Silver Set

From DQWiki
Jump to: navigation, search

Arcane Items - Silver Set

The Silver arcane set of items is currently 15 known items. These are:



Silver Base items

  • Ring of the Enchanted Oak *
  • Black Enchanted Feather Hat *
  • Enchanted Orange Clean Stone *
  • Black Enchanted Feather Shoulder Guard *



Silver set items

  • Ring of Ion
  • Ring of Protection
  • Twisted Adepts of Protection
  • Ring of Souls
  • Ring of Strong Heart
  • Ring of Vest
  • Enhanced Golden Bracer of Fortitude
  • Lunar Weapon Tattoo
  • Voodoo doll
  • Ivinian Dire Wolf
  • Adepts Enchanted Tea
  • Potion of Memory
  • Shailah Mask
  • Inferior Artzdorf Flensing Dagger
  • Blackened Ash Wand with Unicorn hair core





Set bonus

When you get a set of 4 Silver items & 1 Yellow item then your S3 and S7 range is increased to 30 +30 foot per rank (as long as it is not touch or self).


Progression point

After gaining 5 Silver items


Ring of the Enchanted Oak

This finely crafted wooden ring been made from an Oak tree. When worn for more than 7 days by an adept of magic, who is also dressed in a ‘Robe of Freetown’ the ring offers the adept the following properties;

  • +50% Magic Resistance to E&E Slowness Spell, and Necromantic Agony Spell.
  • Under the night sky, a week either side of the full moon, a pint of fresh human blood will heal the adept of physical wounds (all EN damage). This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plain of Earth within 5 years of its creation.

    Creation date:

    Weight: 2 oz, Value: 200 sp, SB1
    Aura: Formally Living: Oak
    Plane of Origin: Alusia
    Nature of Magic: Enhancement Protection & healing
    Magically Trapped/warded/cursed: No
    Level: Medium
    Arcane items: Silver Set (Base item)
    Arcane Points: Cost 6, resale 1

    Black Enchanted Feather Hat

    This finely crafted ‘Black Enchanted Feather Hat’ has been enchanted with minor protection magic’s to keep it clean from minor filth and minor harm.

    When worn for more than three hours by an adept, who is also dressed in a ‘Robe of Freetown’ the hat offers the adept the following properties;

    • The wear gains +2 PB (up to racial maximum), but lowers the wearers head protection (as a negative) which normally costing 1 Armour Protection.
    • When casting an area counterspell centred on themselves, the adept can optionally spend 2 additional FT to create a visible enchanted circle affecting the aspect they specify.
    • The circle will enhance spells of the same college as the counterspell by up to the rank of the counterspell as per E&E Enhancing Enchantment (S-7).
    This applies to any adept within the circle casting a spell or any spell whose target is standing within the circle.

    NB If also under the effects of an Enhance Enchant spell, the same aspect may not be enhanced twice. The duration of the enchanted circle is as per the counterspell but ends immediately if the hat is removed or the casting adept leaves the circle.

    For example; when a rank 6 fire (general or special) counterspell is cast to create an enchanted circle affecting damage. A Fire adept in the area would do 16 ranks of effective damage from their rank 10 spell. Similarly, a rank 4 fire spell cast back at them would inflict 8 ranks of damage.

    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:

    Aura: Formally Living: Swan
    Plane of Origin: Alusia
    Nature of Magic: Special Enhance Enchantment – Halo Effect
    Magically Trapped/warded/cursed: No
    Level: Medium
    Arcane items: Silver Set (Base item)
    Arcane Points: Cost 12, resale 1
    Weight: 1 lbs, Value: 100 sp, SB2

    Enchanted Orange Clean Stone

    This finely crafted ‘Enchanted Orange Clean Stone‘ when worn for more

    than three hours by an adept who is also dressed in a ‘Robe of

    Freetown’ then they once a day (sunrise to sunrise) are able to enhance

    a bath which will allow entities who bath in it (for more than an hour) a

    new resistance check against any infection or poisons they are under

    the effect of.


    Those entities who leave the Bath (after an hour) gain +1 PB for some

    time. Those leaving the Bath gain the effect (in hours) for a duration of

    the highest in any of the following three skills; Courtier, Spy and/or Thief

    and full ranks in Troubadour skill.


    This item will stop working, unless replenished in combat at the

    mountain of Qwal-Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:




    Aura: Formally Living: Orange

    Plane of Origin: Alusia

    Nature of Magic: Wiccan Special Enchantment

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set (Base item)

    Arcane Points: Cost 10, resale 1

    Weight: 2 oz, Value: 80 sp, SB3


    Black Enchanted Feather Shoulder Guard

    This finely crafted ‘Black Enchanted Feather Shoulder Guard’ has

    been enchanted with minor protection magic’s to keep it clean from

    minor filth and minor harm.

