Some items can be bought from the Master of Trade at the beginning of a game.
Some items also add towards your Item Allowance which is determined by your Mind stat.
Common Items Edit
Common items are not crafted and also do not take up an item slot.
|Life Markers||25xp or 250g||
Without them, you may not continue gaming.
A player can only buy one Life Token at the time when they lose all their starting Life Tokens. Dying in this way is not great, because the player will come back with a Curse chosen by the admins. The curse can be lifted using Remove Curse. If they lose this purchased Life Token then they can again purchase another, picking up another Curse.
|Fishing License||25g||A license to allow you to legally fish, fishing without it may gain you a bounty.|
|Huntig License||25g||A license to allow you to legally hunt, hunting without it may gain you a bounty in Hamaglen.|
|Gathering License||25g||A license to allow you to legally gather plants, gathering without it may gain you a bounty in Hamaglen.|
|Mining||25g||A license to allow you to legally mine, mineing without it may gain you a bounty in Hamaglen.|
|Bounty Hunting License||200g||A license to show that you have training in hunting down bounties in Hamaglen.|
Mundane Items Edit
These mundane items are really intended to add role-play flavour or to provide benefits in certain admin-controlled scenarios like a dungeon quest, for example. They are not particularly valuable but they are able to be looted if a player is defeated in combat.
|Common Reagent||10g||Common reagents are everywhere, anyone can pick them up and sell them to a Master of Trade for the listed price. Purchasing them might be more expensive however and players will typically be gouged a factor of x2.|
|Uncommon Reagent||25g||Uncommon reagents are hard to come across, yet anyone can pick them up and sell them to a Master of Trade for the listed price. Purchasing them might be more expensive, however, and players will typically be gouged a factor of x2.|
|Rare Reagent||100g||Rare reagents are specialised reagents and require a special skill to pick it up. Rare herbs will require Herb Lore skill. Rare minerals require Metallurgy skill to 34 collect. Rare animals can be captured alive with Trapping skill or dead with Hunting skill. They can then be sold to any admin for 100 GP. They will occasionally be available for sale, however players are encouraged to keep them and trade them amongst themselves.|
Master of Trade ServicesEdit
The Master of Trade and some other law abiding civilians can be paid to give you helpful services. Specialised services from the Master of Trade and associates cannot be attuned since they are processes and not items.
|Divine Blessing||1000g||This is a blessing from one of the many gods in all their forms. It will give the player a single, one time only use of a white spell ball to instantly heal a player as per Healing Light prestige ability. This is a per encounter ability which fades. It can NOT be attuned.|
..With Alchemy+C Herb
|Poison Antidote simply undoes the condition of being afflicted by Poison. If the character has Alchemy skill and can find themselves a common Herb then the price is only 125 GP. The Poison Antidote doesn’t restore lost minions.|
|Hireling||25g||Hirelings are unskilled MINIONS, who will serve the Player for the day they are hired or possibly longer. At the end of the day if the Hireling has survived, then they can be “set to their own devices”, which basically means selling them back to the admins at sign-out for 10 GP.|
...With Alchemy+U herb
...With Alchemy+R herb
|This is the process to lift a curse and requires the assistance of an admin. The cost to have this done at one of the appropriate temples or fountains is 500 GP. 35 If the player can provide a rare herb and has the Alchemy skill then the process will be free. An uncommon herb can combine with the Alchemy skill to reduce the cost to 250 GP|
Specialised services which are not readily available. Unless you know the right people of course.
|Black Market Iten||Cost||Effect|
|Slave||10g||Cheap and illegal MINIONS cost 10 GP but can’t be traded in at the end of the day, they escape or die between games. Any player caught with Slave Minions will dealt with by guards where applicable. Slaves are not available to characters with the Holy archetype.|
|Hex||500g||A Hex is a very powerful form of Curse that is delivered by remote. The Hex will be delivered by an admin where and when possible, rather than by the player purchasing the Hex. If the player would like to choose, they can remove a selected path ability from the victim, otherwise the exact Curse is random as normal. The purchaser may specify Vulnerability to a type of spell (Death/Fear/ Freeze/etc) in place of other effects. This overcomes warding or racial immunities to the spell type as appropriate.|
|Pact with Maelanon||500g and life tokens||
Clearly Holy characters can’t make use of a Pact with Maelanon and expect to profit from it. This Pact temporarily confers the Corrupt archetype. Holy characters lose access to abilities from the Path of Light. The Pact confers a +1 BODY attribute increase, but since it is temporary it doesn’t confer a bonus WP. It also costs all but the last of the player’s Life Tokens. The extra BODY attribute will also increase the War Gear limit and base Hit Points, however. The Pact lasts a single game.
