Item 1. Of-The-Earth
Description: A weird stone parasite, this is the only one known in all of existance. It will bond with any person, greatly reinforcing their physical fortitude but slowing down their actions. The parasite will cover the back, the right shoulder and the right arm of whoever wears it, and two dagger-like objects will emerge from the right temple on the head of any person it merges with.
It is capable of mentally communicating with its host, although it has only a very rudimentary grasp of language and is fairly dumb compared to a human. The parasite refers to itself as "Of-the-Earth", and has no knowledge of its own past or why it is alone in the world. Through a conscious effort that causes a great amount of pain to the old host, the parasite can be transferred to a new host.
Type: takes up Cloak slot
Level Requirement: 5
Weight: 10
+2 Defense
-1 Dodge
+3 Constitution
Unit counts as Monster
Item is Magical (100)
Item 2. Demonheart
Description: A heart that was cut out during autopsy from a man deemed irrevocably insane. The man had torn his own eyes out long ago, but kept screaming how "the eye opens and shuts", and how "it sees nothing but eternal darkness". The heart appears to be any ordinary heart, but right in the middle of it is embedded what appears to be the eye of a demon. Even though the heart was cut from the body many years ago, it remains alive and beating, and the eye remains active, blinking and focusing on nearby things.
It is hypothesized that a demon tried to possess the man, but through some magic mishap ended up only in his heart instead - perhaps it was the only sinful part of him. Communication is not possible with the heart. Whoever holds the heart will feel as if all the duties and pressures of the world is weighing down on him. It is sometimes carried as a good-luck charm, as some believe that the demon will protect the wearer in order to protect its own rather vulnerable existance.
Type: Accessory
Level Requirement: 2
+5 Magic Resistance
-1 Health Regeneration
Item is Magical (100)
Item 3. Elementium Hauberk
Description: Far tougher than any non-magic metal, Elementium was found in the age before the Titans, deep beneath the surface of the world. Items made from Elementium are inherently magical, unlike most other magical items that have either been enchanted, cursed, or are from another world. Inherently magical materials are exceedingly rare, and practically immune to the tyranny of time - they will not rust or break down over time. Items crafted from such materials will draw power from the surrounding world in order to repair itself, or even strenghten itself over time. Thus, the defensive properties of the hauberk is directly dependant on the power of whoever wears it.
Type: Chest armor
Level Requirement: 9
Weight: 12*
+13 Defense
+2 Blunt defense
+1 weight per user level
+1 Blunt defense per user level
+0.5 Cutting defense per user level
+0.5 Pierce defense per user level
Armor Type: Plate (+2)
Item is Magical (225)
Item 4. Ogre's Hauberk
Description: A crudely crafted yellow-tinted chain shirt, it magically grows its wearer when its time to do the fighting. This also causes any other worn armorpieces, weapons and even mounts, to increase in size to fit the new physique. Once the hauberk is removed, or the fighting ends, the person shrinks again. Any item that has been similarly increased in size will also shrink if the armor is removed, or if the item is dropped. As a result of growing its user, the hauberk enhances a person's ability to carry weight in combat.
Type: Chest armor
Level Requirement: 7
Weight: 7
+13 Defense
+6 Cutting defense
Wearer grows by 30% in battle
-3 Intelligence
+30 Weight Capacity
Armor Type: Chainmail (+2)
Item is Magical (100)
Item 5. Arrowguard
Description: Using highly complex mechanical and chemical formulas, when activated the wearer becomes protected from all arrows for a brief time. The difficult task to activate it makes it impractical to use in combat, and it is instead activated before battle is commenced. Sought after by bodyguards and caravan owners, it is considered by nobility to be one of the most valuable items in existance. It was made using unknown methods in another age.
Type: Accessory
Level Requirement: 3
+18 Ranged Dodge for this unit's first two turns in combat
Item 6. Fire's Heart
Description: An orange-tinted leather armour. Whenever struck in combat, it produces a temporary adrenaline rush for the wearer. This boost helps the wearer avoid future attacks for a very short while. The extra adrenaline pushes the body past its peak performance, and hurts the user. It has sometimes been used to cheat in jousting tournaments, and in at least one recorded event led to the death of the wearer.
