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Items: Difference between revisions

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Revision as of 16:33, 10 August 2019

The world of Might and Magic VI has a huge variety of items that can be found and used to help solving quests, make characters stronger and generally assist in progressing through the game.

Items

Weapons

Longswords

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Longsword 50 Weapon Sword 0 3d3 Longsword 1 5 5 2
"Of simple make and design, this longsword is deadly nonetheless."




Warrior Sword 200 Weapon Sword 3 3d3 + 3 Longsword 3 10 5 2
"A longsword of superior strength and edge."




Crusader Sword 350 Weapon Sword 6 3d3 + 6 Longsword 5 10 5 2
"Hammered metal patterns on the blade of this

longsword suggest high quality Dwarven manufacture."




Champion Sword 500 Weapon Sword 9 3d3 + 9 Longsword 7 10 10 5
"An extremely high quality longsword, this weapon is one of no more

than one thousand of its kind forged by master weaponsmith Mekorig the Blind circa 780-800."




Lionheart Sword 650 Weapon Sword 12 3d3 + 12 Longsword 9 10 10
"A weapon as rare as it is ancient, this longsword was forged during the Time of Wonders. 

The process used to forge steel of this quality was lost sometime just after the Silence."




Two-Handed Swords
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Two-Handed Sword 400 Weapon2 Sword 0 4d5 Two-Handed Sword 1 5 10 5 2
"A basic two-handed sword.

Thousands of these low quality weapons can be found throughout Enroth."




Great Sword 500 Weapon2 Sword 2 4d5 + 2 Two-Handed Sword 6 2 5 10 2
"Yet another simple two-handed sword, this barbarian's

weapon sports a wavy blade and an extra cross piece. 

Its construction is sturdy and the blade is sharp."




Heroic Sword 800 Weapon2 Sword 8 4d5 + 8 Two-Handed Sword 8 2 10 10
"An unusually high quality two-handed sword, this blade is both strong and reliable."





Broadswords
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Broadsword 100 Weapon Sword 0 3d4 Broadsword 1 5 10 2
"A common broadsword. 

These blades can be found throughout the land in the hands of both heroes and villains."



Steel Broadsword 300 Weapon Sword 4 3d4 + 4 Broadsword 4 5 10 5
"A fine Erathian steel broadsword of excellent quality and edge."




Mighty Broadsword 600 Weapon Sword 10 3d4 + 10 Broadsword 6 10 10 10
"This broadsword's edge and beauty are enchanted and untouched by time. 

The blade looks as though it was forged yesterday."




Cutlasses
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Cutlass 40 Weapon Sword 0 2d4 Cutlass 1 10 5 2
"A cutlass of Goblin manufacture,

this blade is as deadly as it is ugly."




Pirate Cutlass 290 Weapon Sword 5 2d4 + 5 Cutlass 3 5 10 5 2
"The traditional back-up weapon of the Regnan pirates

living on the countless islands east of the island of Mist. 

These cutlasses were forged by one of a long line of

smiths native to those islands."



Master Cutlass 590 Weapon Sword 11 2d4 + 11 Cutlass 5 2 5 10 10
"Cleverly concealed initials near the pommel of this cutlass

prove this beautiful weapon to be the work of Alec Teling,

master smith to Hareck IX, Lord of Regna, and

emperor of the Endless Ocean."



Daggers

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Dagger 8 Weapon Dagger 0 2d2 Dagger 1 10 10 5
"A common dagger, favorite of thieves and assassins the world over."



Blood Dagger 100 Weapon Dagger 2 2d2 + 2 Dagger 2 5 10 5
"Blood Daggers are ceremonial weapons worn by the nobility of Regna. 

Their popularity has spread in recent years to the nobility of Enroth,

and now they can be found throughout the land. 

Though ceremonial, they are sharp and reliable blades."

Shadow Dagger 150 Weapon Dagger 3 2d2 + 3 Dagger 3 5 10 10 5
"Commissioned by Ethric the Mad while still a human,

it is said these daggers have a link to the Land of the Dead. 

They are used in certain magical rituals designed to extend life to unnatural lengths."


Mage Dagger 250 Weapon Dagger 5 2d2 + 5 Dagger 4 5 10 5
"One of less than a hundred such blades,

Mage daggers were carried and forged by members of the Alchemical Alliance

roughly 300 years ago in the fires beneath Castle Alamos. 

It is no longer possible to make a finer blade than a Mage dagger."

Jeweled Dagger 300 Weapon Dagger 6 2d2 + 6 Dagger 5 2 5 15
"A weapon from the Time of Wonders, this blade is of both extreme age and quality."


Long Daggers
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Long Dagger 15 Weapon Dagger 0 2d3 Long Dagger 1 5 10 10 5
"The common long dagger.  Bordering on swords,

these long daggers are favored by assassins who want a weapon

that is both concealable yet has a longer reach than the traditional dagger."



Piercing Dagger 200 Weapon Dagger 4 2d3 + 4 Long Dagger 3 5 10 10 5
"Really more of a short sword than a dagger,

the narrow blade belies an unusual strength and a possibly enchanted edge."



Divine Dagger 350 Weapon Dagger 7 2d3 + 7 Long Dagger 5 2 5 10
"A 'Weapon of the Gods', this weapon was one of the last created

before the great forges fell to the Silence in the year 113 A.S (After the Silence)."



Axes

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Hand Axe 30 Weapon Axe 0 4d2 Axe 1 10 5 2
"More of a tool than a weapon, this simple axe will work in a pinch. 

But don't expect much."


Battle Axe 100 Weapon Axe 2 4d2 + 2 Axe 2 5 10 5 2
"Made as a weapon of war instead of a tool,

the battle axe is usually employed by barbarians and undisciplined armies."



War Axe 250 Weapon Axe 5 4d2 + 5 Axe 4 5 10 5 2
"This War Axe appears to be one of a large shipment of such axes

seized by Roland during the Succession War. 

It was manufactured in Karigor by order of Archibald Ironfist to be used

against his brother in their struggle for the throne of Enroth."

Dwarven Axe 400 Weapon Axe 8 4d2 + 8 Axe 5 2 5 10 5
"An example of the high quality work done by the dwarves of the Red Mountains,

the blade is sharp and the balance perfect."

Supreme Axe 550 Weapon Axe 11 4d2 + 11 Axe 6 2 5 10
"This weapon surely has a dark history. 

An axe of this quality is only forged

as the personal weapon of a noble Dwarf,

and it is never sold or traded away…"


Two-Handed Axes
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Poleax 225 Weapon2 Axe 0 3d7 Two-Handed Axe 1 5 10 5 2
"This style of long hafted axe is typically used to deadly effect

by Eastern tribes and the elite guard of some members of the nobility."




Heavy Poleax 450 Weapon2 Axe 3 3d7 + 3 Two-Handed Axe 5 2 5 10 2
"A stronger version of the basic Poleax,

this weapon is frequently used by city guards and other fighters who

don't expect to do battle in large, coordinated groups (like armies)."





Grand Poleax 900 Weapon2 Axe 9 3d7 + 9 Two-Handed Axe 8 2 10 10
"The blade head of this weapon was obviously created with the aid of magic. 

It is both unusually sharp and light at the same time."






Spears

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Spear 15 Weapon1or2 Spear 0 1d9 Spear 1 10 10 2
"Barely more than a sharpened stick, this spear is still quite deadly. 

Like all spears, it can be used in one or both hands (+1D9 if used two-handed)."






Stout Spear 50 Weapon1or2 Spear 1 1d9 + 1 Spear 2 5 5 10 5
"This spear has a reinforced steel tip to help it penetrate tough armor and hides. 

Like all spears, it can be used in

one or both hands (+1D9 if used two-handed)."





Serpent Spear 250 Weapon1or2 Spear 5 1d9 + 5 Spear 3 2 5 10 5
"Decorated with carved serpents running along the shaft,

this spear comes equipped with a cross piece designed to

prevent impaled foes from sliding along the shaft of the spear

and striking a blow at you as they die. Like all spears, it can be

used in one or both hands (+1D9 if used two-handed)."





Savage Spear 450 Weapon1or2 Spear 9 1d9 + 9 Spear 4 2 5 10
"Composed entirely of a rare, bluish metal,

the lower half of this spear is wrapped in an expensive leather. 

A collector's item!  Like all spears,

it can be used in one or both hands (+1D9 if used two-handed)."





Sacred Spear 650 Weapon1or2 Spear 13 1d9 + 13 Spear 6 2 5 10
"A smithy symbol and date stamp indicate this spear was made

in the magical forges of Governor Padish 12 years

before the Silence (+1D9 if used two-handed)."