    When worn for more than three hours by an adept, who is also

    dressed in a ‘Robe of Freetown’ the hat offers the adept the

    following properties;

    • The wearer gains +2 ranks in unarmed combat skill.
    • The wearer gains +10 PS & +’Free MA’ when in close combat

    for the purposes of unarmed combat skill.

    • When the wear looks upon other entities, then those others

    appear more hansom and/or more beautiful by in effect they gain +3 PB (above racial maximum).

    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:

    Weight: 1 lbs, Value: 100 sp, SB4


    Aura: Formally Living: Swan

    Plane of Origin: Alusia

    Nature of Magic: Enchanted attribute

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set (Base item)

    Arcane Points: Cost 10, resale 5


    Ring of Ion

    This finely crafted ring has been crafted under the night sky. When

    worn for more than 7 days by an entity who is also dressed in a ‘Robe

    of Freetown’ or a ‘Suit of Blackened Rank Armour’ the ring offers

    the following properties;


    • This ring for the purposes of calculating a characters stun

    threshold adds 42 points of Endurance. This is only used for

    the calculation and is not real endurance for the purposes of

    taking damage.

    • If the user is an adept of the Earth collage, any Troll-skin spell

    (S-16) cast by them will have their duration doubled.


    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:



    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Resistance to Stun

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6

    Weight: 2 oz Value: 900 sp, S1


    Ring of Protection

    This finely crafted silver ring has a small ruby set in the front. After being

    worn for 4 hours then the ring confers the following benefits while worn;


    • +2 Armour points Vs. physical damage from sunrise to sunset.
    • Lycanthropes gain an additional point of protection.
    • 6 MA minor curse to remove the ring.


    This ring will not stack with other protection items but will stack with

    spells.


    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:



    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Protection

    Magically Trapped/warded/cursed: Yes

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6

    Weight: 2 oz, Value: 300 sp, S2


    Twisted Adepts Ring of Protection

    This finely crafted gold ring is of two lovers’ embraced. When worn by an

    adept of magic, who is also dressed in a ‘Robe of Freetown’, the ring

    offers the adept the following properties;


    • As a pass action the adept can trigger this ring. It costs 4 EN as

    damage points, the adept gains +10% Defence for aduration of 5

    pulses.

    • Defence spells duration are doubled while the ring is worn.
    • The wearer gains a penalty of +20 to dice rolls for any melee

    ‘strike chance’. This does not affect close combat melee ‘strike

    chance’ rolls.

    • The wearer can show the ring to others, who if they inspect it will find the wearer more

    attractive/seductive (+3 PB not above racial maximum).


    This ring will stack with other protection items and will stack with spells. This item will stop working,

    unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plane of Earth within 5

    years of its creation. Creation date:



    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Protection

    Magically Trapped/warded/cursed: Yes

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6

    Weight: 2 oz, Value: 500 sp, S3



    Ring of Souls

    This fine quality red ring is very magical. For the first combat of the day

    (sunrise to sunrise) it will heal the wearer 1 Endurance per pulse for 20

    pulses. This happens at the end of the pulse.

    It has a minor curse (MA 8) preventing the ring from being removed.

    It stacks with troll skin and other forms of regeneration.

    This ring will stack with other protection items and will stack with spells. This

    item will stop working, unless replenished in combat at the mountain of Qwal- Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:

    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Healing.

    Magically Trapped/warded/cursed: Yes

    Level: Low

    Arcane items: Silver Set

    Arcane Points: Cost 22, resale 0

    Weight: 5 Value: 1,500 sp, S4


    Ring of Strong Heart

    This small magical blue ring will give the wearer the following effects:


    • It gives -25 on the fear table all of the time.
    • On only the first failed fear check of the day (sunrise to sunrise), they

    wearer gains a second and third resistance check if needed.


    It will stop working unless it is exposed to the morning rays of sunrise light. If it

    has stopped working, it will start working once again if the morning sun light

    shines on the ring for over an hour.


    This ring will stack with other protection items and will stack with spells. This item will stop working,

    unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plane of Earth within 5

    years of its creation. Creation date:


    Aura: Magic

    Plane of Origin: Alusia

    Nature of Magic: Calm

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6


    Weight: 2 oz, Value: 250 sp, S5


    Ring of Vest

    This finely crafted Onyx stone ring has been enchanted with earth magic.

    When worn for more than 7 days by an entity who is also dressed in a ‘Robe

    of Freetown’ or a ‘Suit of Blackened Rank Armour’ the ring offers the following

    properties;

    If an adept of the Earth collage, casts a Trollskin spell (S-16) within 15 feet of

    the entity wearing this ring, then they will also receive a Trollskin spell.