Type: Chest armor
Level Requirement: 4
Weight: 7
+8 Defense
When struck in combat, loses 1 hitpoint, and gains +5 Dodge until its next action. This effect stacks.
Armor Type: Leather (+2)
Item is Magical (100)
Item 7. Fate's Reward
Description: These bright plate boots have survived unscathed for over 300 years, with a line of wielders that can be traced back to Arber the Smith, who made it for an unknown purpose. Despite their deep history they are only distinguishable from any average plate boots by the engravings on each boot. One boot says "Rise to power" and the other says "Fall from glory".
Type: Boots
Level Requirement: 3
Weight: 4
+5 Defense
+2 Blunt defense
+2 Dodge
Armor Type: Plate (+1)
Item is Magical (25)
Item 8. Whisperhelm
Description: It is said that this helm becomes linked to its owner, and will constantly whisper advice to whoever wears it. Should the helm be lost it will whisper its location to the owner's mind until found. History records it being owned and worn by the Er-rel bloodline, but that house was lost along with the helm at the end of the world.
It is also recorded that the whispers of the helm will not cease until the owner finds the sword -on occasion driving its owner mad. As long as the owner survives, the helm will not link with another, but can still be used fully. The only exception is if the item is sold, or traded, in which case the bond will be broken. The helm is said to be screaming in terror when this happens.
Type: Helm
Level Requirement: 4
Weight: 5
+9 Defense
+4 Blunt Defense
+10% Experience gained
Armor Type: Plate (+1)
Item is Magical (100)
Item 9. Shield of Mirrors
Description: Possessing mirror-like qualities, the shield consists of perfectly blank, reflective surfaces. The mirrors, however, will not reflect either the sun or the moon, replacing one with the other should someone attempt to look at them through the mirror surfaces. Some say that the blade does not reflect anything at all, instead claiming it is a view to another world much like ours. Fighting against someone holding this shield is extremely difficult, as the mirrors inhibit depth perception and cause irrational reflexes to trigger.
Type: Shield
Level Requirement: 8
Weight: 8
+5 Defense
+14 Dodge
Shieldblind - can use shield to blind enemies
Unit counts as wearing a Tower Shield
Item is Magical (150)
Item 10. Fleeing Statue
Description: A statue depicting a snake god. The statue appears to be made completely out of gold, but it weighs at least twice as much as a gold statue of the same size would. The statue has obtained its nickname the "Fleeing statue" due to the two odd properties it inhabits. First, the statue is difficult to keep in one's possession - it will frequently become misplaced or lost, even from the most secure locations. Even though the statue has never been observed to move on its own, logic dictates that it must have the ability. It is not uncommon to place it in one location, then have it disappear from that place and appear somewhere else in mere minutes. The statue will escape from the most tightly sealed coffer, and no container - magic, metal or other, can keep it in one place. Because of this, the owner usually employ a team of servants for the job of observing the statue. This seems to prevent it from moving (but, of course, servants have on occassion stolen it and escaped, on their own initiative). The second property is that whoever owns it will find unusual success in any financial dealings.
Type: on Use activation
When Used, the user finds 3 Gildar per turn. For a while.
Item 11. Orb of Justice
Description: This transparent orb contains a small dose of pure justice. It was distilled out of thin air by the philosopher Amane, who was famous for his weekly speeches on the value of free thinking. The orb itself is made from a material that cannot be destroyed by any means. The container will glow blue while in the hands of anyone who follows the Kingdom ideology, and glows red in the hands of anyone who follows the Empire ideology.
Type: Accessory
Level Requirement: 3
If equipped by a Kingdom champion, grants +7 spell resistance against Empire casters
If equipped by an Empire champion, grants +6 spell resistance against Kingdom casters
Item is Magical (100)
Item(s) 12. The Combined
Description: A pair of finely crafted daggers, one glowing with the power of the ice, and one with the power of the fire. They are rumored to have been crafted in completely different locations, then brought together by accident as two smiths were trying to impress a local lady. Legend has it that the lady then sold the weapons for a fortune and moved to far-off lands. If separated they will lose their magical properties and become no more powerful than a pair of decent kitchen knives. If brought together again, their properties will re-emerge.
