All Magical Items

Common Magical Items

  • Spark Ring
    Type: Ring
    Quality: Common
    1st Rune (Prism): Protection from Blindness effects.

  • Heart Ring
    Type: Ring
    Quality: Common
    1st Rune (Heart): Provides +20 Grit.

  • Ironband
    Type: Ring
    Quality: Common
    1st Rune (Chain): Protects from Disarm.

  • Feathermail
    Type: Chain Mail
    Quality: Common
    1st Rune (Zephyr): Does not affect Mobility.

  • Blessed Mail
    Type: Splint Mail
    Quality: Common
    1st Rune (Spiral): -1 Grit Level to incoming Undead Attacks.

  • Sun Amulet
    Type: Amulet
    Quality: Common
    1st Rune (Beacon): Protects from magical Darkness effects.

  • Night Ring
    Type: Ring
    Quality: Common
    1st Rune (Bane): Controls Lesser Undead for 5 Rounds, 1/day.

  • Wolfblade
    Type: Dagger
    Quality: Common
    1st Rune (Root): Inflicts Immobilize effect on Critical.

  • Sting
    Type: Shortsword
    Quality: Common
    1st Rune (Drop): Inflicts Bleeding effect upon Critical.

  • Frostpeak
    Type: Warhammer
    Quality: Common
    1st Rune (Frost): Inflicts Freeze effect upon Critical.

Premium Magical Items

  • Stormblade
    Type: Longsword
    Quality: Premium
    1st Rune (Gust): Pushes 1D10 Tiles on Critical.
    2nd Rune (Strike): +1D10 Bonus Damage on Hit.

  • Nightwing Blade Type: Longsword
    Quality: Premium
    1st Rune (Skull): Inflicts Drain effect upon Critical.
    2nd Rune (Halo): Inflicts X2 Damage against Undead.

  • Thundermouth
    Type: Spear
    Quality: Premium
    1st Rune (Strike): Inflicts additional 1D10 Thunder Damage with every strike.
    2nd Rune (Storm): Electrokinesis Reaction.

  • Flametongue
    Type: Scimitar
    Quality: Premium
    1st Rune (Inferno): Inflicts Burn effect upon Critical.
    2nd Rune (Ember): Pyrokinesis Reaction.

  • Beastmaster
    Type: Whip
    Quality: Premium
    1st Rune (Eye): Inflicts Fear on Critical.
    2nd Rune (Heart): Provides +20 Grit.

  • Vision
    Type: Ring
    Quality: Premium
    1st Rune (Prism): Protection from Blindness.
    2nd Rune (Ray): Provides Moonvision.

  • Finemail
    Type: Chain Mail
    Quality: Premium
    1st Rune (Triangle): Retain Prime Grit.
    2nd Rune (Zephyr): Does affect Mobility.

  • Starflame
    Type: Morning Star
    Quality: Premium
    1st Rune (Inferno): Inflicts Burn effect upon Critical.
    2nd Rune (Star): Healing (Touch, 1D20, 1/24 hours).

  • Nighthunter
    Type: Mace
    Quality: Premium
    1st Rune (Ankh): Protects from Fear, Berserk, Confusion Conditions.
    2nd Rune (Halo): Inflicts X2 Damage against Undead.

  • Terrormaul
    Type: Warhammer
    Quality: Premium
    1st Rune (Pact): +1 Threat.
    2nd Rune (Eye): Inflicts Fear effect upon Critical.

Supreme Magical Items

  • Titan Shield
    Type: Shield
    Quality: Supreme
    1st Rune (Shield): Protects from Knockdown effects.
    2nd Rune (Anvil): Doubles Durability Rolls.
    3rd Rune (Chain): Protects from Disarm

  • Angelvest
    Type: Studded Leather Armor
    Quality: Supreme
    1st Rune (Cyclone): Fast Dodge.
    2nd Rune (Helm): Provides +1 Absorption.
    3rd Rune (Heart): Provides +20 Grit.