Halberds
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Halberd 200 Weapon1or2 Spear 0 3d6 Halberd 1 5 10 5 2
"Combination poleax and spear, the halberd can inflict terrible wounds,

but recovers slowly from swings. 

This one is of average quality and workmanship (+1D6 if used two-handed)."






Massive Halberd 400 Weapon1or2 Spear 4 3d6 + 4 Halberd 4 2 5 10 5
"Of solid construction, this halberd has a particularly heavy blade. 

Wielded by a mighty warrior, it could surely be used to slay

the toughest of monsters (+1D6 if used two-handed)."






Elite Halberd 700 Weapon1or2 Spear 10 3d6 + 10 Halberd 8 2 5 10
"A small stamp on the blade of this weapon indicates it was constructed in the

famous Mekorig Foundry by the master himself, Mekorig the Blind. 

You would be hard pressed to find a finer

Halberd anywhere in the world (+1D6 if used two-handed)."





Tridents
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Trident 100 Weapon1or2 Spear 0 2d6 Trident 1 5 10 2
"Common war tridents, like this one, are good quality weapons issued by

the Imperial Regnan Navy to facilitate the collection of Imperial tariffs on the high seas. 

Most merchants and other governments refer to this activity as piracy…(+1D6 if used two-handed)."





Ornate Trident 400 Weapon1or2 Spear 6 2d6 + 6 Trident 3 10 5 5
"A high quality war trident of the style given to officers of the Imperial Regnan Navy. 

This one was probably taken from the officer during an Imperial Taxation battle

that went poorly for the Navy (+1D6 if used two-handed)."





Titanic Trident 700 Weapon1or2 Spear 12 2d6 + 12 Trident 6 2 5 10
"This beautiful trident is mostly made of Kergar, a rare,

bluish metal that does not rust or lose its

edge over time (+1D6 if used two-handed)."





Missile Weapons

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Longbow 100 Missile Bow 0 5d2 Longbow 1 5 10 5
"A simple longbow constructed of

common materials and uninspired

design."





Elven Bow 200 Missile Bow 2 5d2 + 2 Longbow 3 10 20 10 5 5
"A weapon only made by the Elves of the great Erathian forests. 

This one reflects the same high quality workmanship found in all Elvish artifacts."





Precision Bow 300 Missile Bow 4 5d2 + 4 Longbow 5 5 10 20 10 10
"Etched initials at the base of the bow indicate this bow was made

by master bowyer Ivan Selving's workshop during

the Timber Wars against the Elves of Erathia in the late 600's."




Magic Bow 400 Missile Bow 6 5d2 + 6 Longbow 7 5 10 20 10
"This bow is composed of strange materials and bound

together by subtle enchantments.  It is extremely light and accurate."




Stellar Bow 500 Missile Bow 8 5d2 + 8 Longbow 9 5 10 20
"Created by stripping the Heavenly Forges of their enchanted parts

when they became useless some years after the Silence,

very few of these bows have survived the passage of time. 

What few remain are hoarded by the Elves and individual collectors."




Crossbows
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Crossbow 50 Missile Bow 0 4d2 Crossbow 1 5 10 5
"Crossbows are the deadliest ranged weapons made since the Time of Wonders. 

This crossbow is made of stout Yew wood and metal fixtures, but is otherwise rather ordinary."



Accurate Crossbow 200 Missile Bow 3 4d2 + 3 Crossbow 4 5 10 10 10
"These crossbows were stockpiled by Archibald just prior to

the Succession War for use against his brother. 

As with most decisions involving death, Archibald chose wisely. 

These crossbows are amongst the best in the land."


True Crossbow 400 Missile Bow 7 4d2 + 7 Crossbow 8 10 10 15
"Equipped with a hand crank and shaft sights,

these exceptional crossbows are superior to all that have come before. 

Just where they are coming from is a mystery at this time…"



Maces

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Mace 50 Weapon Mace 0 2d4 Mace 1 10 10 2
"Little more than a glorified club,

this common mace is made of ordinary materials

and unexceptional craftsmanship."


Wicked Mace 150 Weapon Mace 2 2d4 + 2 Mace 2 5 10 5 2
"Solidly designed to inflict fatal injuries, even through armor. 

The balance is a little top heavy,

but the craftsmanship is good."



Thunder Mace 300 Weapon Mace 5 2d4 + 5 Mace 3 2 5 10 5
"This mace is one of thousands turned out by

the Heavenly Forges before the Silence. 

But that was more than a thousand years ago, and not many remain."



Wonder Mace 450 Weapon Mace 8 2d4 + 8 Mace 4 2 5 10 5
"Only magic could make such an ungainly

weapon so light and yet hit so hard."


Death Mace 600 Weapon Mace 11 2d4 + 11 Mace 6 2 5 10
"Constructed by the Necromancer's guild just prior to their fall during

the Succession War, these unusual weapons are

almost always enchanted with powerful magics."


Hammers
Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Hammer 120 Weapon Mace 0 2d5 Hammer 1 10 10 5
"A graceless and unimaginative weapon, hammers are slow,

but hit very hard.  This one is of common

construction and materials."


Dark Hammer 300 Weapon Mace 3 2d5 + 3 Hammer 3 5 10 5 2
"A step up in construction quality, these hammers are commonly

wielded by humanoid monsters.  Since everyone knows most

monsters don't make weapons, the question 'from where are they getting them?' arises."


Holy Hammer 600 Weapon Mace 9 2d5 + 9 Hammer 5 2 5 10
"Magically constructed, these hammers are the property

of the Church of the Moon in Karigor."



Clubs

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Club 1 Weapon Club 0 1d3 Club 0 10 5 2
"A primitive weapon usable by even the stupidest of monsters. 

You're not thinking of using this, are you?"



Spiked Club 40 Weapon Club 3 1d3 + 3 Club 2 5 5 2 2
"An improvement over the simple club,

this spiked club will inflict nastier wounds."




Killer Club 100 Weapon Club 5 1d3 + 5 Club 3 5 5 5 10
"King of the club family.  If this weapon had a knob or ball on the end, it would be a mace. 

There is evidence of real craftsmanship in this club,

but you can see no true identifying marks that would indicate who created it."


Staves

Item Name Value Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep L1 L2 L3 L4 L5 L6
Staff 40 Weapon2 Staff 0 2d4 Staff 1 5 10 5
"The staff is the traditional weapon of the oppressed. 

This one is unremarkable, and the ruby at the end of it is actually just colored glass."




Emerald Staff 250 Weapon2 Staff 3 2d4 + 3 Staff 4 5 10 5 2
"Magically light and hard, this staff is made of a rare wood

stripped from the Elves during the Timber War in 600 A.S. 

The emerald at the end of it is real, and probably serves

as a magical reservoir from which the staff draws its strength."





Power Staff 500 Weapon2 Staff 7 2d4 + 7 Staff 6 2 5 10
"This staff, along with others of its kind, was found in the treasure room of

the Necromancer's guild after their disastrous defeat by

Roland at the end of the Succession War."





Blasters

no value, no modifiers

Item Name Equip

Stat

Skill

Group

Attack Damage Not identified

name

ID/Rep
Blaster Weapon Blaster 8 3d5 + 8 Ancient Weapon 20
"A weapon of awesome power,

clearly created during the Time of Wonders.  "


Blaster Rifle Weapon Blaster 12 5d5 + 12 Ancient Weapon 20
"The finest of personal weapons made during

the Time of Wonders, this Blaster Rifle can deal

death faster than any weapon you have

ever seen."




Armor

Leather Armor
Item Name Value Type AC ID / Repair Skill L1 L2 L3 L4 L5 L6
Leather Armor 150 Leather 4 1 25 35
"Lightest and most easily made among the armors,

leather armor offers the least protection. This particular

suit is of average quality."


Studded Leather 250 Leather 6 3 25 35 25
"Studded leather offers more protection than regular leather armor

at the expense of being stiffer and weighing more. 

This particular suit is well made."

Enchanted Leather 450 Leather 10 5 25 35 25
"An otherwise ordinary suit of leather armor,

this suit is imbued with a subtle enchantment that strengthens

the material against blows without increasing weight."

Dragon Leather 750 Leather 16 7 25 35 25
"Standard issue leather armor for officers in the Regnan Navy. 

All such leather armor receives enchantments to strengthen and

lighten it during its creation in the Regnan Armories."


Imperial Leather 1150 Leather 24 9 25 35
"An extremely rare suit of leather armor created during the

conflicts between the Church of the Moon and

the Church of the Sun roughly 80 years ago. 

These suits provide the finest protection

available with leather armor."

Chain Armor
Item Name Value Type AC ID / Repair Skill L1 L2 L3 L4 L5 L6
Chain Mail 400 Chain 8 1 5 15 25
"Chain mail is an armor formed of small, interlocking loops of metal. 