Type: Weaponry (both hands)
Level Requirement: 6
Weight: 4
+12 Cutting Attack
+6 Cold Attack
+6 Fire Attack
+3 Initiative
Unit counts as Melee
Unit counts as Dualwielding
Item is Magical (150)
Item 13. Boots of a Forgotten Memory
Description: Whoever wears these boots will occasionally end up reminiscing about a specific memory. In this memory, the person, a boy, has found a wounded crow on the ground and is running to his parents for help. The person is running through a forest, as fast as he possibly can. Praying and begging and hoping and believing that it won't be too late. The crow is clumsy in his hands, and croaks silently, and is certainly soon to die. So he runs for all his life's worth, with a wounded crow in his arms. Running towards safety and warmth, for all that is right and true. The boy runs with tears in his eyes on tired legs. He knows it is right what his father says, "If it moves it is never too late". Slowly agony fills his limbs, then misery his heart and horror his mind. Still he runs, believing that there's somebody who can help him, that someone has answers for this. His chest drumming, he collapses on the ground, and gives up at last, because he already knows that there was never time enough. The wearer of these boots will, as long as he wears these boots, distinctly remember this memory as his own, and considers it a crucial part of him "growing up". If worn by females, the memory is still of a boy, and that can occasionally confuse the wearer. For some people it is not a crow but some other bird, although there seems to be no pattern to who sees what kind of bird. One prince who wore them proudly declared that he saw "an eagle, majestic and powerful, soaring over my father's lands", and then refused to ever wear them again.
Type: Boots
Level Requirement: 2
Weight: 1
+3 Dexterity
+4 Defense
When struck in combat, 10% chance that the wearer will Reminisce. If the wearer is Female, she loses her next turn.
Armor Type: Plate (+1)
Item is Magical (100)
Item 14. Quick
Description: Named after an old thief, the sword will instantly retaliate against any blow towards the wielder. Since the full power of the wielder is not behind the blow, it will often fall short of any real damage to whoever attacked. The sword will consider any humanoid thing a wielder, even if it is not alive. The sword will thus keep fighting, as long as it is not dropped, even if the owner is dead. The sword is known for killing Morsal, a professional duelist. Morsal defeated his enemy who was wearing the sword. Afterwards, Morsal wanted to make sure his enemy was dead and slit his throat. The sword jumped from the ground and killed Morsal. The sword can also be placed on wooden practice manequins to create a sparring partner.
Type: Weaponry (one hand)
Level Requirement: 5
Weight: 8
+18 Cutting Attack
+2 Crit chance
Unit can counter-attack an infinite amount of times between each turn
Counter-attacks deal only 50% of a normal strike
Unit counts as Melee
Unit counts as using One-handed weapon
Item is Magical (100)
Item 15. Helm of the Moon
Description: The helm grants its wearer the ability to slowly regenerate wounds suffered in battle. It is infamously known for giving the wearer a great bushy beard, for males and females alike. The beard can be cut, but will regrow in minutes. If the helm is removed, the beard will wither and fall off if the wearer is not generally capable of maintaining such an impressive piece of facial hair.
Type: Helm
Level Requirement: 5
Weight: 4
+7 Defense
+3 Blunt defense
+2 Tactical Health Regeneration
Armor Type: Plate (+1)
Item is Magical (100)
Item 16. Cloak of Different Colours
Description: A cloak made of unknown fabric, it will appear near transparent to the wearer. However, everyone who watches the wearer will, if asked, describe the cloak of a different colour. Furthermore, that answer will change every time the onlooker looks away and then back at the cloak. There is no difference when viewed through a mirror. The cloak will through apparent fortune entangle enemy attacks or block their blows. The cloak has passed unnoticed throughout history. The only tidbit that is known for sure is that someone at some point performed three miraculous acts in a wager to obtain it from a friend.
Type: Cloak
Level Requirement: 6
Wearer ignores 10% of all physical and magical damage
Item is Magical (300)