    This item will stop working, unless replenished in combat at the mountain of

    Qwal-Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:

    Weight: 2 oz Value: 100sp, S6


    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Earth magic

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6


    Enhanced Golden Bracer of Fortitude

    This small golden bracer of protection is crafted to fit a human or smaller

    entity as follows;


    • +2 points Damage Reduction verses physical damage.
    • +5% magic resistance.
    • A single spell (player choice at time of casting) will have its

    duration doubled.


    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:


    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Protection

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 39, resale 6

    Weight: 2 oz, Value: 3,500 sp, S7


    Lunar Weapon Tattoo

    The enchanted tattoo is of a dragon and dagger and normally appears on a

    persons’ lower arm. The entity with the tattoo is able to get the tattoo to move

    to another person by holding hands. It takes 4 pulses and costs 2 EN & 10 Ft

    to move the tattoo from one person to another.


    • The tattoo is able to store any single weapon of less than 5 pounds.
    • The entity is able to get the weapon out & have it ready in a single

    action costing 2 Ft.

    • It costs no Ft to store a weapon but it must weight less than 5 pounds.
    • It takes 5 pulses to store a weapon.


    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:



    Aura: Magical

    Plane of Origin: Hell

    Nature of Magic: Storage

    Magically Trapped/warded/cursed: no

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 12, resale 3

    Weight: n/a, Value: 250 sp, S8


    Voodoo doll

    This small voodoo doll unlike most other object can have one of each of lesser,

    medium and greater enchantment cast upon it. When in the possession of an

    entity that does not have one of the enchantments, it will confer the benefits of

    the missing enchantment. As this is an item the duration of the enchantment will

    not expire with the entities death.


    It currently has:


    Lesser






    -2 Medium Enchantment Value: 1,200sp

    This medium enchantment gives the entity -2 on the percentile die rolls.

    Duration: Summer Equinox 816wk


    Greater















    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:



    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Enchantment preservation.

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 12, resale 6

    Weight: ¼ lbs Value: 350 sp, S9


    Ivinian Dire Wolf

    This enchanted heavy stone when dropped on the snowy ground will

    cause a large white Dire Wolf to emerge within 15 feet of the stone at the

    end of the following pulse.

    The enchanted Dire wolf has the following properties;

    • It can be used once a day.
    • It can be dismissed by the Summoner.
    • It can be counter spelled by Greater Summoner Special counter

    spell.

    • If the wolf takes any damage it will disappear dropping whoever it is carrying doing Mph

    Fatigue damage (minus armour) to them.

    • The wolf has NO TMR or Magic Resistance or other stats for combat.
    • If the Dire Wolf requires any riding roll, then it is based on horsemanship skill at minus 10.
    • The wolf size is approx; 10 foot long and 4 foot wide and about 8 foot high.
    • The wolf comes with a large saddle (able to seat only one entity) and saddle bags and can

    carry 900 lbs; for every 100 lbs carried its MPH goes down by 1.

    • It max unencumbered travel speed is; Woods, Hills, Mountains, and Road 21 Mph, Track 18

    Mph, Plains 14 Mph. Swamp, 1 Mph.

    • It will leave obvious tracks to follow.

    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:

    Weight: 5 lbs Value: 400 sp, S10


    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Wicca Enchanted Dire Wolf.

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 9, resale 6


    Adepts Enchanted Tea

    The character has had the opportunity to harvest some tea. For rank 4+ in

    any of; Cook, Herbalist, or Alchemist skill the character has been able to

    harvest some tea. The time it takes to harvest the tea is; ½ a day per 10

    doses which will cut into training time.

    Volume of Harvest: They amount of tea harvested is dependant on the total

    combined rank of; Cook, Herbalist, & Alchemist skill. This total is doubled

    and gives you the ‘Harvest size remaining’ listed below.

    Harvest size remaining:

    1 2 3 4 5 6 7 8 9 10

    11 12 13 14 15 16 17 18 19 20

    21 22 23 24 25 26 27 28 29 30

    31 32 33 34 35 36 37 38 39 40

    41 42 43 44 45 46 47 48 49 50

    Shelf Life: The ‘shelf life’ before the tea is no longer enchanted (and of value) is dependant on the

    highest rank of those skills at the time of harvest. The highest rank in years is the ‘shelf life’ from the

    time of the harvest.

    Expiry of Harvest: Summer Equinox 814WK

    Use:

    Prepare: The character can make a pot of hot tea, which takes 30mins minus the combined rank of;

    Cook, Herbalist, & Alchemist skill (minimum of 5 mins) to prepare as long as there is a heat source.

    Dose: The amount used in a pot is always one dose. The number of entities that can drink of the tea

    and benefit from this single dose is equal to the combined rank in; Cook, Herbalist, & Alchemist skill. It

    can take as little as three pulses to drink the hot tea. When the pot of un-drunken tea becomes cold it

    magical enchantment is lost.