|Curse||250g||A Curse is an effect that will be on a card with a lanyard that is purchased from some of the darker denizens of Elgardt. Using Curses in not a good act and Holy characters using Curses need to take a good hard look at themselves. The players dramatically points and delivers the curse with role play. The ability affected is random (the admin should decide when you buy the Curse from them).|
|Poison||250g||Within Ayelet itself poison can be used to reduce an opponents BODY attribute by 1 [to minimum of 1]. Outside of the Ayelet protection zone the Poison also KILL all that player’s Minions - in addition to the BODY attribute reduction. However, the Poison can be simply handed to a character in town, they will not know you did it. Outside of town then the Poison is delivered through wounding the victim with a weapon in combat and the card is handed to them at the end of the encounter. In this case, the recipient is aware of the poison source|
Tools are required in order to make use of certain skills. Tools are permanent items, and lootable in the case of being defeated. Tools have no encumbrance so any number of tools can be carried without counting towards a players War Gear or ITEM limits.
|Lock Pick||50g||Lock picks are usable by any players with the Pick Locks skill. However, it requires Pick Locks skill as well as the Rogue archetype in order to use these tools without breaking them.|
|Alchemical Retort/Still||50g||This is a set of glassware and stands needed to distill liquids and brew potions and poisons. It is the necessary tools for use of the Alchemy skill.|
|Medical Satchel||150g||A character must have the skill Knowledge: Medicine in order to make use of a medical Satchel. Such a character can use the medical satchel to remove any curse or hex associated with losing all life tokens a total of 5 times. Once 5 death curses have been lifted the medical satchel is used up.|
|Quill and Nib||50g||Scribe Scroll skill requires the right pens and nibs in addition to any special reagents or inks. These tools are required to make magical scrolls.|
|Hidden Pocket||150g||A hidden pocket is a protection against use of the Search skill when being looted. It allows an attempt to hide up to 3 valuable items. The searcher must win an RPS test against the player with the hidden pocket. Any magic items currently equipped can not be hidden in this way.|
|Manacles||25g||Manacles prevent the escape of captured players (unless they have lock picks and Escape Artist skills). Manacles may also be broken using the Strongman skill. Broken manacles are ruined and cannot be reused.|
|Enchanting Tools||50g||Required to make use of the Enchanting Skill in conjunction with an apporpriate workplace.|
|Blacksmithing Tools||50g||Required to make use of the Blacksmith skill and needed in conjunction with a Forge to make Forge items.|
Forge items are properties that can be applied to a characters weapons or armour. Therefore they do not have any encumbrance of their own. The Blacksmithing skill is required to create forge items in conjunction with blacksmithing tools and an appropriate place to do the work - a forge. Forge items will expire at the end of the game day in which they are applied to the weapon or armour.
|Keen Edge||1000g||Can be applied to any bladded weapon and allows them to use Cleave Limb once per encounter without the ability.|
|Supreme Balance||375g||This weapon effect crafts a master-worked weapon of such sublime balance that the weapon is considered to weigh 1 less for the purposes of a players war-gear limits. For example, a perfectly balanced two-handed sword counts as encumbrance 1 not 2. A perfectly balanced short sword is effectively weightless.|
|Finesse Weapon||375g||Can be applied to a one handed, long, bladed weapon that has Supreme Balance to allow it to Back Stab for someone with the ability.|
A reflective shield is a forge treatment applied to any small, medium or large shield that lasts until the end of the game in which it is applied. It allows the character to ignore the effects of the first spell in any combat encounter that hits the shield, as if the bearer had the Deflect Magic path ability.
