Green Set

From DQWiki
Jump to navigationJump to search

Arcane Item - Green Set

The Green arcane set of items is currently 21 known items.



Green Base items

  • Unfinished Ring of Protection*



Green set items

  • Ring of the Golden Bite
  • Enchanted Paint brushes
  • Wind and Rocks
  • Forget Mind
  • Uncapped Fatigue (for a bit)
  • Duration Tattoo Enchantment
  • Pearl of Knowledge
  • Raphaelite Protection charm
  • Immunity of charm Amulet
  • Amulet of Onyx gemstones
  • Amulet of Amethyst Drusy
  • Amulet of Freetown
  • Amulet of Freya's Protection
  • Runes of Freya's Protection
  • Amulet of Jasper and Gold
  • The Shadow's boots
  • Enchanted Small Backpack
  • Minor Artzdorf Flensing Dagger
  • Silver Ash Wand with a Phoenix feather core






Set bonus

When you get a set of 12 Green items & 2 Brown item then you gain a bonus of +30% Base Chance on any single Special Knowledge Spell for all casts. Resets at dawn


Progression

Progress after gaining 6 Green items.


Unfinished Ring of Protection

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

for 12 hours then ring confers the following benefits while worn;

  • +1 Armour points Vs Fatigue blows with any armour..
  • This ring will stack with all other rings, enchantments and spells.



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:

Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection

Magically Trapped/warded/cursed: Yes

Level: Medium

Arcane items: Green Set (Base item)

Arcane Points: Cost 12, resale 4

Weight: 2 oz, Value: 2,000 sp, GB1


Ring of the Golden Bite

This finely crafted ring been made from almost white gold. When the ring

is worn for more than 7 days by an Adept, who is also dressed in a 'Robe

of Freetown' then the ring offers the adept the following properties;

  • Protection from 'life draining' of a Vampire.
  • Protection of the 'Kiss' of a Vampire.
  • A sharp chest pain if a Vampire comes within 150 foot of the

adept.

  • Vampire cannot read their thoughts.
  • Vampires will find the adept twice / three times as attractive as

anyone else.

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:

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

Weight: 2 oz, Value: 6,000 sp, G1


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection from Vampires

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 10, resale 4


Enchanted paint brushes

When a mount (no larger than a war-horse) is painted with rich

quality paints using these special brushes, then the mount gains

the following qualities:


  • The painting offers 5 points of protection against spell

damage per rank in artisan painter or artisan tattooist.

  • This protection against damage is ablative like 'Fire

Armour' spell.

  • The duration of the protection will last for 1 day per rank in

artisan painter or artisan tattooist.

  • It will take two hours (-15 mins per rank in artisan painter

or artisan tattooist) to a minimum of 15 mins to paint the mount.


The painting consumes 250 silver pennies worth of rich quality paints per mount. The paints will

normally be found in cities with a population over 7,000+ people.


This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Rune protection

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 3


Weight: 2 lbs, Value: 2,500 sp, G2


Wind and Rocks

Weight: NA, Value: 500 sp, G3

The character, who is at least rank 2+ in warrior skill, may learn this secret warrior skill which costs

the following

  • 1 week of training time
  • 14,000 exp
  • 500 sp to the trainer

This secret rank 2 warrior technique allows the warrior to add damage

for 'over strength' at no penalty or additional chance to breaking their

melee weapons. This skill cannot be taught to others.


Aura: NA

Plane of Origin: Alusia

Nature of Magic: NA

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 8, resale 0


Forgetful Mind

The character needs to be a rank 4+ Assassin for them to take

advantage of this training. The character may learn at a cost of;

  • 1 week training time,
  • 500 exp this secret rank 4 assassin technique,
  • 2,000 SP for the trainer.

This special rank 4 assassin ability will allow the character to honestly

forget, up to the previous (assassin rank hours) of activities. The

memories' will be replaced with innocuous activities and the character will not be alarmed by.

In assassin rank days the real memories will return. As they return the character can again choose to

forget them if they wish (as long as they are forgotten within assassin rank pulses of them returning).

They will return again as noted above. After a month they are forgotten permanently.

This skill cannot be taught to others.

