Yellow

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Arcane Items - Yellow Set

The Yellow arcane set of items has 17 known items within it. They are:


Yellow Base items

Robes of Freetown (Dull Brown)*
Robes of Freetown (Purple & Gold)*
Robes of Freetown (Red & Gold)*
Robes of Freetown (Adjepbar veil Style)*

Yellow set items

10 Point Healing Potion
20 Point Healing Potion
20+ Point Healing Potion
War Horse
Rabbits Foot
Sanctuary Gold Nuggets
Titan Belt of Healing
Choker of the Elements
Healing Turnips
Enchanted Healing fork
Leaf and Leather Cushion
Wand of Earth range
Pearl of Wisdom

Robes of Freetown (Dull Brown)

Size: 3-5 Weight: 1 lb Value: 400 sp YB1

These robes are enchanted by the Wizards & Mages of Freetown. It is known that they have made many different types of caster robes and returned to Alusia.

It is rumoured to involve many casters, enchantment, spells and rituals preformed on Alusia and the Elemental plain of Earth. They are made from cloth which has been infused with dry husk from a greater Earth Elemental from the Elemental plain of Earth.

Once this robe has been attuned to the adept for over 24 hours, it will give the wearer the following benefits:

  • +4 points of Fatigue armour (but not over a combined 6 points).
  • +2 points of EN armour (but not over a combined 4 points).
  • +2 MA (not above racial or personal maximums).
  • +10% Base Chance on General Knowledge spells.
  • -5 on Cast Chances dice rolls of General Knowledge spells.
  • +2 hours duration to any general knowledge earth magic spell.
  • Can sleep on any ground any recover Ft at an additional point per hour.
  • +MA to EN for the purpose of calculating the amount needed to stun the individual.
  • +MA to WP for the purpose of calculating the chance of recovering from stun.


__________ protection from spells (see below). This protection is from damage and is after saves.
__________ additional magic resistance for another party member (not self) within race size hexes (see below).

Spell protection: The amount depends on the entity wearing the robe. Add up all the special knowledge ranks over 10 and this gives you a total of protection. The protection is ablative in nature (like Fire Armour). It is recovered at MA pts per sunrise seen while standing on the ground.

Magic Resistance: The amount depends on the entity wearing the robe. Add up all the general knowledge ranks over 10 and this gives you a total of magic resistance pool. The MR can be used to assist others (at the start if the pulse) for a single pulse, temporarily increasing their MR. This will lower the MR pool by that amount. The MR pool recovers at WP pts per sunrise seen while standing on the ground.

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:

The robes will be destroyed on a third specific grievous blows being taken without any repairs being made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous damage done to this armour.

Aura: Elemental
Plane of Origin: Plain of Earth
Nature of Magic: NA
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set (Base item)
Arcane Points: Cost 6, resale 1

Size: 3-5 Weight: 1 lb Value: 400 sp YB1

Robes of Freetown (Purple & Gold)

These robes are enchanted by the Wizards & Mages of Freetown. It is

known that they have made many different types of caster robes and

returned to Alusia.


It is rumoured to involve many casters, enchantment, spells and rituals

preformed on Alusia and the Elemental plain of Earth. They are made

from cloth which has been infused with dampness from a greater Water

Elemental from the Elemental plain of Water.


Once this robe has been attuned to the adept for over 24 hours, it will give

the wearer the following benefits:

  • +4 points of Fatigue armour (but not over a combined 6 points).
  • +2 points of EN armour (but not over a combined 4 points).
  • +2 MA (not above racial or personal maximums).
  • +10% Base Chance on General Knowledge spells.
  • -5 on Cast Chances dice rolls of General Knowledge spells.
  • 2 points of casting fatigue, which recovers at dawn.
  • When sleeping an additional ½ point of Ft is recovered per hour.
  • +MA to EN for the purpose of calculating the amount needed to stun the individual.
  • +MA to WP for the purpose of calculating the chance of recovering from stun.


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:


The robes will be destroyed on a third specific grievous blows being taken without any repairs being

made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous

damage done to this armour.

Aura: Elemental enhancement

Plane of Origin: Plain of Earth

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set (Base item)

Arcane Points: Cost 6, resale 1



Size: 6 Weight: 1 lb Value: 400 sp YB2

Robes of Freetown (Red & Gold)

These robes are enchanted by the Wizards & Mages of Freetown. It is known that they have made

many different types of caster robes and returned to Alusia.


It is rumoured to involve many casters, enchantment, spells and rituals

preformed on Alusia and the Elemental plain of Earth. They are made

from cloth which has been infused with dampness from a greater Water

Elemental from the Elemental plain of Water.