  • Ironwall
    Type: Plate Mail Armor
    Quality: Supreme
    1st Rune (Rumble): Reduces Thunder Damage by 50% and protects against Thunder Critical effects.
    2nd Rune (Flame): Reduces Fire Damage by 50% and protects against Fire Critical effects.
    3rd Rune (Glacier): Reduces Ice Damage by 50% and protects against Ice Critical effects.

  • Slayer
    Type: Claymore
    Quality: Supreme
    1st Rune (Drop): Inflicts Bleeding upon Critical.
    2nd Rune (Halo): Inflicts X2 Damage against Undead.
    3rd Rune (Strike): +1D10 Bonus Damage on Hit.

  • Runemail
    Type: Splint Mail Armor
    Quality: Supreme
    1st Rune (Mask): See through Illusions.
    2nd Rune (Hammer): +1 Critical Resistance.
    3rd Rune (Ray): Provides Moonvision.

  • Dragonbow
    Type: Longbow
    Quality: Supreme
    1st Rune (Inferno): Inflicts Burn effect upon Critical.
    2nd Rune (Anvil): Doubles Durability Rolls.
    3rd Rune (Oak): +5 Range.

  • Moonbow
    Type: Crossbow
    Quality: Supreme
    1st Rune (Moon): Inflicts Slow on Critical.
    2nd Rune (Shadow): Provides Light in 3 Field Radius (1 hour, 1/24 hours).
    3rd Rune (Fade): First Action on Advantage.

  • Frosttooth
    Type: Dagger
    Quality: Supreme
    1st Rune (Frost): Inflicts Freeze effect upon Critical.
    2nd Rune (Flake): Cryokinesis Reaction.
    3rd Rune (Stigma): +1 Mobility

  • Razorblind
    Type: Halberd
    Quality: Supreme
    1st Rune (Chrono): Grants +1 Action.
    2nd Rune (Heart): Provides +20 Grit.
    3rd Rune (Flare): Inflicts Blindness on Critical.

  • Hand of the Sentinel
    Type: Flail (3-headed)
    Enchantments:

    • Deadly: Increases Threat by 1 Category.

    • Blast: Critical Attack damages everyone within a Field Radius (1).

    • Fire Resistance: Wielder resists 50% of any Fire related attack and is protected against Critical Effects caused by Fire.
      Lore: The Hand of the Sentinel is an ancient weapon with an impressive design. It comprises three spiked heads, each connected to a sturdy chain, providing both extended reach and exceptional durability. Crafted during the Second Age by a skilled Shanah blacksmith, it was bestowed upon Julah, a Shanah Berserker who fearlessly battled dragons on the mystical isle of Miasel.

  • Ghostly Fingers
    Type: Pouch
    Enchantments:

    • Summon Dwellers: Summons 4 Dwellers for a whole combat.

    • Risk: 4 (Active)
      Lore: This pouch contains potent bone dust capable of summoning a Pack of Dwellers to fight on behalf of the wielder. Even if vanquished, they respawn for the next invocation. Crafted by Nalmora, a priestess of True Existence from southern Nerek in Dragoria.

  • Cloak of Redfire
    Type: Cloak
    Enchantments:

    • Fireshield: Deals 1D20 Fire Damage (Bonus Die) to melee attackers automatically.

    • Fireveil: Provides 50% Resistance against Fire Damage and protects against Critical effects.

    • Hearth: Increases Insulation by +4.

    • Fire Blood: Increases wearer’s difficulty to overcome Berserk by 3 Points.
      Lore: A red cloak with elegant gold trim, it keeps the wearer warm and gradually incites anger over time.

  • Ulther’s Bane
    Type: Katana
    Enchantments:

    • Blood Count: +1D20 Damage on Critical (Bonus Die).

    • Blood Drunk: After first blood, wielder enters Berserk until end of combat.
      Lore: Forged in Egora during the Era of the Conqueror, wielded by Erin Ororo to avenge Ulther Teris’s massacre of her family in 1207 AC.

  • Boots of the Frog
    Type: Leather Boots
    Enchantments:

    • Frog Jump: Jump up to 100% of Movement Rate in a single Action.