|Steel-Banded Leathers||1000g||This forge treatment is applied to a characters armour providing a +1 HP [Armour] bonus that does not stack with other sources of Armour bonus.|
Alchemical items count towards a characters ITEM limit. Further, there is a limit of 1 Potion per character regardless of the characters MIND limit. It is possible to double this strict limit with the Potion Tolerance path ability. The Alchemy skill is required to create potions in conjunction with alchemy tools and an appropriate place to do the work - a magical laboratory. Unless attuned the potion effects will expire at the end of the game day in which they are acquired.
|Warding Draught*||750g||Makes the user immune to either Death, Fear, Freeze or Destruction as represented by a black, blue, yellow or red ribbon on their costume.|
|Potion of Lycanthropy*||750g||This foul tasting concoction turns the drinker into a animal/man hybrid. They sprout fur and a tail and gain a Shifter’s racial immunity to Back Stabs attacks.|
|Healing Potion||250g||Once out of Action this can be drunk to regain 1HP, but can only be used once and reenter battle. A token must still be surrendered.|
|Alchemists Fire*||750g||This is a single use potion - a canister of explosive liquids. It provides a single Destruction spell ball. It does not provide any spell casting ability or the Mage archetype to the possessing player. It is not affected by abilities or items that increase spell casting.|
|Nightmare Gas *||750g||This strange gas-bomb emits noxious vapours that cause nightmarish visions if inhaled. It provides a single Fear spell ball. It does not provide any spell casting ability or the Mage archetype to the possessing player. It is not affected by abilities or items that increase spell casting.|
|Potion of Troll Regeneration*||Drinking this sweet potion causes the user to be able to reattach severed limbs by simply holding the removed part to the stump. They gain a Troll’s racial immunity to Cleave Limb attacks|
- This potion can be attuned
Enchanted items have a weight of 1 and count towards a characters item limit (The number of items must be less than the characters mind score). Magical objects like a Bag of Holding may increase this item encumbrance limit. Further, there is a limit of 1 enchanted item per character regardless of the characters mind score. It is possible to double this strict limit with the Arcane Nexus path ability. The Enchanting skill is required to create Enchanted items in conjunction with enchanting tools and an appropriate place to do the work - a magical workshop. Unless attuned the enchanted items will expire at the end of the game day in which they are acquired.
|Belt of Strength||500g||+1 Wargear and Item Allowance|
|Cloak of Defence||1250g||Gain Mage Armour|
|Staff of Life||1500g||This is a potent Mages Staff weapon that also carries a potent healing power, allowing character with spirit 3+ to use the Heal ability. Corrupt characters may not use the staff and suffer -1 HP [Morale] penalty so long as they carry the staff.|
|Circlet of Wisdom||1500g||+2 Spell Balls for a known Offensive Spell. (Destruction, Fear or Freeze)|
|Ring of Arcane Power||750g||+1 Spell Ball for a known Offensive Spell. (Destruction, Fear or Freeze)|
|Ring of Death||1500g||Allows Necromancers who know Death to carrry 1 extra death spell.|
|Weapon Rune||1000g||May enchant a weapon with Fear or Freeze .You may strike with the enchanted weapon and call the name of the spell. No damage is taken from a successful Freeze or Fear.|
|Enchanted Heavy Armour||1250g||Increases the benefit of Heavy Armour or Juggernaught abilities by 1. Will not improve the Mage Armour ability.|
|Bag of Holding||500g||Doubles Item Allowance. Does count towards Item limit.|
|Rope of Entangling||200g||This is a magical animated rope that flies out to entangle other players. It provides a single Freeze spell ball for use each encounter. It does not provide any spell casting ability or Mage archetype to the possessing player. Effects that increase a players spell casting abilities do not affect this item.|
|Arrow of Slaying||1000g||An archer can buy this buff for a single one of their arrows. They tie a black ribbon around the shaft of that arrow. If that arrow hits it instantly slays the target as per the Death spell.|
Scrolls and TomesEdit
Scrolls have a weight of 1 and count towards a characters ITEM limit (The number of items must be less than the characters MIND score). Magical objects like a Bag of Holding may increase this Item encumbrance limit. A character may carry any number of scrolls but only one scroll effect is available at any time. The player may swap the active scroll between encounters. The Scribe Magic skill is required to write scrolls in conjunction with quill, pen nibs and special inks. Unless attuned the scroll effects will expire at the end of the game day in which they are acquired. All scrolls can be attuned.
