Type of amour: Plate mail
Base AC: 2
AC adjustment: + 3
Special power: It's made
in a magical way, so it will not interfere with any form of spell casting,
use of magical items, or use of any other abilities. So therefor it can
be used by almost every elven class. This highly enchanted armour also
has the following enchantments permanently placed upon it: Black Steel,
Detect Magic, Detect Undead, Improved Identify, Protection From Evil, Silence
Armour, Silent Walk & Run, Theft Protection, Detect Evil, Detect Good,
Detect Invisible, Detect Life, Detect Shape shifters, Filter, Protection
From Smoke Powder, Fly, Ground Lightning & Wizard Sight. Any
combination of the above enchantments and/or abilities can be used at any
time & once a power is active, it may only be deactivated by the wearer.
Any use of an enchantment, other than ones used for stealth, causes the
armour to glow with a light similar to a Fairy Fire spell with any chosen
colour, mostly matching the wearers alignment.
Description: This enchanted
armour is made specially for elven heroes and cannot be donned by a member
other races, including Half Elves.
Sword
of Wooden Power (Invented by Flera)
Type of weapon : Long
Sword
Stats: Like normal Long
Sword, but it's only weight 2 and its speed is 2
Dmg.. adjustment: + 0
/ + 5 in the hand of a druid and - 10 against wooden creature in the hand
of any creature
Special power: + 2 to
Str. and it are Indestructibility
Description: The Sword
of Wooden Power is a 1 m. long sword. It looks like a useless tree sword,
but have a power in the hand of a Druid, Elf or nature Cleric. It cut true
stone like butter, metal like sand and flesh like water. But it cut true
wood like stone. (It can't harm any nature product at all)
Dragon
Slayer (Invented by Flera)
Type of weapon: Long Sword
Stats: Like normal Long
Sword
Dmg. adjustment: + 1 /
+ 7 against dragons
Special power: Immune
to dragons breath weapons and has a change to make the dragon afraid for
the sword and make it to run away, but don't matter what all dragons are
afraid for the sword and get no hit or dmg. Adj. against any Dragon in
a 10 m radius from the sword.
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Type of Weapon: Longsword
States: Like normal longsword
Dmg. adjustment: + 3
Special power: This sword
isn't actually invisible, but it is only invisible when it's not in the
hands of it's possessor. When the sword is not in the hands of it's possessor,
it is invisible and is actually gone. When the possessor needs his sword,
his/her hands are simply just taken together, as if you were holding a
sword, and then moved away from each other. The sword will now appear out
of nothing. When the sword is not used anymore, the end is simply hit into
any surface and will disappear, as mysterious as it appeared.
Description: This wonderful
weapon was created by the powerful Lord Kirstap, a couple of houndred years
ago. It is made of the finest steel, from the southern mountains of Kirastan,
around The Valley of Death. The sword is about 1.15 m. ( 3½ feet
) long. The blade is a bit thicker on middle and, as said
before, made from the finest steel. The handle is made from the purest
gold, also from the mountains around The Valley of Death. It is decorated
with many different stones, including diamond, rubies and jade.
Blodletter
Type of weapon: Two-hand
sword
Stats: Like normal two-hand
sword
Dmg. adjustment: + 6
Special power: All wounds
made whit this weapon, will keep bleeding and will cause 1 HP / wounds
pr. round of damage. The wearer of the sword is also gifted with a sight
better than most mortals. While he is in combat or any other activity using
the Blodletter, he is not subject to any illusions, neither fooled by invisibility.
A bad thing about Blodletter is that when a character is using it, his
AC is lowered by 3, and ALL Dex. based AC adjustments are lost as well.
All this is due to the fact, that the wielder goes into rage and does not
care for his own safety. In this rage he will view anyone and anything
as an enemy, the only exception is other PC's, henchmen and their like.
The user of the sword could actually attack a common mouse instead of the
( surprised ) red dragon.
Description: The Blodletter
is a very beautiful two-hand sword. The blade is made up from normal steel
and the handle is made up of normal gold and is encrusted whit 8 small
diamonds.
Daggers
of Nevermissing
Type of weapon: Dagger
Stats: Like normal dagger
Dmg. adjustment: None
Special power: The magic
of these daggers does that they never miss if thrown, but they deliver
no damage either. They are especially good for pinning people to a wall
( Bend Bars/Lift Gates check to see if one gets free ), to knock that wand
out of the evil mages hand, or just to win any dagger throwing contest
in the land.
Description: The Dagger
of Nevermissing, is made from nothing, but solid stole. It looks like nothing
by it self, but it is very powerful, in the hand of a thief or like. It
is balanced for throwing and that is also it's main power.
Dart
of Penetration
Type of weapon: Dart
Stats: Like normal
Dmg. adjustment: + 2
Special power: Can hit
creatures only able to be hit by +2 weapons, but that's not it's main force!
When thrown at an enemy, the dart is also able to penetrate all protection
spells like Shield, Stoneskin, Barkskin etc. And all bonuses from magical
armours, shields, rings, robes e.g. are also negated! Only normal armour
and dexterity bonuses count as protection against this dart. Unfortunately,
the dart looses all magical properties when it for the first time penetrates
a magical protection and hits an opponent.
NOTE : About 7 % of all
Darts of Penetration are also equipped with a small container which could
contain a poison of one's own choice. The container is designed to break
on impact, but can be replaced and used again, even if the dart has lost
its magical properties and functions as a normal dart.
Description: This is a
highly magical dart, fashioned from the mandibles of the rare Face
Spider.
Type of weapon: Long sword
Stats: Like normal long
sword
Dmg. adjustment: + 1
Special power: The sword
has an intelligence of 14. He can communicate verbally and telepathically
in common. Whenever a foe is killed with this sword, the sword absorbs
a piece of the foe's soul. This gives the sword a counter equal to the
foes hit dice (without plusses or minuses). This piece is kept inside the
sword (and it is the DM's job to keep check on the number of hit dices).