    • Fast Pace: +1 Mobility.

    • Frog Form: Transform into a frog for 1 hour, once per 24 hours.
      Lore: Lightweight brown leather boots with elven design, origin unknown.

  • Mask of the War God
    Type: Helm
    Enchantments:

    • Bonus Grit: +20 Grit.

    • Fearless: Immune to Fear.

    • Moonvision: Grants Moonvision.

    • Resilience: +1 Vigor Category.

    • Weapon Master: Proficiency with Light and Heavy Melee Weapons.
      Lore: Metallic helm with a distorted face mask, originally belonging to King Dorono Ley.

  • Ring of Pyrokinesis
    Type: Ring
    Enchantments:

    • Pyrokinesis: Redirect Fire attacks using a Reaction.

    • Firegate: Summon a Spirit of Fire for 5 Rounds, once per 24 hours.
      Lore: Gold ring with a red stone, forged in Mar Volcano by an unknown shaman.

  • Shade
    Type: Leather Armor
    Enchantments:

    • Improved Hide: +3 Absorption.

    • Trackless Step: Cannot be tracked or detected via Divination.

    • Fast Pace: +1 Mobility.
      Lore: Black leather armor with linen cloth, lightweight yet highly protective, once worn by a famous assassin in the Titan Mountains.

  • Moonblade
    Type: Shortsword
    Enchantments:

    • Beast Control: Control effect on Beasts up to Medium Size upon Critical.

    • Etherblade: Blade ignores Absorption and Critical Resistance.

    • Turn Monster: Repels a Monster from wielder if Vigor check succeeds.
      Lore: Crafted from Moonwood moonstone, emits pale yellow glow, belonged to exiled Battlemage Castrius Otres.

  • Avenger
    Type: Claymore
    Enchantments:

    • Counter Attack: Every successful defense triggers automatic Counter Attack.

    • Bleed: Critical Attacks cause Bleeding.

    • Toll: Wielder loses 1 Vigor Category, Threat increases by 1 Category.
      Lore: Wielded by Luther, one of the Seven Blade Guardians, featuring a serpent-like blade with a golden cross-guard.

  • Baram’s Disc
    Type: Shield
    Enchantments:

    • Force Block: Stops melee attack and pushes target back 1D10 Tiles.

    • Force Strike: Pushes target back 1D20 Tiles.

    • Flying Disc: Can be thrown as a missile weapon, returns instantly.
      Lore: Round golden shield wielded by Baram Othorian, combining offense and defense in unique style.

  • Dragonshard
    Type: Bladed Staff
    Enchantments:

    • Dragon Tooth: Incinerates target on Critical (19/12/10).

    • Fireball: Blast of 1D20 Fire Damage in 3-Tile radius.

    • Fire Resistance: 50% Fire Damage reduction and immune to Fire Critical Effects.
      Lore: Double-edged staff forged by a Gargoyle blacksmith, blades shaped like dragon teeth, given to a Brutgor Warlord.

  • Medalia
    Type: Whip
    Enchantments:

    • Eclipse: Special attack affects up to 3 targets.

    • Poison Strike: Critical Attack causes Paralysis for a battle.

    • Poison Immunity: Wielder immune to Poison attacks.

    • Backbite: Wielder suffers -10 Grit due to living snakes on weapon.
      Lore: Whip featuring three living snakes, dark green serpent skin grip, capable of splitting attacks.

  • Oak Staff of the Ages
    Type: Staff
    Enchantments:

    • Fast Magic: Wielder acts first during Advantage.

    • Low Risk: Reduces Risk by 2 Points for all Actions/Reactions (Min 1).

    • Trigger: Cast a free spell at start of combat.
      Lore: Oak staff discovered by the Children of the Runes during the Era of the Guardian, designed in the shape of a snake with white gem.

  • Phoenix Feather Cloak
    Type: Cloak
    Enchantments:

    • Phoenix’s Resilience: Heal 1D20 automatically when Grit ≤ 10, once per battle.

