EQUIPPABLE TO DEFENSE HAND

 

Aura of Heroic Stature (?)

An aura of heroic stature is a magical effect that is created by an enchanter with the appropriate scroll. It looks like a tiny stone that glows strangely until it is equipped. It then becomes a large green nimbus! The aura is equipped to your defense hand. An aura of heroic stature has an uncertain duration. Each turn there is a 1 in 5 chance it will fade away. An Aura of Heroic Stature can be given to another character for use. Once equipped, the aura cannot be removed. It must be allowed to run its course! It grants +2 Damage (hand-to-hand) and +10 Attack.

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Defense Bonus: Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0

Value:     N/A

 

Blessed Candle (?)

I examined the blessed candle. It is a large, thick candle of fine white wax. These candles are used to try and drive darkness and evil away from places, usually

holy ground that has been besmirched by evil. This candle has been blessed, such as it is more likely to attract the attentions of the gods. Wherever lit and burnt they

may attract divine favor. To set up and light the candle (which will use it up) use the order 'X 996 0'. The gods do not give their favours lightly, or often, however. Adventurers report that an unlit blessed candle held in the defense hand grants a +5 bonus to mental defense. See the entry on church candles for further discussion. The adventurer equipping the blessed candle in this case was a Crusader of Cambron and had a piety of 62.

Equippable Area: Defense Hand

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Value:     ?/?gp

Defense Bonuses: Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=5.

 

Bone Talisman (?)

Description unknown.

Movement Rate: ?

No. Per Backpack Slot: ?

Defense Bonus: Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?

Value:     N/A

 

Broken Lantern (?)

This is a broken lantern. It is charred, smashed and useless, although it may sell for a small fee at market to those poor wretches who could repair it and use it for light in their hovels. Curiously, on the side of the lantern a piece of glass remains showing a trace of what looks like a green eye pattern upon it.

Equippable Area: Defense Hand

No. Per Backpack Slot: 3

Value:       ?/3gp

 

Church Candle (?)

It is a large, thick candle of fine white wax. These candles are pretty expensive. Often, they are set on alters by the faithful and left their to burn. It is considered very bad luck to light such a candle then put it out. Some holy places will bless such candles, such as they are more likely to attract the attention of the gods. Wherever lit and burnt they may attract divine favor. To set up and light the candle (which will use it up) use the order ‘X 995’. Adventurers report that an unlit church candle held in the defense hand grants a +5 bonus to mental defense. This report has been confirmed. (21 Feb 2004) Another report says the bonuses are greater with +4 on magical defense and +9 on mental defense. Perhaps this is a report concerning a blessed candle or the adventurer had a higher piety. The adventurer in the case of the confirmed report had no piety.

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Value:     ?/70gp

Defense Bonuses: Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=5.

 

Cross of Bethseline (?)

It is said that at the Dawn of Time, Bethseline, Goddess of Love, laid her blessing upon 101 silver crucifixes, handing them out to her first created. Perhaps this legend is true, perhaps not, but rumors continue of the elusive holy items that can only be wielded by priests of the Gods of Light. When carried, the crucifix grants its wielder +10 to Health. This can be dangerous though. If the crucifix is unequipped, the health drops immediately, possibly resulting in death if the wearer is injured already.

Equippable Area: Defense Hand

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Value:       ?/?gp

 

Cushion (?)

Well made and embroidered with an abstract pattern, I would suppose that this would fetch a fair price. It might even be useful to parry a few blows with, if I were desperate.

Equippable Area: Defense Hand

No. Per Backpack Slot: 2

Value:       ?/3gp

Defense Bonuses: - Normal=2, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.

 

Demon Sword (?)

I examined a Long Sword. A long sword is the preferred weapon of many human fighters. Its design is such that it carries a medium weight and is therefore both easy to use and powerful when it hits. The blade is normally double edged. Long swords give a strong advantage in areas where their reach can be used but are cumbersome in small confined places. Magical Long Swords are also known to exist. You know you have one when you see a +1 or other bonus after the items name. These weapons do magical damage and increase your chance to hit. Player’s Note: This weapon appears to be equipable to the defense hand rather than the attack hand. It is unknown if this the weapons true equipable location or if it is like a dervish scimitar and can be equipped in the attack hand or the defense hand if another weapon is already in the defense hand. Player’s Note 061219: The demon sword can be equipped to the defense hand, but does cold damage rather than normal damage as reported in its investigation. Further, the damage done is reflected of observed damage rather than the investigated damage.

