Leather Set

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Arcane Items - Leather Set

The Leather arcane set of items has 15 known items within it.

Leather Base items

  • Blackened Ranke Armour*
  • Enchanted Leather Armour*
  • Enchanted Leather Armour*

Leather set items

  • 10 + Stealth - Healing Potion
  • 20 + Stealth - Healing Potion
  • Blackened Blade
  • War Horse
  • Poor Rabbits Foot
  • Excellent Sanctuary Gold Nuggets
  • Choker of the Elements
  • Healing Turnips
  • Iron bracers
  • Mat of Opening
  • Ring of Red Rocks
  • Enchanted Weapon Coil


Set bonus

When you get 4 Leather items then when healed you gain 25% extra healing.

Progression point

After gaining 4 Leather items.

Blackened Ranke Armour

Size: 6 Weight: 18 lbs, Value: 800 sp LB1 This magical suit of hardened studded leather is made from the hide of a fantastical chimera, and is black and charcoal in colour. It gives the user:

  • 7 points of protection to Fatigue blows
  • 3 points of protection to Endurance blows.
  • You can cast in this armour at +30 to the die roll.

It can be repaired by a rank 7+ skilled armourer, costing 125 sp and taking ½ a day to repair two points of specific grievous damage.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protections.
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set (Base item)
Arcane Points: Cost 6, resale 3

Enchanted Leather Armour

Size: 6, Weight: 18 lbs, Value: 450 sp LB2 This enchanted suit of armour is made from the hide of a bovine. It is red in colour. It gives the user:

  • 5 points of protection to Fatigue blows (instead of 4 points).
  • 2 points of protection to Endurance blows.
  • No loss to AG when worn.
  • Any defence spells duration is doubled.
  • +1 PB (not above racial maximum)
  • You can cast in this armour at no penalty.

This armour will be destroyed on a third specific grievous blows being taken without any repairs being made. It costs 175 sp and ½ day for a rank 5+ Armourer to repair two points of specific grievous damage done to this armour.

Aura: Formally living: Bovine
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set (Base item)
Arcane Points: Cost 5, resale 0

Enchanted Leather Armour

Size: 6, Weight: 10 lbs, Value: 190 sp, LB3 This enchanted suit of armour is made from the hide of a bovine. It is red in colour. It gives the user:

  • 5 points of protection to Fatigue blows (instead of 4 points).
  • This armour weights less than normal.
  • No loss to AG when worn.
  • Any defence spells duration is doubled.
  • +1 PB (not above racial maximum)
  • You can cast in this armour at no penalty.

This armour will be destroyed on a third specific grievous blows being taken without any repairs being made. It costs 75 sp and ½ day for a rank 5+ Armourer to repair two points of specific grievous damage done to this armour.

Aura: Formally living: Bovine
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set (Base item)
Arcane Points: Cost 4, resale 0

10 +Stealth - Healing Potion

Weight ½ pound, Value 30 sp, L4 This potion when drunk will heal 10 + Stealth rank 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 Blackened Rank Armour or Enchanted Leather Armour being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 2, resale 0


20 +Stealth - Healing Potion

Weight ½ pound, Value 75sp, L5 This potion when drunk will heal 20 +Stealth rank 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 Blackened Rank Armour or Enchanted Leather Armour being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 3, resale 0


Blackened Blade

Weight: 6 Value: 85 sp, L6 This magical hand and a half sword are made of black iron. It gives the user of this weapon the following:

  • SC of 65% (+5 over normal SC enhanced by magical means)
  • D+8 damage (+3 over normal damage enhanced by magical

means)

  • If you are hit with this weapon you must resist versus E&E General or not be able draw mana (prepare magic) for 3 pulses.

This effect will not work on a member of the Hydra mages of Freetown.
This weapon can have a weapon spell cast upon it for twice the normal duration.
This item draws on the arcane power of the base item and can not be used without a Blackened Rank Armour or Enchanted Leather Armour (worn).