This suit is low quality:  the metal used is plain iron,

there are only two layers of rings, and it is heavy and stiff for its size."


Steel Chain Mail 600 Chain 12 4 10 25 10
"A superior suit of chain mail, the metal used in this suit is steel,

and the former owner was careful to keep the suit well oiled and free of rust."



Noble Chain Mail 900 Chain 18 6 10 25 10
"Cavalry officer's chain mail from the reign of Taledon V of Karigor,

Divine High Priest and High Holy Conduit of the Church of the Sun, circa 870 A.S. 

The armor is high quality chain, enchanted to lighten and strengthen the metal."


Royal Chain Mail 1300 Chain 26 8 10 25 10
"Highly enchanted armor worn by elvish nobility and royalty

during the Timber Wars of the seventh

and eighth centuries."


Majestic Chain Mail 1800 Chain 36 10 10 35
"A very rare suit of armor turned out by the Heavenly Forges of Governor Padish

before the Silence.  The armor was originally worn strictly by the Governor

and his highest military officers as a badge of office. 

It is not just for show; this chain mail is lighter, stronger,

and more supple than any other chain in the world."

Plate Armor
Item Name Value Type AC ID / Repair Skill L1 L2 L3 L4 L5 L6
Plate Armor 1000 Plate 20 1 5 10 25 10
"Composed of interlocking plates and joints, plate armor is

the best unenchanted armor available.  It is, however,

heavy and slows the movements of the wearer. 

This particular suit is of average quality

and the smith unknown."


Steel Plate Armor 1400 Plate 28 6 10 25 10
"Well constructed plates of steel work together to form an overall excellent suit of armor. 

A foundry stamp under the right arm indicates it was forged recently in Kelebrim."




Golden Plate Armor 2700 Plate 54 12 10 35
"This suit of plate armor was forged in the Mekorig foundry eighteen years

after the death of Mekorig the Blind.  A masterwork, the armor is almost as easy

to wear as ordinary clothes, and is probably the best armor available in the world."




Shields

Item Name Value Type AC ID / Repair Skill L1 L2 L3 L4 L5 L6
Kite Shield 200 Shield 6 1 10 10 5
"Formed of stretched hides over a wooden frame,

this simple shield provides basic protection +

against physical attacks."



Tower Shield 300 Shield 7 3 5 10 5
"The simplicity of the heraldic design on this shield leads one

to believe it was created either by barbarians or goblins. 

It is made of sturdy materials and should stand up reasonably well in combat."


Castle Shield 400 Shield 9 5 5 10 5
"This shield is made of wood framed by iron. 

It is somewhat heavy for its size, but it should see

you through a battle safely--as long as  you're not backstabbed."


Celestial Shield 500 Shield 13 7 5 10 10 5
"Made of a lightweight metal, this shield has a foundry stamp from the Kelebrim armory. 

Though light, the material is very strong, and the metal is welded almost seamlessly."


Olympian Shield 800 Shield 19 9 10 20
"These shields were forged by the Phynaxian empire during its

brief rise to power on the steppes of southern Erathia (790-864). 

They are made of stalt, a metal that takes well to enchantment,

and contributed heavily to Phynaxian military might.  Unfortunately,

very little of the metal could be mined, and Phynaxia fell in 864 A.S.

to an Elvish offensive."

Wooden Shield 100 Shield 4 1 15 15 5
"A small wooden shield designed to protect mostly against arrows."
Bronze Shield 200 Shield 6 2 5 10 5
"Bronze shields are lighter than iron shields of the same size, but aren't nearly as strong."
Steel Shield 300 Shield 8 3 5 10 5
"Since this shield is made of tempered steel, it should resist all but the most unusual

of enchanted weapons."

Spirit Shield 450 Shield 12 4 5 10 15 10
"Spirit shields are ordinary steel shields enchanted through a ritualistic

process that can have powerful, albeit unpredictable results.  The process is time

consuming and requires the undivided attention of at least three masters of Spirit magic."

Astral Shield 750 Shield 18 5 10 20
"These rare shields were turned out by the hundreds with the aid

of the Heavenly Forges to combat rebel forces in the endless

string of skirmishes and supply raids that tested (and finally overcame)

the Governor's forces in the first century A.S.  As with all

such equipment, it is light, tough, and is capable of

holding the most powerful enchantments."

Accessories

Helms

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Helm 60 2 Helm 1 10 15 2
"An ordinary helm.  This one is made of hides stretched over wood. 

There's no fur or padding on the inside, so your head will probably

ring like a bell when struck a solid blow."

Steel Helm 260 6 Helm 4 5 10 15 5
"This is a common steel helm.  The design is a good one and has been

used for centuries by warriors all around the world. 

Best guess is this helm is 50-75 years old."

Guardian Helm 460 8 Helm 6 5 10 15 5
"This helm design has been used by the Elves of Erathia

since before the Silence.  It is composed of silver and steel and is very strong."

Defender Helm 660 10 Helm 8 5 10 15 5
"Half made from the skull of the ferocious Mogred beast in Karigor,

these helms grow more uncommon every year as the Mogreds approach extinction. 

The red stripes around the horns of the helm are highly receptive to enchantment."

Angelic Helm 860 12 Helm 10 5 10 20
"These helms are extremely rare and no one knows where they originate,

but they almost certainly come from the Time of Wonders.  An extremely fine

inscription inside the helm says  'Property of Ship's Store, VARN MCMIV'."

Hats

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Cloth Hat 20 0 Hat 1 10 10 5 2
"A common hat.  The material is a blend of cotton and wool, and the feather is from a duck."
Fancy Hat 100 0 Hat 2 5 10 10 5
"Quite fashionable and stylish, these hats are in vogue amongst the upper

classes and those seeking to emulate them."

Wizard Cap 200 0 Hat 3 5 5 10 10 5
"Don't laugh--while silly--even ridiculous--in appearance, many sorcerers spend quite a

bit of time enchanting hats like this with powerful magics.  The conical shape and 'eyes'

in the front of the hat are peculiarly attractive to creatures of the spirit world, and that

property makes the hat easier to enchant."

Crowns

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Crown 250 0 Crown 12 5 10 5 2
"This is a poorly wrought crown, the kind that goblins

or low budget actors might create to mock royalty. 

It offers no real head protection, although it may carry some small enchantment."

Regal Crown 450 0 Crown 14 5 5 10 5
"A large, imperfect sapphire is inset in the center of this delicate silver crown. 

Extremely fine hammer marks suggest this crown was made by dwarven hands."

Almighty Crown 650 0 Crown 16 5 5 10 15 20
"Crowns of this sort are typically created with

the use of magic to enhance their susceptibility to magic. 

If found with no enchantments whatsoever,

the crown was probably left unfinished for some reason. "

Belts

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Leather Belt 40 0 Belt 1 10 5 5 2
"A common strip of leather used to hold up your pants."
Mercenary Belt 100 0 Belt 2 5 10 5 5
"A wide leather belt with a big,

flashy buckle of a kind favored by bandits and mercenaries. 

Both mercenaries and bandits like to have charms or minor enchantments placed on them as battle aids."

Vanguard Belt 225 0 Belt 3 5 5 10 5
"Cured dragonhide and polished bronze are fastened together to form

a belt of unusual strength and resistance to magic.  Although difficult to work with,

these belts can offer excellent protection against magic once an enchantment is successfully laid upon them."

Warlord Belt 450 0 Belt 4 2 5 5 10 10
"Made of silver and the hide of some unknown creature,

this belt is studded with vertical strips of a golden alloy. 

The buckle is a single, large opal inset in a platinum base."

Sovereign Belt 600 0 Belt 5 2 5 10 20
"Though soft and flexible, the material of this belt is made up of

extremely fine strands of white gold.  The white gold is braided together by a process

too exacting for human hands, and the ruby set into the buckle was

perfectly cut by a process long lost in time."

Cloaks

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Leather Cloak 50 1 Cloak 2 5 10 15 10 5
"A used leather cloak.  It smells faintly of mothballs and dust."
Phantom Cloak 150 3 Cloak 3 5 10 15 10 5
"Indigo dye from the Regnan Archipelago was used

to stain this wool cloak the color of a summer night's sky."

Elven Cloak 250 5 Cloak 4 5 10 15 10
"Woven from plant fibers found in the forests of Erathia,

these cloaks are the traditional garb of the Elven Rangers."

Cardinal Cloak 450 7 Cloak 5 5 10 15 10
"A cloak formerly worn by high officials of the Church of the Sun of Karigor

prior to the dissolution of the Church in 1083 A.S. 

Nearly all these cloaks were enchanted in one way or another."

Doom's Day Cloak 750 9 Cloak 6 2 5 10 20
"A cloak formerly worn by high officials of the Church of the Moon of Karigor

prior to the dissolution of the Church in 1083 A.S. 