Once this robe has been attuned to the adept for over 24 hours, it will

give the wearer the following benefits:

  • +4 points of Fatigue armour (but not over a combined 6 points).
  • +2 points of EN armour (but not over a combined 4 points).
  • +2 MA (not above racial or personal maximums).
  • +10% Base Chance on General Knowledge spells.
  • -5 on Cast Chances dice rolls of General Knowledge spells.
  • When sleeping an additional ½ point of Ft is recovered per hour.
  • +MA to EN for the purpose of calculating the amount needed to

stun the individual.

  • +MA to WP for the purpose of calculating the chance of

recovering from stun.

  • The hood acts like a helm, protecting the wearer from being sapped or knocked ensconces.


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:


The robes will be destroyed on a third specific grievous blows being taken without any repairs being

made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous

damage done to this armour.

Aura: Elemental enhancement

Plane of Origin: Plain of Earth

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set (Base item)

Arcane Points: Cost 5, resale 1


Size: 6 Weight: 1 lb Value: 400 sp YB3

Robes of Freetown (Adjepbar veil style)

These robes are enchanted by the Wizards & Mages of Freetown. It is

known that they have made many different types of caster robes and

returned to Alusia.


It is rumoured to involve many casters, enchantment, spells and rituals

preformed on Alusia and the Elemental plain of Earth. They are made

from cloth which has been infused with dampness from a greater Water

Elemental from the Elemental plain of Water.


Once this robe has been attuned to the adept for over 24 hours, it will

give the wearer the following benefits:

  • +3 points of Fatigue armour (but not over a combined 6 points).
  • +1 points of EN armour (but not over a combined 4 points).
  • +10% Base Chance on General Knowledge spells.
  • -5 on Cast Chances dice rolls of General Knowledge spells.
  • Will not suffer from dehydration when in a sand desert.
  • +MA to EN for the purpose of calculating the amount needed to

stun the individual.

  • +MA to WP for the purpose of calculating the chance of recovering from stun.


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:


The robes will be destroyed on a third specific grievous blows being taken without any repairs being

made. It costs 750sp and ½ day for a rank 6 seamstress to repair two points of specific grievous

damage done to this armour.

Aura: Elemental enhancement

Plane of Origin: Plain of Earth

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set (Base item)

Arcane Points: Cost 6, resale 1

Size: 6 Weight: 1 lb Value: 150 sp YB4

10 Point Healing Potion

This potion when drunk will heal 10 EN damage, wrapping to Ft

damage once all EN has been healed. This will include draining and

spell casting fatigue, but not damage done from Specific Grievous

blows.


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

be used without a Robe of Freetown being within 20 feet.


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Healing

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 2, resale 0




Weight ½ pound, Value 50 sp, Y5



20 Point Healing Potion

This potion when drunk will heal 20 EN damage, wrapping to Ft

damage once all EN has been healed. This will include draining

and spell casting fatigue, but not damage done from Specific

Grievous blows.


This item draws on the arcane power of the base item and can

not be used without a Robe of Freetown being within 20 feet.



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Healing

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 3, resale 0

Weight ½ pound, Value 75sp, Y6



20+ Point Healing Potion

This potion when drunk will heal 20 + D10 EN damage, wrapping to Ft

damage once all EN has been healed. This will include draining and

spell casting fatigue, but not damage done from Specific Grievous blow.

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

used without a Robe of Freetown being within 20 feet.

Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Healing

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Quest reward - Purchase 4, resale 1

Weight ½ pound, Value 100 sp, Y7



War Horse

Weight: 1,200 lbs Value: 400 sp, Y8

This large war-horse has come from excellent stock from the

Kingdom of Artzdorph. It is heavily built, thickly muscled and limber

animal, and been bred to carry large burdens for extended periods.

This mount is five and a half feet at the shoulder, and weighs more

than a ton.

Comments: This is one of the most intelligent and (if properly

treated) the most loyal of the horses. It will be responsive to a rider,

but can also be used to carry heavy burdens (up to 500 pounds).

Using a war-horse as a draft horse will generally lower the quality of

their training for combat, however.

Abilities: War-horses are specially trained for combat. They panic less frequently than other horses

when faced with fire, sudden movements, or loud noises. A rider can also control a war-horse's

actions in combat, making the horse kick, bite, or attempt to trample an adversary. See Mounted

Combat. Other horses can be used in combat, but they cannot be used to attack.

Movement Rates: Running: 500

PS 70 MD 15 AG 20 MA None WP 10 EN 30 FT 60

PC 18 PB 10 TMR 10 NA Hide absorbs 3 DP

Weapons: War-horses may either bite or kick into their rear hex. War-horses will willingly enter Close

Combat and trample if directed.