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Disenchantment.
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Leather Set
Arcane Points: Cost 12, resale 8

War Horse

Weight: 1,200 lbs Value: 600 sp, L7
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: 550
PS 70 MD 15 AG 20 MA None WP 10 EN 40 FT 60
PC 18 PB 10 TMR 12 NA Hide absorbs 3 DP
Weapons: War-horses may kick into their rear hex without penalty. War-horses will willingly enter Close Combat and trample if directed.
Bite: SC 25% +15 MD +(4 X Rider rank), [D + 2], Melee & Close, Rank 0.
Kick: SC 45% +15 MD +(4 X Rider rank), [D + 7], Melee Rear, Rank 0.
Trample: SC 25% +15 MD +(4 X Rider rank), [D + 8], Close, Rank 0.
This mount will get old and need to retire ie stop working, after 10 years. Creation date:

Aura: Living Horse
Plane of Origin: Alusia
Nature of Magic: N/A
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Leather Set
Arcane Points: Cost 6, resale 3

Poor Rabbits Foot

Weight: none Value: 10 sp, L8 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 Blackened Rank Armour or Enchanted Leather Armour.
Aura: Magical
Plane of origin: Alusia
Nature of Magic: Luck
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 1, resale 0


Excellent Sanctuary Gold Nuggets

Weight: ½ lbs Value: 50 sp, L9 When this small bread like nugget is rubbed over the face, then it will protect the users from the effects of the next 32 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: 4 3 2 1
This item draws on the arcane power of the base item and can not be used without a Blackened Rank Armour or Enchanted Leather Armour being within 20 feet.

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 1, resale 1

Choker of the Elements

Weight: ¼ lbs Value: 120 sp, L10 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 and 4th counter spell can be cast on the entity (separately from the choker).
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 Blackened Rank Armour or Enchanted Leather Armour (worn).

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 6, resale 3

Healing Turnips

Weight: 1 lb, Value: 40 sp, L11
This one-pound turnip looks fresh and clean. When a person takes a bite from the turnip, then any poison that they are currently under the effect of is removed.
Number of bites: 6 5 4 3 2 1
This turnip will stop working after 5 years. Creation date:
This item draws on the arcane power of the base item and can not be used without a Blackened Rank Armour or Enchanted Leather Armour (worn).
Aura: Formally living (GTN: Turnip)
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Leather Set
Arcane Points: Cost 2, resale 1


Iron Bracer

Weight: ½ lb Value: 500 sp, L12
This finely constructed bracer is made from highly polished red Iron inset with true silver. When placed on a person's bare forearm it will meld itself to the arm securely attaching itself. Once in place the bracer will prevent the wearer from being stunned unless they receive more than 45pts of damage from a single blow or being hit by a Titan.
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 Blackened Rank Armour or Enchanted Leather Armour (worn).

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection from Stunning
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Leather Set
Arcane Points: Cost 32, resale 28

Mat of Opening

Weight: 5 lbs Value: 500 sp, L13
This hardy leather mat has been crafted to assist Thieves. If any Thief performs a Pick Locks or Open Safe while sitting upon this mat the time to complete the task (after skill modification) is halved.
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 Blackened Rank Armour or Enchanted Leather Armour (worn).
Aura: Formally living (GTN Chimera)
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Leather Set
Arcane Points: Cost 6, resale 6


Ring of the Red Rocks

Weight: 2 oz Value: 2,200 sp, L14
This finely crafted gold & silver ring has been enchanted. When worn for more than 24 hours by an entity who is also dressed in a 'Enchanted Plate Armour' or a 'Suit of Blackened Rank Armour' the ring offers the following properties;

  • When using any two 'C' class weapon at the same time, the wearer is able to add both ranks to both weapons allowing in effect double the weapon rank.
  • When using any two 'C' class weapon at the same time, the second weapon will always do a blow equal to or better than the first weapon.

I.e. If the first blow does an EN blow then the second weapon will do a EN or better blow.
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 Blackened Rank Armour or Enchanted Leather Armour (worn).

Aura: Magical
Plane of Origin: Alusia
Nature of Magic: E&E magic
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Leather Set
Arcane Points: Cost 44, resale 34

Enchanted Weapon Coil

Weight: 4 Oz Value: N/A sp, L15
This small blue almost copper looking snake shaped coil has been made by a rank 8 weapon smith and is designed to wrap around a weapon blade or shaft at the hand end, just beneath the hilt.
If a Giant who speaks rank 6+ in giant, blows air over the coil then the welder of the weapon is able to speak and understand all Giant languages (including Titan) at the same rank, for one season (3 months).

Aura: Formally living
Plane of Origin: Alusia
Nature of Magic: Fire Magic - Magic Enhancement
Magically Trapped/warded/cursed: No
Level: Medium / High
Arcane items: Leather Set
Arcane Points: Cost 22, resale 22