Nearly all these cloaks were enchanted in one way or another."

Gauntlets

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Gauntlets 100 3 Gauntlets 2 5 15 5 5 2
"A steel plated gauntlet of simple make and design."
Knight Gauntlets 250 6 Gauntlets 4 5 10 15 10 5
"This gauntlet is an improvement over the simple,

inflexible steel gauntlets commonly worn by goblins and brigands. 

The back of the hand and wrist are solid,

while the jointing around the fingers is made of chain links to improve dexterity."

Paladin Gauntlets 450 8 Gauntlets 6 5 10 15 10
"While lacking in flexibility, this gauntlet has reinforced

joints over the knuckles and at the base of the wrist."

Cavalier Gauntlets 650 10 Gauntlets 8 2 5 10 15 10
"A high quality gauntlet, it offers both flexibility and protection. 

The joints are reinforced, yet are 'soft' enough to permit nearly normal hand motion."

Ultimate Gauntlets 850 12 Gauntlets 10 2 5 10 20
"Dwarven smiths created this masterpiece of gauntlet design. 

Except for the extra bulk, there seems little difference between this gauntlet and a velvet glove. 

Clever sliding and rotating plates at the joints and wrist permit

full normal hand motion while providing continuous protection at all times."

Boots

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Leather Boots 50 2 Boots 3 10 15 10 5 2
"Common traveler's boots made with leather and hobnailed."
Steel Boots 250 6 Boots 4 10 15 10 5
"Heavy steel boots made for solid foot protection in battle. 

They are uncomfortable to walk in and have a tendency to rust on the inside."

Armored Boots 450 8 Boots 5 5 10 15
"The interior of these steel plated boots is made of leather and cloth

to soften the sharp edges on the metal plates. 

They are a bit heavy and exhausting to wear for extended periods."

Sterling Boots 650 10 Boots 6 5 10 15
"Polished silver boots with velvet interiors, these boots are lighter than

steel boots and far more comfortable.  They look pretty snappy, too."

Ultimate Boots 850 12 Boots 7 2 15 25
"Dragonhide boots reinforced with molded horn strips and stalt metal rivets. 

Soft and light, they provide unparalleled foot protection."

Rings

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Fine Ring 100 0 Ring 2 10 20 10 10
"A small golden ring with a quarter carat diamond. 

The style is simple and elegant."

Sparkling Ring 300 0 Ring 4 10 15 20 10
"Two amethysts adorn this plain platinum ring."
Lunar Ring 500 0 Ring 6 10 15 20 10
"A gold ring with a large moonstone set in the center. 

These rings typically carry an enchantment."

Witch Ring 700 0 Ring 8 5 10 20 15
"Rings such as this one were worn by the Witch's guild

to signify membership during their heyday between 550-800 A.S."

Blessed Ring 900 0 Ring 10 5 10 20 20
"The three pearls mounted on a gold base glimmer a faint blue when held out in the sun,

offering insight as to the source of their magic."

Valuable Ring 1100 0 Ring 12 2 5 10 20
"A large star sapphire flanked by two smaller rubies decorate an otherwise plain gold band."
Precious Ring 1300 0 Ring 14 2 5 10 20
"Three gems, symmetrically equal in size and quality adorn a hammered gold band. 

The center gem is a ruby, and the two flanking gems are purple topazes."

Ethereal Ring 1500 0 Ring 16 2 5 10 20
"A hammered white gold ring with a large central diamond and two small pearls,

light doesn't fall upon it normally. The ring glitters and fades unpredictably,

as though it were lit by an invisible sun shining in an unseen, yet parallel world."

Exquisite Ring 1700 0 Ring 18 2 5 10 25
"Three opals rimmed with a strange red metal are set in a perfect ring

of stalt--a very rare metal found only in southern Erathia."

Scarab Ring 2000 0 Ring 20 20 30
"A gold band adorned with the shell of a rare beetle found only in the deserts of Enroth. 

Treated properly by an alchemist, these shells can be made to hold the mightiest of enchantments."

Amulets

Item Name Value AC Type ID/Rep L1 L2 L3 L4 L5 L6
Turquoise Amulet 500 0 Amulet 2 10 10 10 10
"A turquoise stone bracketed by a bronze chain and clasp makes for an inexpensive,

yet charming amulet."

Gothic Amulet 750 0 Amulet 4 5 10 10 10
"This bizarre amulet was probably created by some alchemist with a distorted understanding of magic.

 The shape and symmetry help to maintain whatever enchantment he put in it."

Claw Amulet 1000 0 Amulet 6 2 5 10 10
"The ossified foot of some unknown beast or monster has been inset with a huge,

imperfect purple topaz.  It's not pretty, but it's certainly magical."

Ancient Amulet 1250 0 Amulet 8 2 5 10 20
"This amulet is composed of two pieces:  the front piece is an ancient,

perfectly cut rectangle of a strong, stainless metal.  The backing is a much more recent

gold chain and clasp.  Careful inspection of the front piece reveals it to be a plaque

displaying the name of some long dead soldier or worker. 

Symbols on the front probably indicate status and rank."

Ruby Star Amulet 1500 0 Amulet 10 2 5 10 25
"A perfect ruby cut in a star shape and bracketed by a golden clasp give this amulet its name. 

When viewed in dim light, a fiery spark can be seen dancing in the center of the gem."

Wands

Item Name Value Spell Base Charges ID L1 L2 L3 L4 L5 L6
Wand of Flame 1000 S2 50 5 10 10 10
Wand of Static 1000 S13 50 5 10 10 10
Wand of Cold 1000 S24 50 5 10 10 10
Wand of Stunning 1000 S34 50 5 10 10 10
Wand of Arrows 1000 S35 50 5 10 10 10
"A rod of blue metal and wood capped with a blue headstone."
Fairy Wand of Fire 1500 S4 40 7 10 10
Fairy Wand of Sparks 1500 S15 40 7 10 10
Fairy Wand of Poison 1500 S26 40 7 10 10
Fairy Wand of Mind 1500 S58 40 7 10 10
Fairy Wand of Harm 1500 S70 40 7 10 10
"More a staff than a wand, this fairy wand is inexplicably alive,

even though it was cut from its parent tree many years ago."

Alacorn Wand of Fireballs 2000 S6 30 9 5 10 15
Alacorn Wand of Ice 2000 S28 30 9 5 10 15
Alacorn Wand of Swarms 2000 S37 30 9 5 10 15
Alacorn Wand of Blades 2000 S39 30 9 5 10 15
Alacorn Wand of Charms 2000 S61 30 9 5 10 15
"Made from the hollowed out horn of a unicorn and spitted on a piece of polished wood,

wands like these are born of cruelty and evil.  The enchantment it holds is useful; 

the only real question is whether you believe your cause justifies

the use of an item so wickedly created."

Arcane Wand of Blasting 2500 S8 25 11 5 10 15
Arcane Wand of Lightning 2500 S18 25 11 5 10 15
Arcane Wand of Rocks 2500 S41 25 11 5 10 15
Arcane Wand of Paralyzing 2500 S81 25 11 5 10 15
Arcane Wand of Clouds 2500 S09 25 11 5 10 15
"Made of a reddish metal,

the egg of a cockatrice fixed to the business

end caps a wand containing a mighty enchantment."

Mystic Wand of Implosion 3000 S20 15 13 10 25
Mystic Wand of Distortion 3000 S44 15 13 10 25
Mystic Wand of Shrapmetal 3000 S92 15 13 10 25
Mystic Wand of Shrinking 3000 S93 15 13 10 25
Mystic Wand of Death 3000 S95 15 13 10 25
"Formed of the clawed forepaw of a baby dragon,

wands like this one can hold the strongest of spells."

Alchemy

Ingredients

Item Name Value Recipe Effect L1 L2 L3
Poppysnaps 2 Poison 20
"A magical herb of unusual properties.  Popppysnaps can be used to make potions."
Phirna Root 3 Restores 2 spell points 20
"A magical herb of unusual properties.  Phirna Root can be used to make potions."
Widoweeps Berries 4 Restores 2 hit points 20
"A magical herb of unusual properties.  Widoweeps Berries can be used to make potions."

