Warning: This guide contains major spoilers for all of the new content in BG2:EE; much more so than the guide for BG:EE. It is my strong recommendation that anyone with the slightest bit of interest in the new storylines should play through the game at least once before reading any further.
This is a list of all the new notable magic items in BG2:EE.I am not including underwhelming vanilla items of which there are many.
A list of items in BG:EE can be found here:
http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers/
Weapons:
Axes
Hojar's flame +1 (25% chance of inflicting 1d8 fire damage on hit) - Vagrant blades group, amphitheatreDaggers
The Grave Binder +2 (Dagger +2 that deals 1d6 base damage instead on 1d4) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens PromenadeDagger of Venom +2 (From BG1, 1 pointer of damage per second for 15 seconds. Save vs Poison Negates) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade
Jade fang +3 (5% chance to stun for 10secs, restores 1 hp to user with each hit) - Shou-Lung's tomb
Great Swords
Rancor +1 (+1 greatsword, which gets +1 to hit when you have killed someone) -Dorn's starting equipmentAbyssal Blade +3 (+1 Dex, -1 Int, +5 vs good +5 vs Devils, +1d4 fire damage) - Xachrimos
- empowered 1: (+5 dmg vs devils) - Trap Ur Gothoz inside
- empowered 2: (+5 dmg vs demons) - Trap Azothet inside
- empowered 3: (+5 dmg vs devils, +5 dmg vs demons) - Trap both inside
These empowerment options are mutually exclusive
Slings
Lupine's Sling +2 (15% chance of inflicting disease on hit) - Vagrant blades group, amphitheatreStaffs
Neera's staff +1 (10% chance either target or weilder takes 1 fire damage) - Neera's starting equipmentAmmunition:
Arrows of Dispelling - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeen's PromenadeArmour:
Robe of invocation (Fire cold acid and electric resit +20%) - Order of the 8 staves strongholdRobe of Goodman Hayes (Permanent chaos shield on wearer, AC -1) - Reward from Telana for freeing the wild mages
Tunic of Blindeye (Movement rate increased by 2. 25% resistance to magic damage: Once per day: Wild Zone: All spells cast in 30ft radius are wild surges for one turn) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade.
ToB
Shadow Dragon Scales - Yxtrazzal Shadow planeItems:
Amulets
Wooden Horse necklace: (+1 Ac, +1 saving throws [stacks with other magical protection items]) - Complete Return Mereth's hairband quest in wild mage campBrooch of the vagrant blades (Reflect magic missiles back at the attacker) Vagrant blades group, amphitheatre
Belts
Adoy's Belt (+5 saves vs Petrification/Polymorph) - Neera's starting equipmentOx tail belt (+4 ac vs missile weapons, -2 charisma) Vagrant blades group, amphitheatre
Belt of minor invulnerability (5% chance of wearer getting globe of minor invulnerabilty, Cast globe of minor invulnerability once per day) Vagrant blades group, amphitheatre
Boots
Moonlight Walkers: (AC +2) - Rasaad's starting equipmentCloaks
Cloak of Dragonmir (Allows vampires to travel in the sunlight at -6str -4dex -2int -2wis -2cha) - Dragomir the red in dragomir's tombCowl of the stars (May cast melf's minute meteors once per day as a wizard the same level as the wearer) - Shana gifts it to you if you resolve Rasaad's encounter peacefully
Cloak of atonement (each use of the cloak with subtract 2000xp from wearer and randomly cast one of the following: Ghost armour, Deathward, Chaotic commands, Globe of invulnerability, Protection from the elements) - Complete trial of penance
Cloak of unerrring strikes (+2 Thac0 with offhand) - Pickpocket Treya at first Rasaad encounter in Trademeet
Gauntlets
Glimmering Bands: (Thac0 +2) - Rasaad's starting equipmentGauntlets of Aln Zekk (+3 damage when attacking with fists, 15% chance of inflicting 1d10 cold damage with each successful attack) - Successfully complete trial of darkness
Helmets
Eyes of the beholder (+1AC, Free Action, 3 charges of control, 3 charges of disable(Control = random chance for 1 of paralyse, suresleep, charm person or dominate, Disable = random chance for one of of Fear, Slow or Antimagic Ray) Not usable by evil characters) - Complete trial of painToB