Attack Skill: Normal

Damage Type: Cold

Equippable Area: Attack Hand. (or Defense Hand)

Damage: 7-12 plus wielders natural damage.

Movement Rate: Not Affected.

No. per Backpack Slot: 3

Range: Own Square +1 Radius

Value:       ?/?gp

 

Everlasting Hourglass (?)

The grains in the glassy sphere of the hourglass are not sand, but finely ground down bones of innocent children killed in diabolical ways and treated with foul necromancies. The potential lives of these lost children, bond forever  in the glassy spheres offer protection to whoever wields it. Such is the foulness that emanates from this item that only those of pure evil would even consider to own one and no merchant would ever purchase one.

Movement Rate: Not Affected

No. Per Backpack Slot: 4

Defense Bonuses: Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.

Value:     ?/?gp

 

Goblin Magi Tome (?)

This is a Goblin Magi Tome. Written in a strange language, an archaic form of Goblin that has become the hidden language of their religious caste. According to the lore of the Goblin Magi as handed down by only rumour and what little is handed down by word of mouth there are five tomes for each of the castes. There are no illustrations on the bindings, only a sentence enscribed into the leather of the cover. Writing on the cover... "<see below>" May only be equipped by magic users. Player’s Note: Magic-users is presumed to mean enchanters, necromancers, and maybe alchemists or druids. There are different Goblin Magi Tomes. Most with the same description except for the writing on the cover. Each one corresponds to a different benefit. So far, four different goblin magi tomes have been discovered.

1) “.... through the power of the body there is (cover scared) ...”: +1 strength and +10 alchemical defense.

2) “.... through the application of will the fire ...”: +1 dexterity and +10 cold defense.

3) “.... through beauty there is the protection of perfection ...”: +1 appearance and +10 normal defense.

One has the same description above, except the “There are no illustrations on the bindings, only a sentence enscribed into the leather of the cover. Writing on the Cover …” Instead it has the following entry: This is a grand tome, as large as five ordinary goblin tomes. The pages are old, and varied, some written on parchment, others on what looks like skin, and yet more on thin sheets of wood, paper, papyrus and even cloth. This book can be carried in the defensive hand and should access ever be granted to the Goblin Citadel of Doom then it could be used properly by a magic user. This tome can only be read in the Goblin Citadel of Doom with the order 'X 5797 0'. Player’s Note: This tome grants +1 willpower and +10 fire defense.

Movement Rate: Not Affected

No. Per Backpack Slot: 3 (1 per slot for the Grand Tome)

Value:     ?/?gp

 

Green Eye Lantern (?)

A Green Eye Lantern is magical devices made by foreign wizards. A trading consortium originally imported these devices before the Cobalt Pirates put an end to long distance trade for Bereny. A lantern is quite rare and useful. It is etched with a weird green eye upon its face. While equipped, it grants its wielder +1 Vision and +1 Wisdom. A lantern is unstable. Every turn there is a 1 in 5 chance it will fade away and become useless.

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Value:       ?/45gp

 

Lavender Bud (?)

Lavender is sweet smelling and used to make all sorts of scents and fragrances. (Player’s Notes: The description states that the lavender bud is non-equippable, but the icon in the backpack says it is equippable to the defense hand. When equipped, a +5 bonus to mental defense is observed.) Lavender buds can be sold at courtyards, magic-traders, and city markets for 4gp each. They can be sold at a candle shop for 15gp each.

Movement Rate: Not Affected

No. per Backpack Slot: 12

Value:     ?/4gp

Defense Bonuses: - Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=5.

 

Melfar's Goblin Warhorn (?)

Melfar the Slime-Riddled, reknowned goblin chief from the Northern Forests, once had a powerful magical horn with which he could stem the tide of fear in his fellows and breed courage and joy into their hearts. For ten years Melfar ruled soundly, bring the goblins of his tribe to unusual success and confidence in their exploits. Melfar was accidentally stabbed, forty-six times, one midwinter night and his horn was stolen. Treachery, or an assassin from a rival tribe? Nobody knows. To blow the horn issue the order 'X 7051 <Target Goblin ID>', where the target is in the same or an adjacent square and is a goblin. The horn need not be equipped to be blown. The horn can only be blown, or equipped, by a goblin. Player’s Note: The off hand attack capability was only discovered upon a goblin equipping the item and is not part of the item investigation. 061103: The warhorn has finally been observed being used as a weapon. One round, the goblin attacked only with the weapon it had in its attack hand. On the following round, after presumably moving into the same square as the monster, the goblin attack with its club and the warhorn. The attack string read, ‘<goblin’s name> (<goblin’s ID>) blew Melfar's Goblin Warhorn loudly and a gout of purple steam burst from the instrument towards <target monster name> (<target monster ID>).