Aura: NA

Plane of Origin: Alusia

Nature of Magic: NA

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 22, resale 0

Weight: NA, Value: 2,000 sp G4


Uncapped Fatigue (for a bit)

Once the character is at a personal maximum in fatigue attribute (by

purchasing stats above their starting attributes) they can gained the

special ability to purchase 12 points of fatigue over their normal racial

maximum. These fatigue points cost of 2,500 exp per additional point and

can only be purchase once per season.

Weight: n/a Value: 5,000sp, G5

Aura: Magic

Plane of Origin: Plane of Air

Nature of Magic: Enhancement.

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 12, resale 0


Duration Tattoo Enchantment

This extremely noticeable tattoo is large and colourful. It covers the full

back (lower and upper) and also both sides of the upper arm with the

tattoo. The tattoo is depicting large tropical fish in water.


The tattoo is magical in nature. It will allow an adept to double the

duration of a single spell that they cast only on themselves. The spell can

be changed once the duration has expired.


This item draws on the arcane power of the base item and can not be

used without a Unfinished Ring of Protection being worn.






Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Blood Magic

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0

Weight: NA Value: 5,000 sp, G7



Pearl of Knowledge

This small pearl when swallowed (tanking a cast action) allows an

adept to cast one spell of their college that they do not currently have

ranked. The rank of this unknown spell is equal to the Adept's highest

ranked spell.


The duration of the increase is until the pearl is passed through the

Adept:


  • Normal Armour 1 day or
  • Enchanted Armour 3 days or
  • Blackened Ranke Armour 10 days or
  • Robes of Freetown 15 days


The pearl is only useable once. If this pearl if not used (as above) it will stop be enchanted as of

816wk.


Number of Pearls: 1 2 Name of spells:


This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 4, resale 0


Weight: 2oz, Value: 500 sp, G8


Raphaelite Protection charm

This is a magical symbol of the Raphael who is one of the Powers of Light.

This enchanted green charm has a small stone set into the middle of it.

When kept on a person (in pack, pocket, etc.) it will protect the wearer as

follows:

  • When you look at the charm and expend 1 Ft (can be rested back) it will

show you a mental image of the last person to attack the owner. This

image is good enough to locate from. When the charm is used in this

way some form of detrimental accident will happen to the character (GM

call).

  • It can be used to avoid (taking no damage from) from one Specific

Grievous Injury, in which case it is destroyed.

  • It can be used to succeed in one failed Magic Resistance, in which case

it is destroyed.

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

Weight: 1 Value: 500 sp, G9


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Angelic protection from Raphael

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 5, resale 0


Immunity to charm Amulet

This small green and yellow charm amulet was made by a witch in Ivinia and will

make the wearer immune to the effects of Charm magic's for a number of times.


Charges: 6 5 4 3 2 1


The amulet will only work for any entity that has had sex since the last full moon.


This item draws on the arcane power of the base item and can not be used without

a Unfinished Ring of Protection being worn.







Aura: Formally living

Plane of Origin: Alusia

Nature of Magic: E&E Special - Magic Enhancement

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 3, resale 2

Weight: ½ oz Value: 100 sp, G10


Amulet of Onyx Gemstones

This amulet when worn around the neck will make Dragon Flames lick

around them doing no harm to the wearer as long as the Flames are able

to affect another entity nearby (~20 feet) This will affect another person

twice if needed.


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:


This item draws on the arcane power of the base item and can not be

used without a Unfinished Ring of Protection being worn.






Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Wicca magic's

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 9, resale 0

Weight: ¼ lb Value: 6,000 sp, G11


Amulet of Amethyst Druzy

This amulet helps protects the wearer from Elemental magic's by raising

their magic resistance by 10%.

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:

This item draws on the arcane power of the base item and can not be used

without a Unfinished Ring of Protection being worn.

Weight: ¼ lb Value: 4,000 sp, G12


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Wicca magic's

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0


Amulet of Freetown

This amulet increases an entities Fatigue by three points when they are wearing

it and either; 'Robe of Freetown' or 'Suit of Blackened Rank Armour'. A

maximum of two of these amulets can be worn at once with cumulative effect.

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:

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

Weight: ¼ oz Value: 400 sp, G13


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Wicca magic's

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0


Amulet of Freya's Protection

This powerful amulet of Freya's increases/heal the wearers Fatigue &

Endurance when the wearer is pregnant, by 10 points each new sunrise.