    • Flame Ward: Immunity against fire attacks.
      Lore: Woven from phoenix feathers, grants wearer the phoenix’s resilience.

  • Whisperwind Bow
    Type: Longbow
    Enchantments:

    • Silent Shot: Reduces sound of arrows, difficult to detect.

    • Hawk’s Precision: +1 Perception Category.

    • Stealth Shot: Stealth attacks deal X2 Damage.
      Lore: Crafted by elite elven archers, infused with the essence of winds.

  • Inferno’s Embrace
    Type: Robe
    Enchantments:

    • Blazing Aura: Deals 1D20 Fire Damage to melee attackers.

    • Pyromancer’s Wrath: +1D10 Bonus Die to fire spells.

    • Flame Ward: Immunity to fire attacks.
      Lore: Robe woven from the essence of fire, crafted by a master pyromancer in Armorgrand.

  • Mystic’s Eye
    Type: Pendant
    Enchantments:

    • Arcane Sight: +1 Perception.

    • Spellweaver’s Focus: +1D10 Bonus Die to all Spells.
      Lore: Pendant granting unparalleled precision and mastery in spellcasting.

Relics

Relics are the rarest and most exceptional artifacts, crafted beyond the skill of ordinary artisans. Each Relic can hold up to ten Runes, but unlocking its full power depends on the wielder. These items represent a special category requiring Expertise.

  • Silence
    Type: Katana
    Component: Steel Blade Infused with Meteorite
    Expertise: 10 Effective Hours/Level
    Required Skills: Spellcasting, Light Melee Weapons, Meditation
    Properties: Grants access to abilities that require Catalysts.

    Using Silence:
    1 Effective Hour of Meditation produces 1D10 Charges.

    Abilities:

    • Shadow Retreat (1 Charge): Transform into an untouchable shadow for 3 Rounds upon Reduced Grit Status.

    • Shadow Clone (2 Charges): Creates a duplicate to absorb damage for 3 Rounds.

    • Shadow Shift (3 Charges): Teleport to the shadow of any target within Perception.

    • Shadow Blade (4 Charges): Double attack with +1DX Core Die Damage.

    • Shadow Strike (5 Charges): Surprise sword attack triggering no Reactions.

    • Shadow Puppet (6 Charges): Animate sword for autonomous actions 3 Rounds.

    • Phantom (7 Charges): Become ethereal, immune to physical attacks, can fly for 3 Rounds.

  • Staff of Ashes
    Type: Staff
    Component: Wooden Staff Infused with Magma
    Craft Difficulty: 14
    Craft Requirements: Artificing (7)
    Expertise: 10 Effective Hours/Level
    Skill Requirements: Spellcasting
    Properties: Grants access to abilities that require Catalysts.

    Using Staff of Ashes:
    1 Effective Hour of Recharging produces 1D10 Charges.

    Abilities:

    • Ember Surge (1 Charge): Fire Wave Area Damage + Burn on Critical.

    • Flame Shield (2 Charges): Target immune to fire for entire battle.

    • Ashen Veil (3 Charges): Veil of ashes grants instant fire immunity.

    • Efreet Summoning (4 Charges): Summon Efreet for one combat.

    • Inferno Burst (5 Charges): Straight-line Fire Damage + Incinerate on Critical.

  • Armor of Radiance
    Type: Plate Mail
    Component: Metal armor infused with Sunstones
    Craft Difficulty: 14
    Craft Requirements: Artificing (7)
    Expertise: 10 Effective Hours/Level
    Skill Requirements: Spellcasting, Armor Proficiency
    Properties: Grants access to abilities that require Catalysts.

    Using Armor of Radiance:
    1 Effective Hour of Recharging produces 1D10 Charges.

    Abilities:

    • Luminous Aura (1 Charge): Radiant aura illuminates a Ring area for a battle.

    • Arcane Empowerment (2 Charges): +1 to all Attributes for a battle.

    • Solar Radiance (3 Charges): Explosion inflicts Fire Damage + Blindness on Critical.

