Blue Set: Difference between revisions

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*Five Sisters – Estoc sword
*Five Sisters – Estoc sword
*Five Sisters – Golden Poleaxe
*Five Sisters – Golden Poleaxe
*Five Sisters – Enchanted archers’ bracelet
*Five Sisters – Enchanted archers' bracelet
*20+ other - Healing Potion
*20+ other - Healing Potion
*30+ other - Healing Potion
*30+ other - Healing Potion
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Weight: ¼ oz Value: 2,500 sp, BL7 <br>
Weight: ¼ oz Value: 2,500 sp, BL7 <br>
This enchanted black metal Sword Guard can fit any one handed bladed weapon. When attached it will lower the PS requirement for that weapon by 4 (for the purposes of training and wielding the weapon).
This enchanted black metal Sword Guard can fit any one handed bladed weapon. When attached it will lower the PS requirement for that weapon by 4 (for the purposes of training and wielding the weapon).
To remove the 'Enchanted Sword Guard’ from a weapon and attach it to another weapon, requires that the weapon has been used extensively over the last 6 months by the entity attempting to remove it. Only then when it is removed, it will always manage to wound the person changing the weapon doing 1 EN point permanently (which can be purchased back at 2,500 exp).<br>
To remove the 'Enchanted Sword Guard' from a weapon and attach it to another weapon, requires that the weapon has been used extensively over the last 6 months by the entity attempting to remove it. Only then when it is removed, it will always manage to wound the person changing the weapon doing 1 EN point permanently (which can be purchased back at 2,500 exp).<br>


Aura: Magical <br>
Aura: Magical <br>
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Weight: ¼ lbs Value: 2,500 sp, BL8 <br>
Weight: ¼ lbs Value: 2,500 sp, BL8 <br>
This enchanted black metal Sword Guard can fit any one handed bladed weapon, replacing its guard. It requires 1 day & the skills of a rank 5+ weapon-smith. It requires 1 day & the skills of a rank 10 weapon-smith to reattach it to a different weapon. <br>
This enchanted black metal Sword Guard can fit any one handed bladed weapon, replacing its guard. It requires 1 day & the skills of a rank 5+ weapon-smith. It requires 1 day & the skills of a rank 10 weapon-smith to reattach it to a different weapon. <br>
For every season that the weapon is used on adventure, the PS requirement for the weapon is lowered by 2 points for the purposes of calculating 'Over- Strengthing’ damage down to a minimum of 1.
For every season that the weapon is used on adventure, the PS requirement for the weapon is lowered by 2 points for the purposes of calculating 'Over- Strengthing' damage down to a minimum of 1.
On date: wk this item was added to the following weapon <br>
On date: wk this item was added to the following weapon <br>


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Weight: 2 oz, Value: 10,000 sp, BL11 <br>
Weight: 2 oz, Value: 10,000 sp, BL11 <br>
This small bottle blue is made from rustic dark clay. Inside is a single use of a blue cold liquid which when applied to a weapon will imbued it will a special enchantment.<br>
This small bottle blue is made from rustic dark clay. Inside is a single use of a blue cold liquid which when applied to a weapon will imbued it will a special enchantment.<br>
If the liquid is applied to a bladed weapon then a 'Dwarven Spirit’ will arrive and assist the character who owns the weapon for 3D10 days. The character can see the spirit and the spirit will understand common and other instructions. The spirit is not able to talk. The spirit will assist and help the character as best it can.<br>
If the liquid is applied to a bladed weapon then a 'Dwarven Spirit' will arrive and assist the character who owns the weapon for 3D10 days. The character can see the spirit and the spirit will understand common and other instructions. The spirit is not able to talk. The spirit will assist and help the character as best it can.<br>
During the day the 'Dwarven Spirit’ is a ghost with no physical aspect, who can only watch but not interact with the real world. At night the Dwarf will become solid and for all intensive purposes be real, able to interact with the real world (but still not able to talk).<br>
During the day the 'Dwarven Spirit' is a ghost with no physical aspect, who can only watch but not interact with the real world. At night the Dwarf will become solid and for all intensive purposes be real, able to interact with the real world (but still not able to talk).<br>
The Dwarven Spirit Night time states:<br>
The Dwarven Spirit Night time states:<br>
PS: 20, MD: 20, AG: 20, WP: 20, MA: 10, EN 30, Ft 40<br>
PS: 20, MD: 20, AG: 20, WP: 20, MA: 10, EN 30, Ft 40<br>
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Arcane Points: Cost 26, resale 0
Arcane Points: Cost 26, resale 0