Thayvan Circlet (+15% probability that a wild surge will have a positive effect) - VicrossRings
Ring of duplication ( AC +1 vs Missiles, Hide in shadows +10%, Mirror image 3 times per day)- 2 copies: Yi Niu in Nan Kung Chi's Tomb, Vagrant blades group, amphitheatreMisc
Collar Bell: (3 times a day wake everyone in 30ft radius from sleep. Also make a saving throw or become deafened for 1 turn) - Complete Barad Ding's cat rescue quest in wild mage campCharname's Tankard: (Restore 2d8hp 3 times per day) - Complete Mironda's Ale quest in wild mage camp
Gem of seeing (can cast true sight once per day) - Complete trial of blinding
Wands and Potions:
Green Dragon Potion: (Str set to 25, int 3, con 3, Slows user. Lasts 24hours) - Complete Reunite Zaviak and Wilson quest in wild mage campRed Potion: (+50% resistance to Magic Damage, Set int to 25,Wis to 3, str to 3, Lasts 24 hours) - Defeat Algaroth's attack on twofold temple
Wand of glitterdust - Resurrection gorge, container
Potion of clairvoyance (Detect invisible 10 mins) - Winterbrook, Resurrection gorge
ToB
Wand of spell striking (Breach and Pierce Magic) - VicrossMisc:
Bag of holding modified - Hexxat gives it to you after defeating DragomirNotable extras:
All these items already existed in the game, but these are additional copies of them.2x Helm of glory - Guardian terpfen, Helmite camp and one at Hammerjaw ambush
2x Helm of charm protection Hammerjaw ambush
Periaph of life protection -Shou-Lung's tomb
Robe of Neutral Archmagi - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade
Plate of the Dark (Full Plate +1) - Fadell Iron Eye
Shortbow +3 - Hafsa, Al-Qadim tomb
ToB
Rod of reserrection -Szass Tam's Arena Interior, containerGolden girdle - Algoroth's chambers
Paws of the cheetah - Algoroths chambers
Bracers of defence AC3 - Algoroths chambers
Robe of the evil archmagi - Vicross
Other:
All magic items available in BG:EE can be imported into BG2:EE and can thus be considered new items. They will be taken away in the opening cutscene however, unless exploits are used.Update: It seems like some of the new items cannot currently be transferred across this way
WORK IN PROGRESS
??????
Holy Symbol of Talos (Str +1, +5% Magic Resist, Memorise an extra 6th + 7th level spell) - Evil Cleric
Silver Dragon Armour (adalon? or dorn in ToB - craft from silver dragon scales) - Cha -2, +25% magic resistance, Movement rate increased by 3, Heals wearer 2hp each time damage is taken, AC:-2
Holy Longsword of Tyr +3 - +6 dmg vs Chaotic Evil
The Visage (betraying Dorns patron? Azothet dies) helemt: +1 thac0, +2 AC, +2 saving throws, Immunity to feeblemind, confusion, fear and charm, Domination once per day, Breath Acid once per day (11d6)
The Brass blade +5 longsword: +10 fire damage, fire resist +50%, cast fireball (10d6) once per day
Korkorrans cowl (wearable only by undead, +1 saving throws, fire resist 20%, vampires can walk in the day with the penalties of : str -5, dex -5, chr -3, wis -1)
The Brick +2 (neera reward?) Returning throwing axe (hammer): Save vs spells or take +1d12 magic dmg and suffer 100% spell failiure chance next round. Aura of wild magic: 10% change a spell cast within 10ft of weilder, freind or foe alike, will become a wild surge
Shield of Fyrus Khal +2 : AC +3, +10% fire, cold, acid, electric resist, all allies within 5ft gain +5% magic resistance. Cast spell turning once per day
Wild Sling +1: Target must save vs spell or 100% chance for wild surge on any spells cast next round
Wand of Whips (szasss tam?): Casts force whip on rtarget creature: Duration 4 rounds . 1d6+1 magic damage per round + Save vs spells (-4) or become held for the remaining duration of the spell)
Night walkers (rasaad side with shar?): +2 movement rate, Immunity to Web, Grease, Entangle. Shadow door 3 times per day
Cloak of the Dark Moon (rasaad side with shar?) +2 Ac, +2 saving throws at night. Immuniuty to blindness, Prot magical energy 3 times per day
Headband of the devout (rasaad side with selune?): Bless, Immunity to confusion, |Rightious magic once per day: 1 turn duration, +10hp, +3 strength, each hit inflicts maximum damage
Hawksight +2 (rasaad? on him somehow?): +1 dex