Potions

Item Name Value Recipe L1 L2 L3
Potion Bottle 5 20
An empty potion bottle
Cure Wounds (Red) 10 Widoweeps Berries + Empty Bottle 10 5
Restores 10 hit points
Magic Potion (Blue) 10 Phirna Root + Empty Bottle 10 5
Restores 10 spell points
Energy (Yellow) 10 Poppysnaps + Empty Bottle 10 5
Adds 10 to primary statistics temporarily
Protection (Orange) 25 Yellow + Red 5 10
Adds 10 to armor class temporarily
Resistance (Green) 25 Yellow + Blue 5 10
Adds 10 to resistances temporarily
Cure Poison (Purple) 25 Blue + Red 5 10
Cures Poison
Supreme Protection 50 Green + Orange 2
Adds 20 to armor class temporarily
Restoration 50 Green + Purple 2
Cures all conditions except dead or stoned (or eradicated)
Extreme Energy 50 Orange + Yellow 2
Adds 20 to primary statistics temporarily
Super Resistance 50 Green + Blue 2
Adds 20 to resistances temporarily
Heroism 50 Orange + Red 2
Grants Heroism (as the spell) for 6 hours
Haste 50 Green + Yellow 2
Grants Haste (as the spell) for 6 hours
Stone Skin 50 Orange + Blue 2
Grants Stone Skin (as the spell) for 6 hours
Bless 50 Purple + Blue 2
Grants Bless (as the spell) for 6 hours
Divine Power 100 Extreme Energy + Purple 1
Adds 20 to level temporarily and adds 1 year of age
Divine Cure 100 Restoration + Orange 1
Adds 100 hit points if at or below maximum and adds 1 year of age
Divine Magic 100 Super Resistance + Green 1
Adds 100 spell points if at or below maximum and adds 1 year of age
Essence of Might 100 Heroism + Red 1
Once only: Adds 15 to Might and subtracts 5 from Intellect permanently
Essence of Intellect 100 Stone Skin + Blue 1
Once only: Adds 15 to Intellect and subtracts 5 from Might permanently
Essence of Personality 100 Restoration + Blue 1
Once only: Adds 15 to Personality and subtracts 5 from Speed permanently
Essence of Endurance 100 Supreme Protection + Yellow 1
Once only: Adds 15 to Endurance and subtracts 1 from all other statistics permanently
Essence of Accuracy 100 Bless + Yellow 1
Once only: Adds 15 to Accuracy and subtracts 5 from Luck permanently
Essence of Speed 100 Haste + Red 1
Once only: Adds 15 to Speed and subtracts 5 from Personality permanently
Essence of Luck 100 Super Resistance + Purple 1
Once only: Adds 15 to Luck and subtracts 5 from Accuracy permanently
Rejuvenation 100 Extreme Energy + Green 1
Removes all magical aging effects and subtracts 1 from all 7 primary statistics

Books of Learning and Spell Scrolls

Book of
Learning
Book
Value
L1 L2 L3 L4 L5 L6 # Name ID Scroll Scroll

Value

L1 L2 L3 L4
100 2 S1  Torch Light 1 10 2 2
200 2 S2  Flame Arrow 1 20 2 2
300 2 S3  Protection from Fire 2 30 2 2
400 2 S4  Fire Bolt 2 40 2 2
500 1 S5  Haste 3 50 2 2
750 1 S6  Fireball 3 75 2 2
1000 1 S7  Ring of Fire 4 100 2 1
1500 1 S8  Fire Blast 4 150 2 1
2000 1 S9  Meteor Shower 5 200 1
3000 1 S10  Inferno 5 300 1
5000 1 S11  Incinerate 5 500 1
100 2 S12  Wizard Eye 1 10 2 2
200 2 S13  Static Charge 1 20 2 2
300 2 S14  Protection from Elec 2 30 2 2
400 2 S15  Sparks 2 40 2 2
500 1 S16  Feather Fall 3 50 2 2
750 1 S17  Shield 3 75 2 2
1000 1 S18  Lightning Bolt 4 100 2 1
1500 1 S19  Jump 4 150 2 1
2000 1 S20  Implosion 5 200 1
3000 1 S21  Fly 5 300 1
5000 1 S22  Starburst 5 500 1
100 2 S23  Awaken 1 10 2 2
200 2 S24  Cold Beam 1 20 2 2
300 2 S25  Protection from Cold 2 30 2 2
400 2 S26  Poison Spray 2 40 2 2
500 1 S27  Water Walk 3 50 2 2
750 1 S28  Ice Bolt 3 75 2 2
1000 1 S29  Enchant Item 4 100 2 1
1500 1 S30  Acid Burst 4 150 2 1
2000 1 S31  Town Portal 5 200 1
3000 1 S32  Ice Blast 5 300 1
5000 1 S33  Lloyd's Beacon 5 500 1
100 2 S34  Stun 1 10 2 2
200 2 S35  Magic Arrow 1 20 2 2
300 2 S36  Protection from Magic 2 30 2 2
400 2 S37  Deadly Swarm 2 40 2 2
500 1 S38  Stone Skin 3 50 2 2
750 1 S39  Blades 3 75 2 2
1000 1 S40  Stone to Flesh 4 100 2 1
1500 1 S41  Rock Blast 4 150 2 1
2000 1 S42  Turn to Stone 5 200 1
3000 1 S43  Death Blossom 5 300 1
5000 1 S44  Mass Distortion 5 500 1
100 2 S45  Spirit Arrow 1 10 2 2
200 2 S46  Bless 1 20 2 2
300 2 S47  Healing Touch 2 30 2 2
400 2 S48  Lucky Day 2 40 2 2
500 1 S49  Remove Curse 3 50 2 2
750 1 S50  Guardian Angel 3 75 2 2
1000 1 S51  Heroism 4 100 2 1
1500 1 S52  Turn Undead 4 150 2 1
2000 1 S53  Raise Dead 5 200 1
3000 1 S54  Shared Life 5 300 1
5000 1 S55  Resurrection 5 500 1
100 2 S56  Meditation 1 10 2 2
200 2 S57  Remove Fear 1 20 2 2
300 2 S58  Mind Blast 2 30 2 2
400 2 S59  Precision 2 40 2 2
500 1 S60  Cure Paralysis 3 50 2 2
750 1 S61  Charm 3 75 2 2
1000 1 S62  Mass Fear 4 100 2 1
1500 1 S63  Feeblemind 4 150 2 1
2000 1 S64  Cure Insanity 5 200 1
3000 1 S65  Psychic Shock 5 300 1
5000 1 S66  Telekinesis 5 500 1
100 2 S67  Cure Weakness 1 10 2 2
200 2 S68  First Aid 1 20 2 2
300 2 S69  Protection from Poison 2 30 2 2
400 2 S70  Harm 2 40 2 2
500 1 S71  Cure Wounds 3 50 2 2
750 1 S72  Cure Poison 3 75 2 2
1000 1 S73  Speed 4 100 2 1
1500 1 S74  Cure Disease 4 150 2 1
2000 1 S75  Power 5 200 1
3000 1 S76  Flying Fist 5 300 1
5000 1 S77  Power Cure 5 500 1
1000 1 S78  Create Food 1 100 1 1
1500 1 S79  Golden Touch 1 150 1 1
2000 1 S80  Dispel Magic 2 200 1 1
2500 1 S81  Slow 2 250 1 1
3000 1 S82  Destroy Undead 3 300 1 1
3500 1 S83  Day of the Gods 3 350 1 1
4000 1 S84  Prismatic Light 4 400 1
5000 1 S85  Hour of Power 4 500 1
6000 1 S86  Paralyze 5 600 1
7500 1 S87  Sun Ray 5 750 1
10000 1 S88  Divine Intervention 5 1000 1
1000 1 S89  Reanimate 1 100 1 1
1500 1 S90  Toxic Cloud 1 150 1 1
2000 1 S91  Mass Curse 2 200 1 1
2500 1 S92  Shrapmetal 2 250 1 1
3000 1 S93  Shrinking Ray 3 300 1 1
3500 1 S94  Day of Protection 3 350 1 1
4000 1 S95  Finger of Death 4 400 1
5000 1 S96  Moon Ray 4 500 1
6000 1 S97  Dragon Breath 5 600 1
7500 1 S98  Armageddon 5 750 1
10000 S99  Dark Containment 5 1000

Notes: "A spell book. To learn this spell, pick the book up and left-click over the picture of your character in the inventory screen. Your character must know the Dark magic skill to learn this spell."

Notes: "A spell scroll. To cast this spell, pick the scroll up and left-click over the picture of your character in the inventory screen."

Gems

Name Value
Diamond 4000
Moonstone 1000
Topaz 1200
Ruby 2200
Amethyst 1400
Emerald 1600
Purple Topaz 1800
Sunstone 2000
Emerald 2500
Sapphire 3000

Quest Items

Item Name Mod1 Mod2 material Not identified name
Hourglass of Time 0 0 2 Hourglass
"Quest Item: A fine hourglass made of crystal, framed with teak wood

and filled with crushed pearl dust. It is obviously enchanted."

Sacred Chalice 0 0 4 Chalice
"Quest Item: A chalice of silver with white gold tracery work detailing the sides and base.