== Five Sisters – Enchanted archers’ bracelet ==
== Five Sisters – Enchanted archers' bracelet ==


Weight: 4 oz Value: 2,500 sp, BL19 <br>
Weight: 4 oz Value: 2,500 sp, BL19 <br>
This enchanted bracelet or bow can magically change into a bracelet or bow. As an 'Unengaged – Pass’ action, the wearer of the bracelet can change it into a bow or if already a bow back into a bracelet.
This enchanted bracelet or bow can magically change into a bracelet or bow. As an 'Unengaged – Pass' action, the wearer of the bracelet can change it into a bow or if already a bow back into a bracelet.
The bow stored in the bracelet is not provided as part of this enchanted item, but is an additional write-up. That item will be enchanted with the following additional properties:<br>
The bow stored in the bracelet is not provided as part of this enchanted item, but is an additional write-up. That item will be enchanted with the following additional properties:<br>
* +10% SC, & +10 IV
* +10% SC, & +10 IV
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* 14,000 exp
* 14,000 exp
* 500 sp to the trainer <br>
* 500 sp to the trainer <br>
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. <br>
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. <br>


Aura: NA <br>
Aura: NA <br>
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Weight: 3 lbs Value: 1,000 sp, BL 23 <br>
Weight: 3 lbs Value: 1,000 sp, BL 23 <br>
These three pounds of tools allow any skilled Armourer to 'effect’ and 'adjust armour’ that they have "Armour Categories” in. <br>
These three pounds of tools allow any skilled Armourer to 'effect' and 'adjust armour' that they have "Armour Categories” in. <br>
It takes the Armourer one hour to adjust any single set of armour which will last until the next dawn or 24 hours whichever is sooner. The Armourer needs to be available to regularly make minor adjustments from time to time to keep the effect working correctly. <br>
It takes the Armourer one hour to adjust any single set of armour which will last until the next dawn or 24 hours whichever is sooner. The Armourer needs to be available to regularly make minor adjustments from time to time to keep the effect working correctly. <br>
The benefits of adjusted armour is as follows;<br>
The benefits of adjusted armour is as follows;<br>
*Armourer skill ranks 0 – 3
*Armourer skill ranks 0 – 3
When any 'Specific Grievous’ type of damage is done to the armour it is halved.
When any 'Specific Grievous' type of damage is done to the armour it is halved.
* Armourer skill ranks 4 – 6
* Armourer skill ranks 4 – 6
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%.
When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%.
* Armourer skill ranks 7 – 9
* Armourer skill ranks 7 – 9
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue protection
When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue protection
* Armourer skill ranks 10+
* Armourer skill ranks 10+
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue and 1 point of Endurance protection.<br>
When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue and 1 point of Endurance protection.<br>
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:<br>
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:<br>
This item draws on the arcane power of the base item of this Wand set.<br>
This item draws on the arcane power of the base item of this Wand set.<br>
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* Solar / Lunar
* Solar / Lunar
In line of sight of the sun / moon the character once a day (resets at dawn) is able to succeed with a normal success as they see fit without needing to roll.<br>
In line of sight of the sun / moon the character once a day (resets at dawn) is able to succeed with a normal success as they see fit without needing to roll.<br>
A character is able to have multiple of these Talisman’s but the cost (Silver & Quest Rewards) double each time.<br>
A character is able to have multiple of these Talisman's but the cost (Silver & Quest Rewards) double each time.<br>
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:<br>
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:<br>
This item draws on the arcane power of the base item of this Wand set.<br>
This item draws on the arcane power of the base item of this Wand set.<br>
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Arcane Points: Cost 4, resale 2
Arcane Points: Cost 4, resale 2


== Astrologers’ insight ==
== Astrologers' insight ==


Weight 3 oz, Value 1,000sp, BL 25 <br>
Weight 3 oz, Value 1,000sp, BL 25 <br>
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Weight 1 lbs, Value 500sp, BL 26 <br>
Weight 1 lbs, Value 500sp, BL 26 <br>
With these tools any skilled Weapon-smith is able to 'polish, sharpen and adjust’ weapons to do extra damage.<br>
With these tools any skilled Weapon-smith is able to 'polish, sharpen and adjust' weapons to do extra damage.<br>
*The Weapon-smith is able to adjust their own weapons to gain a
*The Weapon-smith is able to adjust their own weapons to gain a
point of damage per three full ranks.
point of damage per three full ranks.