Attack Skill: +15

Damage Type: Chemical

Damage: 5-9 or 5-8 plus wielders natural damage (?)

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own square only

Value: ?/?gp

X 7051 <Target ID>

<Blower’s Name> blew Melfar's Goblin Warhorn, aiming the sound carefully. The target of the magic, <Target’s Name>, felt power in every muscle seething and boiling! Player’s Note: Both blower and target received a copy of this message. Supposedly the effect of the horn gives the target strength, but it wore off at the end of the turn.

<reported at the end of the turn>

My magical strength has worn off.

 

Metal Hook (?)

A metal hook, while used by ruffians on occasion as a weapon, is not generally used as such by adventurers. Unusual characters, however, have been known to wield the hook as a useful defensive implement in their off-hand, for catching bladed attacks or simply parrying effectively. Never the most dynamic or expressive of tools, the hook does have a certain amount of intimidation value and as such is often favored by bullies, bodyguards and rogues. To be able to effectively wield a metal hook as a defensive item, a character must have a 12 Dexterity. The metal hook increases 'normal' defense by +2 points.

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Value:     ?/?gp

Defense Bonuses: - Normal=2, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.

 

Moonstone Gem (?)

It is a fine stone, cut and shaped by time to be a gem of exquisite beauty. The Moonstone is a rare gem, unavailable in most places, with purported magical properties. While carried in the defensive hand, it grants +5 to mental defense.

Movement Rate: Not Affected

No. per Backpack Slot: 12

Value:       ?/?gp

Defense Bonuses: - Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=5.

 

Offhand Hand Axe (?)

An offhand hand axe is a small axe blade atop a short shaft. These are simple but effective weapons for close combat. They are particularly useful in small areas where their larger cousins would be unwieldy and disadvantageous. Offhand hand axes are tricky to use and can ONLY be equipped by somebody who has achieved the Hand Axe Master skill, an advancement beyond Hand Axe Expert which few achieve.

Damage Type: Normal

Damage: 1-4 plus wielders natural damage

Movement Rate: Not Affected

No. per Backpack Slot: 4

Range: Own Square only

Value:       ?/?gp

 

Sceptre Of Sendor (?)

Little is known of the origins of the Sceptre of Sendor. It is a golden sceptre topped by a silvery ball which shimmers slightly with magical light, but only during sunset. The sceptre can only be wielded by Priests. While it is rumored to have many magical powers, it is famous for providing sweet and restful dreams whenever its wielder sleeps.

Movement Rate: Not Affected.

No. per Backpack Slot: 1

Value:     ?/?gp

 

Silver Disc (?)

I looked at the silver disc. It is perfect in shape and seems to reflect light from within it. It also seems impervious to any attempts to damage it. Player’s Notes: The Silver Disc also adds the line of description "Moonlight seems to emanate from the Silver Disc." to the individual equipping it.

Movement Rate: Not Affected

No. Per Backpack Slot: 5

Defense Bonus: Normal=10, Fire=5, Cold=5, Chemical=0, Magical=5, Mental=0

Value:     ?/?gp

 

Skull Sceptre (?)

A Skull Sceptre is an ornate metal rod topped at one end by a gold-plated metal carving which resembles an animal skull. The handle is made of polished ivory and bound tightly with red cloth which hangs down at the handles edges giving the item a foreign and exotic appearance. The sceptre is obviously magical or spiritual in nature. While equipped, it grants its wielder +2 Vision.

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Defense Bonus: Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0

Value:     ?/300gp

 

Stone Tablet (?)

This is a Stone Tablet. It has strange curvilinear text across the surface and an engraved picture of a Salamandrian. I cannot decipher the text, it is too different to everything I have read before, nothing compares. What is strange is that this tablet is old and has marks on the side, which have been worn in over the years, it looks like the marks of a hand. Player’s Note: Reported benefits for equipping are +2 to all defensive values, but –1 to movement rate.

Movement Rate: -1

No Per Backpack Slot: 5

Defense Bonus: Normal=2, Fire=2, Cold=2, Chemical=2, Magical=2, Mental=2

Value:     ?/?gp