Mountains on the moldy wall to the East at x53 y57.

Platinium Ring - In Silvar at x27 y58. To get their, at x27 y55, go 2 paces down, through a secret wall. The ring is on the ground.

Iron Ingot - In Gnass, on counter to your left at x11 y33.

Steel Ingots - In Zigguart

Drake Egg - Get from special at x17 y9 in Lizard Lair L2.

Fungus Chanadorry 26 - In drawer in Blosk at x40 y21

Aescal Mushrooms - On an island Northeast of Empire Dock near Pyrog’s Cave surrounded by trees. It is a patch of mushrooms different to the others.

Chunk of Mithral - In Vahnatai lands, from Mancuso, go 8 north, 1 west, 3 north, 2 west, and
1 north. Then use the Orb of Thralni, and fly 4 north over the chasm. You will find a Chunk
of Mithral on the special.

Curing Shrooms - When you get a boat in Cotra, exit the town south, then row 24 S, 31
E, 25 S, 7 E, 3 S, and 1 W. Go S 4 paces, 4 E, 1 N, 4 E, 2
N, 2 E, 1 S, 3 E, 2 N, 3 E, and 5 N. Then go 3 N through a secret wall.
Step on the northeast corner of this small area to get the shrooms.

Help, Credits, and Legal Stuff

Help

If you're lost, here's some help to navigate the doc.

You can navigate through chapters by either using the scroll bar at the bottom of the screen, the pop-up menu, or by clicking on the two swords at the end of the chapter. Clicking on the blue crystal will bring up the table of contents window. Each chapter has a paragraph of notes at the begining, explaining various things about the chapter. 

Then again, as Dan pointed out, many people will email me telling me "You forgot the iron/bronze rapier/shortsword," etc. Folks, please, read the notes! They are not there to make the doc cutter, they actually have some important info in them. 

Names of the items are written in Bold.

Base Damage a weapon does on a foe is written in Bold Red.

Defense of an armor or magic item is wrritten in Bold Green.

Bonus of an item is written in Bold Blue.

Spell names are written in Bold Magenta.

Credits

Exile II•Items Book is intended as an extensive, if not complete list of items found in Exile II:Crystal Souls. I think I have to thank Jeff first, who created this gorgeous world of Exile, then I have to thank Dan (thanx Dan, couldn't make it without you) for basically putting up with my annoying self and helping me, and the comp.sys.mac.games.adventure gurus who descended from their godly thrones and were so kind to help us.

We are aware this doc is not perfect, although we spent a lot of time gathering info, so please, PLEASE, if you find any mistakes/new items, email me at digab@best.com, so I can update it. Thanx!

Version 3.0 is guaranteed to work with Firefox 3.0.1.

Thanx again to everybody who helped us!

Translated from DOCMaker format by Celtic Minstrel.

Cleaned up for use with Windows, combined into one HTML file, and assigned version numbers by Will Dueck (w-dueck)

Unique Items list is by Ghaldring, imported by w-dueck

Version History

Version 1.0 - Original

Version 2.0 - Converted from DOCmaker by Celtic Minstrel

Version 3.0 - Cleaned up HTML and cleaned up for Windows users, also fixed several symbol errors by w-dueck

--Version 3.1 - Added Table of Contents by w-dueck

--Version 3.2 - Added Ghaldring's Unique Items List

Legal Stuff

Exile II:Crystal Souls is copyright Spiderweb Software, by Jeff and Shirley Vogel.

Exile II•Book of Items is copyright Petru Diaconescu (aka Ace, aka Harmster) & Dan Ilut.

We shouldn't be confused with Spiderweb Software or any other software company, this is just a fan project. You are running this program at your own risk, and any damage it might produce to your software/hardware is not our fault in any way. (Haha, no need to freak out, people. The last sentence is just a standard, hehehe).

This doc is free and for personal use and amusement only.

Enjoy!