Revision as of 18:30, 8 February 2024

Arcane Items - Blue Set

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

Blue Base items

  • Hidden Bone Dagger*
  • Scroll of Names and Carry Case

Blue set items

  • Copper Nails
  • Broken Fire
  • Broken Glass
  • Enchanted Sword guard (PS)
  • Enchanted Sword guard
  • Lesser Battle Axe
  • Enchanted Bone Trident
  • Dwarven Weapon Spirits Servant
  • Five Sisters – Lower Hand & a half sword
  • Five Sisters – Hand & a half sword
  • Five Sisters – Lower Tulwar sword
  • Five Sisters – Greater Tulwar sword
  • Five Sisters – Estoc sword
  • Five Sisters – Golden Poleaxe
  • Five Sisters – Enchanted archers' bracelet
  • 20+ other - Healing Potion
  • 30+ other - Healing Potion
  • Wind and Rocks
  • Armourers Friend
  • Aspect Talisman
  • Astrologers Insight
  • Travelling Weapon-smith


Set bonus

With any 2 blue items you gain a '+20% Stealth Bonus (of your stealth) to be used on another entity within 50 foot of you, who has less stealth than you.

Progression

Progress after gaining 6 Blue items

Hidden bone Dagger

Weight: ½ lbs Value: 1,400 sp, BL Base 1
This small bone dagger has been enchanted to allow it to be hidden. The dagger can be placed harmlessly inside the thigh muscle of the leg of an entity so that it cannot normally be detected. The entity (owner) is able to draw the dagger from their leg as if simply taking it from a pocket.
The dagger is also enchanted to hold one spell effect which can normally only be cast on an entity. When the dagger is used and strikes an opponent the spell will go off targeted on the opponent struck. Normal spell resistances apply. The dagger can also have weapon spells cast on it for SC or damage.
Bone Dagger: D+ 0 damage + 0% SC

Aura: Formally living
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set (Base item)
Arcane Points: Cost 6, resale 3

Scroll of Names and Carry Case

Weight: ½ lbs Value: 1,000 sp, Base 2
This scroll case is made from brown leather (GTN: Ox) and has a blue trim to it at each end. It has a strap to bind the case closed. Inside is a scroll that changes as others cast magic on the owner of the case. The scroll lists some information about the last three times that the owner of the case has had magic cast on them:

  • Last Spell: The person's common name, the name and rank of the spell cast, and a picture of the person.
  • Second to last Spell: The person's common name, the name and rank of the spell.
  • Third to last Spell: The person's common name.

When a new spell is cast on the owner all the information moves down so that the bottom one drops off. An invested item that is triggered on the owner the scroll would show the person that triggers the item not the maker. The picture is not good enough for the Spell of Locate or Whispering Wind to use.

Aura: Formally living
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set (Base item)
Arcane Points: Cost 16, resale 3

Copper Nails

Weight: ¼ lb Value: 1,500 sp, BL3
These are enchanted copper nails. These magical nails will affect any Adept who is an entity mage (Rune, Necro, Witch or Greater Summoner) if they are driven into footprints that they have left behind.

  • This will lower their Willpower & TMR by 1 per nail used per footprint.
  • The minimum Willpower is 1.
  • The nails can only be used once.
  • Any lost Willpower & TMR is restored at 1 point per dawn.