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:

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

Aura: Magical

Plane of Origin: Folkvangr

Nature of Magic: Divine protection

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0

Weight: ¼ oz Value: 400 sp, G14


Runes of Freya's Protection

This powerful amulet & symbol of Freya's will allow the wearer's rune- shield to take twice the number of specific grievous blows before being

the rune-shield is destroyed.


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:


This item draws on the arcane power of the base item and can not be

used without a Unfinished Ring of Protection being worn.


Aura: Magical

Plane of Origin: Folkvangr

Nature of Magic: Divine protection

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0

Weight: ¼ oz Value: 400 sp, G15


Amulet of Jasper and Gold

This enchanted Amulet of Jasper and Gold provides the wearer with the

following properties:

  • A Magic Resistance at 50% of your base amount to resist the draining

effects of Unholy, Undead or Demonic creatures.

  • +5% Magic Resistance which stacks with items and enchantments.
  • +1 of Damage Reduction, which stacks with items and enchantments.

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:

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

Weight: ¼ oz Value: 400 sp, G16


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Wicca magic's

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 0


The Shadow's boots

Weight: 1.0 lb. Value: 2,760 sp, G17

These fine looking red high leather boots, were made by a Rank 8 Artisan

cobbler. These boots will give the wearer the following:

  • A better chance of doing things that relate to "fancy foot-work".
  • Decrease the difficulty modifier for AG checks by two, making the task

easier.

  • A Celestial mage gains a 'lighting' modifier of +5% on Cast Chance.
  • They do not function while inside any E&E counter spell.

These are full lace-up boots and take 10 pulses (actions) to get off, and 15 to put on.

This item draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.


Aura: Formally living

Plane of Origin: Alusia

Nature of Magic: Enhancement

College: E&E

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 14, resale 0


Enchanted Small Backpack

The backpack is beautiful in design and appearance and will wear

extremely well. It has nice looking magical enchanted silver studs

binding it together on all seams, along the seams of the pack.


The leather (ITN cow, calf) backpack weighs 6 lbs when empty (being 2

lbs less than the weight of a normal backpack). It can carry up to 50 lbs

of weight but items inside the pack will effectively be carried at half the

normal weight.


E.g. If you have 40 lbs of stuff in the backpack the contents will weight

20 lbs, but with a total of 26 lbs to carry which includes the backpack.


This item draws on the arcane power of the base item and can not be

used without a Unfinished Ring of Protection being worn.


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 6, resale 4

Weight: 6 lbs+ Value: 1,100 sp, G18


Minor Artzdorf Flensing Dagger

This well crafted dagger is made by a rank 8 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;

  • +10% to BC from craftsmanship taking it to 50% SC
  • +1 Damage from enchantment (Stacks with weapon spells).

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 8 or less. The rank is regained

after 3 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 3 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 draws on the arcane power of the base item and can not be used without a Unfinished Ring

of Protection being worn.

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:

Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Flensing

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Green Set

Arcane Points: Cost 15, resale 10

Weight: ½ lbs Value: 1,000 sp, G19


Green Ash Wand with a Phoenix feather core

This is a very well crafted Wand made from a Green Ash with a Phoenix

feather 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 14 of less. The list is:

  • Cast at -20 on the CC (penalty) and +2 Ft cost but select one target twice (two resistances).
  • Cast at -20 on the CC (penalty) and +1 Ft cost but the duration is doubled.
  • Cast at -20 on the CC (penalty) but gain +2 spell ranks of 'effect'.
  • Cast at -10 on the CC (penalty) but gain +1 spell ranks of 'effect'.
  • 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 normal CC and costs +3 Ft but gain 2 additional targets.
  • Cast at an additional +1 Ft cost but on the damage dice a roll of 1, 2 or 3 is rolled again &

added.

  • Cast at normal CC and able to effect multi-hex creatures at 1 per 4 ranks.
  • Cast and gain +1 spell ranks of 'effect'.
  • Cast at +20 on the CC (bonus) on a GK spell but costs +1 Ft.
  • Cast at +20 on the CC (bonus) on a SK spell but costs +3 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 Plain 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: Green Set

Arcane Points: Cost 15, resale 10

Weight: ½ lbs Value: 3,750 sp, G20