A faint, steady humming sound can be heard coming from the cup of the chalice."

Horn of Ros 0 0 4 Horn
"A horn from the dragon Ros, killed during the Night of Shooting Stars.

This horn enables its owner to more accurately sense the wounds of his opponent."

The Third Eye 0 0 1 Gem
"Quest Item: A large, flawless, purple gem on a golden base."
Deck of Fate 0 0 3 Deck of Fate
"A pack of cold, heavy Tarot cards."
Ankh 0 0 5 Ankh
"Quest Item: A symbolic item given by priests of Baa to signify the faithful,

this ankh is inscribed with the name 'Gerrard Blackames.'"

Candelabra 0 0 5 Candelabra
"Quest Item: A silver candelabra etched

with symbols of Baa."

Dragon Claw 0 0 6 Dragon Claw
"Quest Item: A claw from Longfang Witherhide's forepaw."
Control Cube 0 0 6 Control Cube
"Quest Item: A perfectly smooth, metallic cube."
Crystal of Terrax 0 0 3 Crystal
"Quest Item: This stone looks like it was cut or chipped off a much

larger crystal. A faint light glimmers at the heart of the crystal."

Pearl of Putrescence 0 0 4 Black Pearl
"Quest Item: This large black pearl radiates an unholy aura."
Pearl of Purity 0 0 4 White Pearl
"Quest Item: This large white pearl is perfectly round and smooth,

and always seems cool to the touch."

Tanir's Bell 0 0 3 Bell
"Quest Item: The tone given by this small silver bell seems…wrong.

It should be much higher than it is."

Temple Gong 0 0 3 Gong
"A small gong, used during

temple services."

Magic Horseshoe 0 0 6 Horseshoe
"This flawless horseshoe is made of silver."
Ethric's Skull 0 0 3 Skull
"Quest Item: Ethric's skull tingles almost imperceptibly to the touch,

evidence of the powerful magics that have bound his body so long after his death."

Bone 0 0 3 Bone
"A thighbone from a human or

humanoid monster."

Crystal Skull 0 0 2 Crystal Skull
"A single piece of bluish crystal, carved into the shape of a human skull."
Cobra Egg 0 0 1 Egg
"The heavy egg of a large bird or reptile…or monster."
Chime of Harmony 0 0 4 Chime
"Quest Item: A set of wind chimes made of brass with copper chains.

Etched along the surface of the chimes are symbols of Baa."

Flute 0 0 4 Flute
"A simple wood flute rimmed with silver."
Harp 0 0 3 Harp
"Quest Item: A beautifully carved

wooden harp."

Jeweled Egg 0 0 3 Jeweled Egg
"A bejeweled 'egg'. Though it surely has something valuable and

fascinating inside, you can't figure out how to open it up to look."

Spider Queen's Heart 0 0 2 Heart
"Quest Item: A bloody trophy of the wicked Spider Queen."
Amber 0 0 3 Amber
"A piece of amber, long hardened and fossilized.

The exterior is encrusted with some brownish mineral."

Magic Lamp 0 0 5 Magic lamp
"An oil lamp of the kind genies from the fables come out of."
Cloak of Baa 1 4 2 Cloak
"Quest Item: This cloak is coal black with a red logo embroidered in the back.

The logo is of a ball pierced by a sword. An ominous symbol…"

Snergle's Axe 4d2 9 5 Axe
"Quest Item: The finest Dwarven axe ever created in Enroth,

Snergle's name is traced in flowing dwarven runes

across the blade."


Lord Kilburn's Shield 6 3 4 Large Shield
"Quest Item: This battered shield still bears

Kilburn's name etched

near the bottom."


Dragon Tower Keys 0 0 6 Key ring
"Quest Item: A set of keys to the various Dragon Towers in the towns of Enroth."

Circus Items

Item Name Mod1 Mod2 material Not identified name
Four Leaf Clover 0 0 1 Four Leaf Clover
"A souvenir from the Circus of the Sun.

This Four Leaf Clover is worth five points at the Main Circus Tent."

Lodestone 0 0 6 Lodestone
"A souvenir from the Circus of the Sun.

This Lodestone is worth one point at the Main Circus Tent."

Harpy Feather 0 0 1 Harpy Feather
"A souvenir from the Circus of the Sun.

This Harpy Feather is worth three points at the Main Circus Tent."

Golden Pyramid 0 0 5 Pyramid
"A prize from the Circus of the Sun.

The emblem of the Circus and the word 'Abdul' are faintly etched on the bottom of the pyramid."

Keg of Wine 0 0 5 Keg
"A prize from the Circus of the Sun.

The emblem of the Circus and the word 'Abdul' are faintly etched on the bottom of the keg."

Statuettes

Item Name Mod1 Mod2 material Not identified name
Tiger Statuette 0 0 3 Tiger Statuette
"Quest Item: A tiger statuette.

Though highly stylized, there is something remarkably lifelike about it."

Bear Statuette 0 0 3 Bear Statuette
"Quest Item: A bear statuette.

Though highly stylized, there is something remarkably lifelike about it."

Wolf Statuette 0 0 3 Wolf Statuette
"Quest Item: A wolf statuette.

Though highly stylized, there is something remarkably lifelike about it."

Eagle Statuette 0 0 3 Eagle Statuette
"Quest Item: An eagle statuette.

Though highly stylized, there is something remarkably lifelike about it."

Dragon Statuette 0 0 3 Dragon Statuette
"Quest Item: A dragon statuette.

Though highly stylized, there is something remarkably lifelike about it."

Memory Crystals

Item Name Mod1 Mod2 material Not identified name
Memory Crystal Alpha 0 0 1 Memory Crystal
"Quest Item: Memory Crystal Alpha"
Memory Crystal Beta 0 0 1 Memory Crystal
"Quest Item: Memory Crystal Beta"
Memory Crystal Delta 0 0 1 Memory Crystal
"Quest Item: Memory Crystal Delta"
Memory Crystal Epsilon 0 0 1 Memory Crystal
"Quest Item: Memory Crystal Epsilon"

All the quest items have 0 value and 0 ID/Repair index.

Special items

Artifacts and relics are rare.

Artifacts

Artifacts provide a moderate bonus to stats. All artifacts are valued 20000, their Identify/Repair index is 15.

Weapons

Name Type Damage Perk
Conan Grand poleax 3d7 +10 Devil and dragon slaying
"This mighty axe is enchanted to destroy dragons and devils.  It has a way of

finding an owner who is both likely to come across such monsters and is

strong enough to fight them."





Excalibur Mighty broadsword 3d4 +12 +30 might
"Heavy, yet seemingly light as a feather in skilled hands, Excalibur confers great

might upon its wielder.  Opponents do not easily walk away from blows

struck by this legendary weapon."

Merlin Power staff 2d4 +8 Swiftness, +40 SP
Traditionally carried by the High Druid, but lost during struggles over religious doctrine,

Merlin acts as a reservoir of spell power the wielder can draw upon at any time. 

Merlin is enchanted with swiftness, and rains blows upon enemies

much faster than an ordinary staff."





Mordred Divine dagger 2d3 +8 Vampiric
"One of nine such blades in the world, Mordred was made by the Brotherhood

in 428 A.S. as part of their first experiments in the development of Dark Magic. 

Their hope was to find a way to extend one person's life at the expense of another's,

but instead of reversing ages, they merely found a way to steal health."

Percival Stellar bow 5d2 +10 Swiftness, carnage
"Percival was enchanted by the Archer's Guild in 912 A.S. as the prototype in

an enchantment process they were developing at the time.  Unfortunately, a suspicious

fire broke out at the guild hall, ruining the development plans and destroying the exotic

materials needed to create more Percivals.  The guild never recovered from their losses,

and sold Percival to the Elves in 918 A.S..  It has since changed hands many times."

Thor Holy hammer 2d5 +12 +20 might, Force
"The origins of Thor are lost in time, but this mighty barbarian weapon is well remembered

by military historians.  The weapon has been used in battles by many owners for centuries,

although its last appearance was at the battle of Shimengard in 902 A.S..  The force of

a blow from this hammer is so powerful that it can knock foes several feet back away from the wielder."


Armor

Name Type AC Perk
Galahad Majestic chain mail +38 Protection, +25 HP
"Perhaps the finest chain mail created since the Silence, Galahad's material strength

enchantments are so strong they are somewhat conferred upon the wearer's body, making

it capable of withstanding much more abuse than normal."

Pellinore Golden plate armor +56 Recovery, regeneration, +30 endurance
"Named after an ancient knight, Pellinore fortifies the wearer with an unnatural health

so strong that the wearer heals from serious injuries in a matter of hours.  The armor is quite

heavy, and protects the wearer from being knocked about during combat."