Number of Nails:
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E & E
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 4, resale 3

Broken Fire

Weight: ¼ lb Value: 1,000 sp, BL4
This is a small piece of ore is about 2 inches on a side. When put into a camp fire then it will stop the fire from smoking or smelling of the fire.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enchantment
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 8, resale 0

Broken Glass

Weight: ¼ lb Value: 1,000 sp, BL5 This is a small piece of broken blue glass about 2 inches on a side. If an entity breaks the glass (as a free action) then that character often has good luck for a short time, allowing the player to roll three lots of percentile rolls and pick the one they wish.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Luck
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 12, resale 0

Enchanted Sword guard (PS)

Weight: ¼ oz Value: 2,500 sp, BL7
This enchanted black metal Sword Guard can fit any one handed bladed weapon. When attached it will lower the PS requirement for that weapon by 4 (for the purposes of training and wielding the weapon). To remove the 'Enchanted Sword Guard' from a weapon and attach it to another weapon, requires that the weapon has been used extensively over the last 6 months by the entity attempting to remove it. Only then when it is removed, it will always manage to wound the person changing the weapon doing 1 EN point permanently (which can be purchased back at 2,500 exp).

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 9, resale 6

Enchanted Sword guard

Weight: ¼ lbs Value: 2,500 sp, BL8
This enchanted black metal Sword Guard can fit any one handed bladed weapon, replacing its guard. It requires 1 day & the skills of a rank 5+ weapon-smith. It requires 1 day & the skills of a rank 10 weapon-smith to reattach it to a different weapon.
For every season that the weapon is used on adventure, the PS requirement for the weapon is lowered by 2 points for the purposes of calculating 'Over- Strengthing' damage down to a minimum of 1. On date: wk this item was added to the following weapon

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 9, resale 3

Lesser Battle Axe

Weight: 4 lbs Value: 3,000 sp, BL9
This magical battle axe is made of fine silver and wood (GTN: Oak). It has been enchanted to be able to be used by someone of lesser ability only requiring PS 12 and MD 12 instead of the normal 14/14. It gives the user a SC of 70% (being +10 over normal) and in addition it can have weapon spells cast on it and they will last twice as long (duration) as they would normal last.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Duration enhancement.
Magically Trapped/warded/cursed: Yes
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 15, resale 5

Enchanted Bone Trident

Weight: 2 lbs Value: 22,000 sp, BL10
This trident is entirely made from bone; with three prongs at one end and a blunt mace at the other then. The prongs are very sharp. It grants the following benefits.

  • It is extremely well made granting +10% strike chance (Rank 10 weapon smith

equivalent) due to quality taking it to a SC 55%

  • It can store up to three different weapon spells, one on each of the tridents

three prongs at the same time. Any weapon spell cast on the prong can be released as a pass action, and the duration of the weapon spell will start at that point. Only one weapon spell can be in effect at a single given time.

  • Any entity that wields the trident may spend up to 10 EN (can be healed as

normal damage) taking a pass action to perform, which will allow them a negative on the dice roll (of the EN used) of their SC for the next EN used pulses

  • The trident can do both A and C class of Specific Grievous damage.
  • Being constructed from bone this weapon is not cold iron and will not interfere with the casting of magic in any way.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Earth magic, weapon enhancement.
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 6, resale 3

Dwarven Weapon Spirits Servant

Weight: 2 oz, Value: 10,000 sp, BL11
This small bottle blue is made from rustic dark clay. Inside is a single use of a blue cold liquid which when applied to a weapon will imbued it will a special enchantment.
If the liquid is applied to a bladed weapon then a 'Dwarven Spirit' will arrive and assist the character who owns the weapon for 3D10 days. The character can see the spirit and the spirit will understand common and other instructions. The spirit is not able to talk. The spirit will assist and help the character as best it can.
During the day the 'Dwarven Spirit' is a ghost with no physical aspect, who can only watch but not interact with the real world. At night the Dwarf will become solid and for all intensive purposes be real, able to interact with the real world (but still not able to talk).
The Dwarven Spirit Night time states:
PS: 20, MD: 20, AG: 20, WP: 20, MA: 10, EN 30, Ft 40
Armour 12, IV 45, Battle Axe - Rank 4 SC 120% Damage: D+8.
The Dwarven spirit will heal back 10 EN then Ft per sunrise.
Skills: Ranger 8 (caves and tunnels), Mil Sci 4, Healer 5, Navigator 4, Sailor 5,
At the end of the time of service the characters weapon will be imbued with a Weapons of Fire spell for the next 12 months giving the following benefits +21 Strike Chance, +11 Damage. The weapon will not burn when kept in a scabbard.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enchant Weapon
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 12, resale 3

Five Sisters – Lower Hand & a half sword

Weight: 6 lbs Value: 2,500 sp, BL12
This enchanted black & silver Hand and a half sword can be used in melee or close combat.