Bite: BC 25% +15 MD, [D + 2], Melee & Close, Rank 0.

Kick: BC 45%, [D + 7], Melee Rear, Rank 0.

Trample: BC 25%, [D + 8], Close, Rank 0.


Aura: Living Horse

Plane of Origin: Alusia

Nature of Magic: N/A

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 6, resale 3


Rabbits Foot

Weight: none Value: 20 sp, Y9

These small blue rabbit foot amulets give the wearer good luck. The foot is on a twine

string enabling it to be worn around the neck. If the wearer fails a magic resistance

check then they can elect to destroy the amulet and this will allow them a second

chance at making the magic resistance check.

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

Robe of Freetown being within 20 feet.

Aura: Magical

Plane of origin: Alusia

Nature of Magic: Luck

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 2, resale 0



Sanctuary Gold Nuggets

When this small bread like nugget is rubbed over the face, then it will protect

the users from the effects of the next 28 ranks of Celestial Magic. The total of

the protection is lowered by the incoming spell rank. Once it gets to zero the

nugget no long works. This protection happens before anything else.


Number of uses: 3 2 1


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

Freetown being within 20 feet.




Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 1, resale 1

Weight: ½ lbs Value: 50 sp, Y10



Favoured Belt of Healing

This magical belt is made from the hair of a Medusa. This belt will for

some time before losing its enchantment and crumbling to dust. This belt

will allow a healer to use the rank three healer ability as follows:

  • As an unengaged pass action and at a cost of 3 Ft per attempt:
  • Range: 5 foot per rank in healer skill
  • BC: 90% + healer rank
  • Heal Endurance will cure the patient of [(D + Healer Rank) X 2] Endurance points. It will not

heal damage associated with a specific grievous injury.

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

Freetown being within 20 feet.

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: Low / Medium

Arcane items: Yellow Set

Arcane Points: Cost 18, resale 12

Size: 6 Weight: 0.5 Value: 100 sp, Y11

Choker of the Elements

The leather choker is supposedly made from the leather hide of an earth elemental. The choker will

allow;

  • If worn by an Adept a set of counter spells cast on it by the Adept only.
  • If worn by a non-adept a set of counter spells can be cast on the

choker by any adept.

In both cases the duration for the counter spell is equal to normal duration

plus an additional 4 hours. These counter spells will not count as counter

spells cast on the adept for the purposes of stacking, so a 3rd

counter spell can be cast on the entity (separately from the choker).

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

without a Robe of Freetown being within 20 feet.


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: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 6, resale 3

Healing Turnips

This one-pound turnip looks fresh and clean. When a person takes a bite

from the turnip, than any poison that they are currently under the effect of is

removed.

Number of bites: 4 3 2 1

Aura: Formally living (GTN: Turnip)

Plane of Origin: Alusia

Nature of Magic: Healing

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 2, resale 1

Weight: 1 lbs, Value: 40 sp, Y13



Enchanted Healing fork

This small silver & black fork looks like a tuning fork for a musical instrument.

When used by a rank 4+ healer the fork will allow the healer to act as if they

are a rank 8 healer in skill, but only rank 1 base chance.

This item does not work for Elven healers.

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

without a Robe of Freetown being within 20 feet.


Aura: Magical

Plane of Origin: Elemental Earth

Nature of Magic: Enhancement Earth Magic's

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 8, resale 1

Weight: ¼ lb Value: 100 sp, Y14



Leaf and Leather Cushion

This leather cushion has been stuffed with the leaves from a grove of trees

that grow within the Islands of Adventure. If any adept performs a ritual while

sitting upon the cushion the time to complete the ritual will be halved.

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

without a Robe of Freetown being within 20 feet.

Aura: Formally living (GTN Chimera)

Plane of Origin: Alusia

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 6, resale 6

Weight: N/A Value: 500 sp, Y15



Wand of Earth range

A wand that lets Earth mages cast troll skin at range of 10+10 per rank

that they reduce the overall rank of the troll skin being cast by. I.E. A rank

15 Troll skin cast at rank 10 would be a bonus range of 60 feet for a cast

chance and duration of rank 10.


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

used without a Robe of Freetown being within 20 feet.


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Earth

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 6, resale 1

Weight: 3 lbs Value: 400 sp, Y16



Pearl of Wisdom

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

cast one spell at an increased rank of one, up to a maximum rank of 24.

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

  • 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 five years

after its creation date.

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 Robe of

Freetown being within 20 feet.

Weight: 2oz, Value: 50 sp, Y17


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: none

Magically Trapped/warded/cursed: No

Level: Low

Arcane items: Yellow Set

Arcane Points: Cost 2, resale 0