Valeria Astral shield +20 Shielding, +30 accuracy
"Commissioned by King David IV of Erathia during the Timber Wars,

Valeria not only shields the user from normal blows, but helps intercept

many incoming arrows by magically focusing the wielder's attention on the flight

of the missile.  The same enchantment that makes the shielding effect possible

also increases the wielder's accuracy enormously."

Accessories

Name Value Type AC ID/Rep Perk
Arthur 20 000 gold Crown +5 15 Of the gods, +25 SP
"In their endless quest to create the perfect Priest-King, the priests of

the Church of the Sun created Arthur and imbued it with the power to

heighten the wearer's personal abilities, as well as confer more magical energy. 

It worked, heightening their King's natural abilities--and his pride. 

In 1073, Leopold VII started a holy war against the rival Church of the Moon,

grinding both organizations into poverty and ultimately resulting in their demise."

Guinevere 20 000 gold Lunar ring +2 15 +30 SP, of light and dark magic
"Guinevere was created by the Alchemist Guild under the stones of

Castle Kriegspire many years ago.  It boosts the magical resources

available to its wearer, and eases the use of spells of the Mirrored Path."

Igraine 20 000 gold Scarab ring +2 15 +25 SP, of body, mind & spirit magic
"Lord Solomon Stone had this ring commissioned during his tenure

as High Priest of the Path in 1018.  It gives a huge boost to a user's ability

in clerical magic, as well as access to a good deal of magical energy."

Lucius 20 000 gold Ultimate boots +14 15 +30 speed
"No one knows where or when these magical boots were made,

but many tales refer to them turning up in the most unusual places. 

They grant their wearer superhuman quickness and grace of motion."

Morgan 20 000 gold Ruby star amulet +3 15 +25 SP, of fire, air, water and earth magic
"Though Morgan's origins are unknown, Morgan has had many owners

in the last hundred years, all of them unknown before finding the amulet. 

The amulet is so mighty, as a matter of fact, that any peasant or child that

lays hands on it is sure to become a legend in his own time.

Pendragon 20 000 gold Doom's day cloak +11 15 Thievery, immunity to poison, +30 luck
"This cape originally belonged to Alastair Blane, Master thief of the Shadow Guild. 

The cape increased his luck and certain thieving skills tremendously,

enabling him to pursue a long and prosperous career.  Blane was never

brought to justice for his crimes--he was instead killed over a card game

for cheating while wearing the cloak to better his chances."

Relics

Relics provide a large bonus to stats and (usually) something negative as well. All relics are valued 30000, their Identify/Repair index is 20.

Weapons

Name Type Damage Perk
Ares Death mace 2d4 +14 +30 fire damage, +25 fire resistance
"A powerful war-mace, Ares burns with fires from the heart of the mountain

it was made from.  The same magic that causes it to burn with a terrible fire

bestows resistance to fire upon its wielder."

Artemis Stellar bow 5d2 +12 +20 electricity damage, -10 elemental resistances
"Graced with the might of thunder, Artemus fires bolts magically charged

with electricity.  While powerful, the user of the bow should be careful--elemental

magics seem drawn to the bow, and do more damage when they hit the wielder."

Cronos Supreme axe 4d2 +14 +100 HP, -50 luck
"More a magical curiosity than a truly useful weapon, Cronos increases

the wielder's vitality fantastically, and decreases his luck by half as much."



Hades Lionheart sword 3d3 +15 +20 poison damage and luck, thievery, negative regeneration
"A powerful weapon said to have been delivered up from the Netherworld in

response to the wish of a prolific mass murderer.  The weapon inflicts terrible wounds

with its razor sharp edge and drips acid constantly.  Not only a terrible weapon,

the sword bestows the cunning of a master thief for disarming traps and the luck

of the devil in escaping the damage they do.  Hades draws

its power from its wielder slowly and constantly."


Hercules Heroic Sword 4d5 +12 +50 might, +20 endurance, -30 intellect
"A huge sword meant for the unsubtle, Hercules fills its wielder with the strength of a hundred men. 

In keeping with its 'big and stupid' theme, the sword reduces the intelligence of its wielder while held."




Poseidon Titanic trident 2d6 +15 +20 might, endurance and accuracy, -10 AC, -10 speed
"This trident is probably what inspired the Regnan navy to adopt the trident as

their favorite weapon of war.  Poseidon fills its wielder with a frightening battle rage,

increasing the wielder's might, endurance and accuracy at the cost of personal safety. 

So consuming is the wielder's desire to smite his enemies while using Poseidon that he

neglects to dodge blows he might otherwise have avoided.  On the other hand, dead

enemies (usually) don't fight back."




Armor

Name Type AC Perk
Apollo Majestic chain mail +46 +20 elemental resistances and luck, -30 endurance
"This unique armor graces its owner with luck, helping him

to escape the brunt of most elemental attacks.  It draws its energy,

however, from the constitution of its wearer, making the wearing of

this armor a risky proposition."


Aegis Olympian shield +29 Immunity to stoning, shielding, +20 luck, -20 speed
"Legend has it this shield was given as a gift from the Gods to a man

wishing to fight the terrible medusas in their stronghold.  The shield is reflective

and prevents the wielder from being frozen by the stoning gaze of the medusa. 

It also carries an enchantment that helps protect against arrows, but the shield

is very heavy and will slow the user down a bit."

Zeus Golden plate armor +64 +50 HP, SP and luck, -50 intellect
"Perhaps this suit of armor was meant only for the Gods.  Worn at times by

barbarian chieftains, the armor will increase the physical vitality and magical energy

the wearer has at his disposal, but at a terrible cost.  House plants have been known

to score higher on intelligence tests than wearers of this armor.  One would think that

accidental death would surely follow such a precipitous loss of thought, yet the luck the

armor bestows seems to prevent disaster.  Often the wearer of the armor becomes so

stupid he forgets to remove it."


Accessories

Name Value Type AC ID/Rep Perk
Aphrodite 30 000 gold Lunar ring +4 20 +100 personality, -40 luck
"Desired and sought after by the foolish for ages, this beautiful ring smoothes the skin,

clears the voice, and dramatically improves the physical beauty of its wearer, as well as

enhancing the personality.  The ring also carries a curse of ill luck, and the wearer usually

dies of some tragic accident soon after finding the ring."

Athena 30 000 gold Scarab ring +4 20 +100 intellect, -40 might
"Also known as the Scholar's Ring, Athena vastly sharpens and improves the intellect of its

wearer at the cost physical might.  Though the effect upon the physical body is nearly crippling,

most sorcerers find the temptation to wear the ring too great to resist."

Atlas 30 000 gold Doom's day cloak +16 20 +100 might, -40 speed
"Legends say this cape was discarded by a God who became annoyed with the cape's

magical slowing of his actions.  It confers an incomparable might to its wearer, at a large

cost to speed."

Hera 30 000 gold Ruby star amulet +6 20 +50 HP, SP and luck, -50 personality
"Sometimes referred to as the Amulet of the Fool, this curious relic from before the

Silence dramatically increases the personal vitality, magical energy, and luck of the wearer

at the expense of personality.  While the armor is worn, the face goes slack, the eyes vacant,

and the voice subsides to a monotone."

Hermes 30 000 gold Ultimate boots +17 20 +100 speed, -40 accuracy
"A relic from before the Silence, these boots must conceal some hidden magic as they

are very heavy, yet light once worn.  They act upon the nerves and muscles of their wearer,

heightening his speed and reflexes to inhuman levels, but simultaneously causing inaccuracy

and over-compensation.  The boots have been owned by many through the ages,

all of whom have died from some speed related accident, like running up a hill at

blazing speeds and then falling down the cliff at the top."

Odin 30 000 gold Crown +10 20 +50 elemental resistances, -40 speed
"This crown is a mighty relic that protects against elemental magic attacks of all kinds,

but has a flaw that slows the wearer down tremendously."

Enchantments

When loot is generated, enchantments may be added, based on the "treasure level" of the item.