    • Radiant Barrier (4 Charges): Reduces effectiveness of incoming spells by 1 Grit Level.


Wands

Wands are sophisticated magical items designed to store and channel spells with minimal Risk. They act as containers for pre-formulated spells and can be recharged by Spellcasters.

Quality and Spell Slots:

  • Common Wands: 1 Spell

  • Premium Wands: 2 Spells

  • Supreme Wands: 3 Spells

Common Wands:

Premium Wands:

Supreme Wands:

  • [[Wand of Inferno]]: Firebolt + Fireball + Firewave

  • [[Wand of Many Winds]]: Windbolt + Muffleblast + Windgate

  • [[Wand of Tempest]]: Windhowl + Chain Lightning + Frostblaze

  • [[Wand of Nature]]: Rockbolt + Animal Senses + Forestgate

  • [[Wand of Hazards]]: Deathbolt + Deadly Wind + Blizzard


Monster Orbs

Monster Orbs are crystalline spheres imprisoning the essence of creatures. They summon the trapped monster for combat and disappear afterward.

  • Example: [[Monster Orb (Giant Spider)]]


Divination Spheres

Divination Spheres allow spellcasters to monitor a location in real-time (vision and hearing). Requires Spellcasting + Divination proficiency and 1 Effective Hour per use.


Knightly Equipment

  • [[Knight’s Honorplate]]: Plate Armor, Common, Cost: 6,000

  • [[Lionheart Aegis]]: Large Shield, Premium, Cost: 12,000

  • [[Lionblood Greatsword]]: Greatsword, Premium, Cost: 11,000

  • [[Roaring Helm of the Lion]]: Helm, Common, Cost: 5,000

  • [[Squire’s Shield of Valiance]]: Medium Shield, Premium, Cost: 18,000

  • [[Squire’s Pike]]: Pike, Common, Cost: 5,000

  • [[Lionheart Glaive]]: Glaive, Premium, Cost: 11,000

  • [[Roarhook]]: Billhook, Common, Cost: 5,000

  • [[Knight’s Cleaver]]: Zweihander, Premium, Cost: 11,000

  • [[Honorblade]]: Bastard Sword, Common, Cost: 5,000

  • [[Amulet of Honor]]: Amulet, Premium, Cost: 14,500

  • [[Ring of Hope]]: Ring, Common, Cost: 6,000

  • [[Pathfinder’s Charm]]: Amulet, Common, Cost: 2,500

  • [[Warden’s Band]]: Ring, Common, Cost: 2,000

  • [[Blade of the Edge]]: Shortsword, Premium, Cost: 6,000

  • [[Sentinel’s Guard]]: Elven Chain, Premium, Cost: 5,000

  • [[Tracker’s Mantle]]: Wolf Cloak, Premium, Cost: 5,000

  • [[Hunter’s Vest]]: Leather Armor, Premium, Cost: 3,000

  • [[Silent Band]]: Ring, Common, Cost: 6,000

  • [[Pathwalker’s Boots]]: Boots, Premium, Cost: 8,000

  • [[Talonblade]]: Longsword, Premium, Cost: 17,000

  • [[Pantherfang]]: Dagger, Premium, Cost: 16,000

  • [[Feral Ring]]: Ring, Common, Cost: 8,000

  • [[Wavecaller’s Guard]]: Leather Armor, Premium, Cost: 9,000

  • [[Roseglow Pendant]]: Amulet, Common, Cost: 4,000

  • [[Verdant Mail]]: Elven Chain, Premium, Cost: 12,000

  • [[Panther’s Prowl]]: Green Cloak, Premium, Cost: 25,000

  • [[Warden of the Wild]]: Wolf Cloak, Supreme, Cost: 18,000

  • [[Seastride Harness]]: Leather Armor, Supreme, Cost: 10,000

  • [[Stormhowl Pike]]: Spear, Supreme, Cost: 19,000

  • [[Verdant Sentinel]]: Elven Chain, Supreme, Cost: 13,000

  • [[Beastcaller’s Mark]]: Amulet, Supreme, Cost: 12,000