  • +10% SC being a total of SC 70%
  • +1 rank in Hand and a half sword skill,
  • Can have weapon spells cast on it.
  • Duration of weapon spells cat on it are doubled.

When this Hand and a half sword, is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 12, resale 3

Five Sisters - Hand & a half sword

Weight: 6 lbs Value: 3,500 sp, BL13
This enchanted black & silver Hand and a half sword can be used in melee or close combat.

  • +10% SC being a total of SC 70% & +10 IV
  • +1 rank in Hand and a half sword skill,
  • +2 Damage
  • Can have weapon spells cast on it.
  • Duration of weapon spells cat on it are doubled.

When this Hand and a half sword, is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 22, resale 12

Five Sisters – Lower Tulwar sword

Weight: 4 lbs Value: 2,500 sp, BL14
This enchanted black & silver Tulwar sword can be used in melee combat.

  • +10% SC being a total of SC 60%
  • Can have weapon spells cast on it
  • +2 Damage
  • Duration of weapon spells cast on it are doubled

When this sword is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 12, resale 6

Five Sisters - Tulwar sword

Weight: 4 lbs Value: 3,500 sp, BL15
This enchanted black & silver Tulwar sword can be used in melee or close combat.

  • +10% SC being a total of SC 60% & +10 IV
  • +1 rank in Tulwar skill
  • +2 Damage
  • Can have weapon spells cast on it
  • Duration of weapon spells cat on it are doubled

When this Tulwar sword, is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 20, resale 13

Five Sisters – Greater Tulwar sword

Weight: 4 lbs Value: 6,500 sp, BL16
This enchanted black & silver Tulwar sword can be used in melee or close combat.

  • +10% SC being a total of SC 60% & +10 IV
  • +1 rank in Tulwar skill,
  • +2 Damage
  • Can have weapon spells cast on it.
  • Duration of weapon spells cat on it are doubled.
  • It does A and B Class Specific Grievous blows.
  • When the welder of the weapon is targeted with a damage spell then they count as two targets.
  • An additional set of counter spells can be cast on the weapon, which benefit the welder.
  • Duration of counter spells cast on the welder is doubled.

When this Tulwar sword, is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 40, resale 26

Five Sisters - Estoc sword

Weight: 2 lbs Value: 5,500 sp, BL17 This enchanted black & silver Estoc sword can be used in melee or close combat.

  • +15% SC being a total of SC 55%
  • +1 rank in Estoc sword skill,
  • Can have weapon spells cast on it.
  • Duration of weapon spells cat on it are doubled.

When this Estoc sword, is sheathed any weapon spell cast on the weapon will have its duration halted until being drawn.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 18, resale 12

Five Sisters – Golden Poleaxe

Weight: 6 lbs Value: 5,500 sp, BL18
This weapon is of poor quality and of no real use in combat. What this enchanted black & silver Poleaxe weapon does do is assist in training as follows. This item will attune to the first entity that trains with it and can not be used by others.

  • It can be used in training to train in the skill of Pike, Lance, Halberd, or Poleaxe.
  • It will allow training/ranking in both Melee and Melee +1 Hex range combat as long as two ranks have been trained in; Pike, Lance, Halberd, or Poleaxe.
  • It will allow training/ranking to a maximum rank of 8 in the Pike, Lance, Halberd, Poleaxe skills.
  • Rank 6 is +1,500 exp over rank 5 costs
  • Rank 7 is +3,000 exp over rank 6 costs
  • Rank 8 is +4,500 exp over rank 7 costs

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 26, resale 0

Five Sisters – Enchanted archers' bracelet

Weight: 4 oz Value: 2,500 sp, BL19
This enchanted bracelet or bow can magically change into a bracelet or bow. As an 'Unengaged – Pass' action, the wearer of the bracelet can change it into a bow or if already a bow back into a bracelet. The bow stored in the bracelet is not provided as part of this enchanted item, but is an additional write-up. That item will be enchanted with the following additional properties:

  • +10% SC, & +10 IV
  • +2 Damage
  • Can have weapon spells cast on it.
  • Duration of weapon spells cat on it are doubled.