Possible enchantments
Treasure lvl Standard Special
1 0
2 1-5
3 3-8 A, B
4 6-12 A, B, C
5 10-17 B, C, D
6 15-25 D

Standard Enchantments

  • Weapons may not receive standard enchantments.
  • Maximum strength of standard enchantments is 25 points
  • Item value is increased by 100 per point
Enchantment Chance
Bonus Stat Of Name Arm Shld Helm Belt Cape Gaunt Boot Ring Amul
+N Might of Might 5 0 10 10 10 10 5 10 10
+N Intellect of Thought 5 0 10 10 10 10 5 10 10
+N Personality of Charm 5 0 10 10 10 10 10 10 10
+N Endurance of Vigor 5 0 10 10 10 10 5 10 10
+N Accuracy of Precision 5 0 10 10 10 10 5 10 10
+N Speed of Speed 5 0 10 10 10 10 25 10 10
+N Luck of Luck 5 0 10 10 10 10 10 10 10
+N Hit Points of Health 10 5 5 0 10 5 10 10 10
+N Spell Points of Magic 10 5 10 0 10 10 10 10 10
+N Armor Class of Defense 20 20 10 0 10 10 5 10 10
+N Fire Resistance of Fire Resistance 10 10 5 0 10 15 5 10 10
+N Elec Resistance of Elec Resistance 10 10 5 0 10 15 5 10 10
+N Cold Resistance of Cold Resistance 10 10 5 0 10 15 5 10 10
+N Poison Resistance of Poison Resistance 10 10 5 0 10 15 5 10 10

Special Enchantments

Text Name Add Chance Value Lvl Effect
Weap Bow Arm Shld Helm Belt Cape Gaunt Boot Ring Amul
+10 to all Resistances. of Protection 0 0 10 10 10 0 10 0 0 10 10 1000 B (+10) on four resistances (not magic resist)
+10 to all Seven Statistics. of The Gods 5 5 10 10 10 10 10 10 10 10 10 3000 D (+10) on all 7 stats
Explosive Impact! of Carnage 0 10 0 0 0 0 0 0 0 0 0 5000 D projectile explodes (fireball radius,dmg=weapdmg)
Adds 3-4 points of Cold damage. of Cold 20 20 0 0 0 0 0 0 0 0 0 500 A (3-4) cold damage
Adds 6-8 points of Cold damage. of Frost 20 20 0 0 0 0 0 0 0 0 0 1000 C (6-8) cold damage
Adds 9-12 points of Cold damage. of Ice 20 20 0 0 0 0 0 0 0 0 0 2000 D (9-12) cold damage
Adds 2-5 points of Electrical damage. of Sparks 20 20 0 0 0 0 0 0 0 0 0 500 A (2-5) elec damage
Adds 4-10 points of Electrical damage. of Lightning 20 20 0 0 0 0 0 0 0 0 0 1000 C (4-10) elec damage
Adds 6-15 points of Electrical damage. of Thunderbolts 20 20 0 0 0 0 0 0 0 0 0 2000 D (6-15) elec damage
Adds 1-6 points of Fire damage. of Fire 20 20 0 0 0 0 0 0 0 0 0 500 A (1-6) fire damage
Adds 2-12 points of Fire damage. of Flame 20 20 0 0 0 0 0 0 0 0 0 1000 C (2-12) fire damage
Adds 3-18 points of Fire damage. of Infernos 20 20 0 0 0 0 0 0 0 0 0 2000 D (3-18) fire damage
Adds 5 points of Poison damage. of Poison 20 20 0 0 0 0 0 0 0 0 0 500 A (5) pois damage
Adds 8 points of Poison damage. of Venom 20 20 0 0 0 0 0 0 0 0 0 1000 C (8) pois damage
Adds 12 points of Poison damage. of Acid 20 20 0 0 0 0 0 0 0 0 0 2000 D (12) pois damage
Drain Hit Points from target. Vampiric 5 5 0 0 0 0 0 0 0 0 0 X 2 D Heal 20% of damage done on attack
Increases rate of Recovery. of Recovery 10 10 20 0 20 10 0 0 20 10 10 200 B (-10) pts on recovery from being hit
Wearer resistant to Diseases. of Immunity 0 0 10 10 10 10 10 0 0 10 10 1000 C Immune to desease condition
Wearer resistant to Insanity. of Sanity 0 0 5 5 5 5 5 0 0 5 5 1000 C immune to insanity condition
Wearer resistant to Paralysis. of Freedom 0 0 10 10 10 10 10 0 0 10 10 2000 D immune to paralize condition
Wearer resistant to Poison. of Antidotes 0 0 10 10 10 10 10 0 0 10 10 1000 C immune to poison condition
Wearer resistant to Sleep. of Alarms 0 0 10 10 10 10 10 0 0 10 10 500 B immune to sleep condition
Wearer resistant to Stone. of The Medusa 0 0 5 5 5 5 5 0 0 5 5 2000 D immune to stone condition
Increased Knockback. of Force 10 10 0 0 0 0 0 0 0 0 0 500 A Increase knockback effect (X10)
+5 Level. of Power 2 2 2 2 2 2 2 2 2 2 2 2500 D (+5) char level
Increases effect of all Air spells. of Air Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Body spells. of Body Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Dark spells. of Dark Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Earth spells. of Earth Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Fire spells. of Fire Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Light spells. of Light Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Mind spells. of Mind Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Spirit spells. of Spirit Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases effect of all Water spells. of Water Magic 0 0 0 0 0 0 0 0 0 10 10 2000 D 50% increase of spell effect and duration
Increases chance of Disarming. of Thievery 0 0 0 0 0 0 0 20 0 0 0 2000 B double chance to perform lockpick and steal skill
Half damage from all missile attacks. of Shielding 0 0 25 30 0 0 20 0 0 5 5 1000 B (1/2)dmg from all missle attacks (not cumulative)
Regenerate Hit points over time. of Regeneration 0 0 10 0 0 10 10 0 0 10 10 1000 B Regenerate 1 HP every 5 minutes
Regenerate Spell points over time. of Mana 0 0 10 0 10 10 10 10 0 10 10 1000 B Regenerate 1 SP every 5 minutes
Double damage vs Demons. Demon Slayer 20 20 0 0 0 0 0 0 0 0 0 X 2 A X 2 damage vs all demons
Double damage vs Dragons Dragon Slayer 20 20 0 0 0 0 0 0 0 0 0 X 2 A X 2 damage vs all dragons
Drain Hit Points from target and Increased Weapon speed. of Darkness 5 5 0 0 0 0 0 0 0 0 0 X 3 D (-20) pts on weapon speed, Vampiric
+1 to Seven Stats, HP, SP, Armor, Resistances. of Doom 10 10 10 10 10 10 10 10 10 10 10 750 B (+1) 7stats,hpts,spts,AC,4 resistances
+10 to Endurance, Armor, Hit points. of Earth 10 10 10 10 10 10 10 10 10 10 10 2000 D End (+10), AC (+10), HP (+10)
+10 Hit points and Regenerate Hit points over time. of Life 0 0 10 10 10 10 10 10 10 10 10 2000 D HP (+10), regenerate 1 HP every 5 minutes
+5 Speed and Accuracy. Rogues 10 10 5 5 5 10 20 20 20 10 10 500 A Speed (+5), Acc (+5)
Adds 10-20 points of Fire damage and +25 Might. of The Dragon 10 10 0 0 0 0 0 0 0 0 0 3000 D (10-20) Fire damage, Might (+25)
+10 Spell points and Regenerate Spell points over time. of The Eclipse 0 0 0 0 0 10 10 5 10 10 10 2000 D SP (+10), regenerate 1 SP every 5 minutes
+15 Endurance and +5 Armor. of The Golem 5 5 20 20 10 10 10 10 10 10 10 1500 C End (+15), AC (+5)
+10 Intellect and Luck. of The Moon 5 5 10 10 20 10 10 10 10 10 10 1000 C Luck (+10), Int (+10)
+30 Fire Resistance and Regenerate Hit points over time. of The Phoenix 0 0 20 20 20 0 0 0 0 0 0 3000 D Fire Res (+30), regenerate 1 HP every 5 minutes
+10 Spell points, Speed, Intellect. of The Sky 5 5 10 10 20 10 10 10 10 10 10 2500 D Int (+10), Spd (+10), SP (+10)
+10 Endurance and Accuracy. of The Stars 5 5 10 10 10 10 20 20 10 10 10 1000 C End (+10), Acc (+10)
+10 Might and Personality. of The Sun 5 5 10 10 10 10 20 20 10 10 10 1000 C Might(+10), Per (+10)
+15 Endurance and Regenerate Hit points over time. of The Troll 5 5 20 20 10 10 10 10 10 10 10 1500 C End (+15), regenerate 1 HP every 5 minutes
+15 Luck and Regenerate Spell points over time. of The Unicorn 5 5 10 10 20 10 10 10 10 10 10 1500 C Luck (+15), regenerate 1 SP every 5 minutes
+5 Might and Endurance. Warriors 5 5 10 10 10 10 10 10 10 10 10 500 A Might (+5), End (+5)
+5 Intellect and Personality. Wizards 5 5 5 5 5 10 10 10 10 10 10 500 A Intelect (+5), Per (+5)
Increased Value. Antique 10 10 10 10 10 0 0 10 0 10 10 X 10 B Gold value increased
Increased Weapon speed. of Swiftness 25 25 0 0 0 0 0 0 0 0 0 X 2 B (-20) pts on weapon recovery time