    Effect of imbibing tea:

    +1 spell rank for a duration of combined Cook, Herbalist, and Alchemist skill hours.

    +5 Ft (over personal & racial max) for a combined Cook, Herbalist, and Alchemist skill hours.

    Weight: ¼ lb per 10 doses, value: 50 sp, S11


    Aura: Magical

    Plane of origin: Alusia

    Nature of Magic: Enhancement/Focus

    College: Earth

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 8, resale 6


    Potion of Memory

    When this potion is imbibed it will allow the drinker to remember things perfectly

    for 4 hours. This will allow them to recall things perfectly such as;

    • Layout of a complex tunnels or routes
    • Conversations in a language they do not know (but could repeat back to

    others).

    • Describe symbols or markings they don’t know

    etc

    Number of uses remaining: 1 2 3

    Weight: ¼ lbs Value: 75 sp, S12


    Aura: Magical

    Plane of origin: Alusia

    Nature of Magic: Ancient summoning

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 6, resale 3


    Shailah Mask

    Weight: ½ lbs Value: 300 sp, S13

    This highly obvious black headdress, which has a golden and silver

    facemask at the front, is made up of over two hundred delicate gold coins,

    and golden and silver chains and a fine black cloth. The mask extends from

    the top of the head to a foot below the shoulder line.

    This enchanted magical mask will allow;

    • A helmet cannot be worn with this item.
    • The user is not able to be located or magically scryed.
    • Women gain a free non-magical pass action at the end of the pulse.
    • Males gain +5 Initiative Value.


    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Protection from Scrying

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 15, resale 10


    Inferior Artzdorf Flensing Dagger

    This well crafted dagger is made by a rank 5 craftsman. In the hands of an adept

    it allows them to cut away a spell from a recently dead mage. In normal combat it

    acts as an enchanted Dagger as follows;

    • +5% to BC from craftsmanship taking it to 45% SC
    • +1 Damage from enchantment (Does not stack with weapon spells).
    • +2 MD to anyone wearing a Robe of Freetown.

    The following happens when an adept does a special action on a recently dead

    adept (within the last 4 minutes). The special action involves slicing the skin for 4

    consecutive pulses.

    • The target looses one rank in a random GK spell that is at rank 6 or less. The rank is regained

    after 2 months (if they are alive again);

    • The adept using this item will gain a bonus of +1 spell rank on a chosen General Knowledge

    spell for 2 months.

    • Adepts who are members of the Entities branch: Greater Summoners, Necromantic

    Conjuration, Rune Mages, and Witchcraft, gain +2 spell ranks instead of 1 spell rank.

    Note: A dead adept can be flensed once per month.

    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:

    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Flenzing

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 15, resale 10

    Weight: ½ lbs Value: 75 sp, S14


    Blackened Ash Wand with Unicorn hair core

    This is a well crafted Wand made from Ash with a Unicorn Hair core. In the hands of an adept it allows them to expand their normal ‘Prepare Action’ into a range of actions.


    The Wand must be used in a secondary hand, without other items, whilst

    they prepare and cast with their primary hand. To use the expanded

    ‘Prepare Action’ the adept must succeed in rolling against the spells Cast

    Chance (CC).

    • They get to pick one from the following list if they succeed in the

    Expanded Prepare action. These expanded ‘Prepare Action’ will

    then effect the next Cast Chance action.

    • A normal ‘Prepare Action’ occurs if they fail the Expanded Prepare action.


    The ‘Expanded Prepare Actions’ will affect a spell of rank 8 of less. The list is:


    • Cast at -10 on the CC (penalty) and the GK spell becomes Resist for half damage.
    • Cast at an additional +1 Ft cost but the duration is doubled.
    • Cast at an additional +1 Ft & +3 EN cost but all targets resist at -10%.
    • Cast at an additional +2 Ft cost but gain 1 additional target.
    • Cast at an additional +1 Ft cost but on the damage dice a roll of 1, 2 or 3 is rolled again &

    added.

    • Cast and gain +1 spell ranks of ‘effect’.
    • Cast at +20 on the CC (bonus) on a GK spell but costs +2 Ft.


    An adept can only be attuned to one Wand at a time. It takes a week of time to become attuned to

    any new Wand. Other actions can be carried out in that week as per normal.


    This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

    Elemental Plane of Earth within 5 years of its creation. Creation date:


    Aura: Magical

    Plane of Origin: Alusia

    Nature of Magic: Enhancement

    Magically Trapped/warded/cursed: No

    Level: Medium

    Arcane items: Silver Set

    Arcane Points: Cost 15, resale 10

    Weight: ½ lbs Value: 175 sp, S15