|Scroll of Heal||1500xp||Requires Spirit 3+ and allows use of Heal without gaining archetypes. Can't be used by Corrupt Characters.|
|Scroll of Death||1500xp||Requires Spirit 3+ and ability to cast either Freeze, Fear or Destruction. The character gains the use of the Death spell but doesn’t gain the Corrupt or Mage archetypes. It is not usable by Holy characters.|
|Scroll of Fear||1250xp||Requires spirit 2+. The character gains the use of the Fear spell but doesn’t gain the Corrupt or Mage archetypes. It is not usable by Holy characters.|
|Scroll of Freeze||1250xp||Requires Spirit 2+. The character gains the use of the Freeze spell but doesn’t gain the Mage archetype.|
|Scroll of Destruction||1250xp||Requires Spirit 2+. The character gains the use of the Destruction spell but doesn’t gain the Mage archetype|
Relics are special items of awesome power that are not able to be created by players. Admins will control the number of relics in the game at any venue. They usually occupy a single item slot unless otherwise specified. They may have multiple effects on the single item. The great advantage of relics is that they automatically attune to any player holding them and are permanent items.
|Amulet of the Grand Champion||This is an amulet placed around the neck of the Grand Champion of the Hamaglen Tournament. It occupies an enchanted item slot.. The amulet depicts a Golden Eagle with spread wings hanging on a golden chain. The amulet provides +1 HP [Armour] and +1 HP [Morale]. Neither of these bonuses stack with other sources of these HP bonuses, so if you had, say, Heavy Armour and Inspire Courage effects then this amulet would not increase your hit points any further.|
|Shard of Maelanon||This is a shard of obsidian interwoven with pulsing red veins of crystal, shaped as a crude dagger. It occupies space on the character as an Enchanted item, not War Gear. It immediately confers the Corrupt archetype on any character wielding it. Characters with the Holy archetype who wield the dagger immediately transform into their ‘darkest self’ and lose access to any abilities from the Path of Light. Any player may use the Shard to make Back Stab attacks even if you don’t possess the path ability. It confers the ability to cast Death spell (single spell ball per encounter) if the character can not already do so. The amulet provides +1 HP [Armour] and +1 HP [Morale]. Neither of these bonuses stack with other sources of these HP bonuses.|
|Runestone of Arcane Power||This is a small stone shaped like a icosadecahedron (d20) covered in runes. It allows the bearer to take a bonus spell ball from either Fear/Freeze/Destruction for each encounter. This is a bonus +1 spell ball if the character is able to cast the spell already. It is also a single spell ball for characters unable to cast the spell. The spell must be chosen the first time you come into the possession of the Runestone and will thereafter always be the same spell for that character and cannot be changed.|
|Shaft of Light||The Shaft of Light is a legendary weapon that can transform into any weapon, from dagger to Great Axe or Mage Staff. When a player acquires the shaft of light they attach a white ribbon to their primary weapon. This item is lootable but take up NO additional War Gear or Item slots. It provides a character with the Holy archetype to be able to Shield Break , Disarm or Cleave Limb , once per encounter. The strike must be called as usual and is wasted if the strike misses. This effect can be used once per encounter and the player can choose which benefit they require anew each encounter. Corrupt characters may not even touch the item but all others gain a +1 HP [Morale] bonus.|
|Dragon Scale||he Dragon Scale is a legendary medium shield made of a single scale from a gargantuan dragon. The shield is not technically magical but it does provide several significant benefits. You must have WP Medium Shield in order to use this item. It counts towards encumbrance as War Gear with weight 1. This shield is immune to Shield Break , and Deflects Magic , as the path ability.|