Name of bow item stored:
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E Special - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 56, resale 12

20+ other - Healing Potion

Weight ½ pound, Value 3,000 sp, BL 20
This potion when drunk will heal 20+ 1D10 +Stealth rank, +Thief Rank, +Spy Rank EN damage, wrapping to Ft damage once all EN has been healed. This will include spell casting fatigue, but not damage done from Specific Grievous blow.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Blue Set
Quest reward – Purchase 12, resale 1


30+ other - Healing Potion

Weight ½ pound, Value 6,000 sp, BL 21
This potion when drunk will restore and heal 30+ 1D10 +Stealth rank, +Thief Rank, +Spy Rank EN damage, wrapping to Ft then other attributes once done.
It will restore/fix other attributes once Endurance and Fatigue has been fully restored.
This will include draining, minor curses, other stat lowering effects, spell casting fatigue and damage done from Specific Grievous blows.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Blue Set
Quest reward – Purchase 22, resale 1

Wind and Rocks
Weight: NA, Value: 500 sp, BL22
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: Blue Set
Arcane Points: Cost 28, resale 0

Armourers Friend

Weight: 3 lbs Value: 1,000 sp, BL 23
These three pounds of tools allow any skilled Armourer to 'effect' and 'adjust armour' that they have "Armour Categories” in.
It takes the Armourer one hour to adjust any single set of armour which will last until the next dawn or 24 hours whichever is sooner. The Armourer needs to be available to regularly make minor adjustments from time to time to keep the effect working correctly.
The benefits of adjusted armour is as follows;

  • Armourer skill ranks 0 – 3

When any 'Specific Grievous' type of damage is done to the armour it is halved.

  • Armourer skill ranks 4 – 6

When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%.

  • Armourer skill ranks 7 – 9

When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue protection

  • Armourer skill ranks 10+

When any 'Specific Grievous' type of damage is done to the armour it is halved. Stealth modifier is lowered by 5%. The armour gains 1 point of Fatigue and 1 point of Endurance protection.
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 of this Wand set.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Speed.
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 26, resale 20

Aspect Talisman

Weight: 1 oz, Value: 100 sp, BL 24
This small Talisman works with an entities aspect as follows. In the season which they have as part of their aspect they gain the following benefit.

  • Season Aspect (Winter, Spring, Summer, Autumn)

In the correct season for the character, they are able to succeed with a normal success as they see fit without needing to roll.

  • Solar / Lunar

In line of sight of the sun / moon the character once a day (resets at dawn) is able to succeed with a normal success as they see fit without needing to roll.
A character is able to have multiple of these Talisman's but the cost (Silver & Quest Rewards) double each time.
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 of this Wand set.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enchant Aspect.
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 4, resale 2

Astrologers' insight

Weight 3 oz, Value 1,000sp, BL 25
A skilled Astrologer is often provided with valuable insight into events as follows:

  • Astrologer Ranks 0 – 3

They are able to gain Astrologer rank failed re-rolls per season for themselves.

  • Astrologer Ranks 4 – 6

They are able to gain Astrologer rank failed re-rolls per season for themselves. Additionally they can use their skills on behalf of others (within Astrologer rank X 5 feet) twice per season for any failed re-rolls.

  • Astrologer Ranks 7+

They are able to gain Astrologer rank failed re-rolls per season for themselves. Additionally they can use their skills on behalf of others (within Astrologer rank X 5 feet) rank times per season for any failed re-rolls.
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 of this Wand set.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Insight
Magically Trapped/warded/cursed: No
Level: Medium / High
Arcane items: Blue Set
Arcane Points: Cost 9, resale 9

Travelling Weapon-smith

Weight 1 lbs, Value 500sp, BL 26
With these tools any skilled Weapon-smith is able to 'polish, sharpen and adjust' weapons to do extra damage.

  • The Weapon-smith is able to adjust their own weapons to gain a

point of damage per three full ranks.

  • They are able to adjust other entities weapons doing one point of

damage per five full ranks.
The adjusted weapons need constant polishing and attention from the weapon-smith.
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 of this Wand set.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Blue Set
Arcane Points: Cost 10, resale 5