For each 50 hit dices, the sword gets and additional +1 to hit and damage
with a Mx of +10 (+2 at 50 HD, +3 at 100 HD etc.) The sword can also heal
the wielder at a rate of 1 hp per hit dice (it cannot exceed normal max.).
A disadvantage to the power of the sword is, that if the sword is ever
totally drained of souls, it will kill its wielder (only when no one is
present). The souls are "eaten" by the sword at a rate of 1 hit dice per
hour. The wielder of the sword is always forced to try to kill nearby strangers
if the sword is low on souls
(24 hit dices or lower)
if he does not make a wisdom check or a willpower check if Players Optic
rusted
Description: The Deathbringer
is made from solid steel and because of the encrusted handle, it is a very
beautiful weapon.
Fiery Dragonblade of Shaladar (Copyright By J. Bremer)
Type of weapon: Bastard
sword
Stats: Like normal bastard
sword
Dmg. adjustment: + 2 /
+ 4 on element plane of water
Special power: If a proper
command word is spoken, flames will spring from the blade and engulf whatever
is in front of the sword at the time of use.
The flames will deliver
3d6 points of magical fire damage. This function can be used five times
per week.
Description: The blade
has serrated edges and flame inscriptions upon the flat of the blade.
The hand guard resembles
dragon wings and a dragon head is on the top of the blade. The end of the
handle is enriched with a valuable sparkling ruby.
Type of weapon: Scimitar
Stats: Like normal scimitar
Dmg. adjustment: None
Special power: The scimitar
has the ability to return to its wielder. When thrown, it spins around
its own centre and will cut anything in its path. It cannot harm its owner.
In order to become owner of the scimitar, one must speak a sentence of
words that awakens the magic within the weapon.
Description: It has a large
shiny blade and a handle with decorations in gold and has an inlay of ruby
gems. It is balanced for throwing and that is also it's main power.
Type of weapon: Silver
stiletto
Stats: Like normal stiletto
Dmg. adjustment: None
Special power: The Werestilleto
is able to kill and release the curse from any were monster (Werewolf,
werebear, etc. etc.) whit only one hit. The creature behind will die, but
be realized from his/her curse.
Description: This silver
stiletto was created by a wizard that was unlucky enough to witness his
sister become a were-beast. He decided, after she had begged him, to end
her life.
But this had to be done
while she was in the were state, so due to his lacking abilities to fight,
he made this weapon, which if able to strike a single hit, would kill his
sister and thereby relieving her of the curse she had been put through.
The wizard chose to let the stiletto remain in the body of his sister when
he buried her. As of this day nobody know whether it remains there or if
it has been looted by grave robbers.
Staff
of Elongation
Type of weapon: Quaterstaff
Stats: Like Quaterstaff
Dmg. adjustment: 01-50
+1
51-80 +2
81-00 +3
Special power: In transformed
form, the Quaterstaff of Elongation resembles a small piece of hard wood,
no more than 5 inches long, some sneaky women has been known to use it
as a hairpiece. When held in one hand and the command word "Shalka" is
spoken, the staff will elongate to the size of a normal quaterstaff. When
the word "Aklahsl" is spoken, it goes back to the form of a small piece
of wood. (Gives 800 XP per plus of damage and cost 1600 gp per plus of
damage)
Description: The Staff
of Elongation is not a special beautiful staff / piece of wood. It was
made by a Half elf druid, a long time ago. It is made by a magical peace
of beech wood.
Staff
of Conviction (Invented by Flera)
Type of weapon: Iron staff
Stats: Not made for fighting
Special power: Just by
the thought of a wizard holding the staff, the person the wizard is speaking
to, will be convinced, of whatever the wizard has told him / her in the
last minute. The effected person will be totally convinced and will support
the wizard, if it is needed. To resist this spell, a saving throw vs. magic
has to be completed and the wizard has to be least the same level as the
affected and double the level if it's a wizard or cleric / priest. The
convinced person has know idea that he / her is under a spell, nor if they
resist. It also has the power to light up and turn of again, by two simple
words, spoken by the wizard.
Description: The Staff
of Conviction is a beautiful master piece. The staff is made from the finest
steel and there is a large crystal on top of it. It was made by an old
lost wizard, who know body believed in.
Wand
of Fire & Positive Energy
Type of weapon: Wand
Special power: This wand
combines all of the positive aspects of the Wand of Fire, Wand of Lightning,
Wand of Magic Missiles, Wand of Illumination and the Wand of Paralysis.
Furthermore, the Wand of Fire & Positive Energy, can emit a Positive
Energy Burst which does 10D6 to all evil creatures and all Undead creatures
who are able to see it, with a saving throw for « damage allowed.
Those who fail their saving throw are also completely blinded for 1D6 Turns.
The Positive Energy Burst has no effect on creatures of Good alignment,
but Neutral creatures must save to negate or take 5D6 damage. The effect
of Blindness will not occur to Good or Neutral creatures that see the burst,
even neutrals that fail their saving throw will not be affected. This effect
drains 3 Charges. The Wand has an initiative modifier of 3, contains 100
charges as new, and cannot be recharged.
Description: The Wand
of Fire & Positive Energy is a very powerful wand. A Silisian Cleric
made it. He should really make a nature wand, but he failed. When he wants
to destroy the wand it got stolen and the Cleric never got the wand back.
Cloak
of the Wildcat
Type of cloth: Cloak
Special power: When donned
and worn, this cloak allows its wearer to sprint at a movement rate of
90 for a short burst of 1 Turn plus a number of rounds equal to the user's
Constitution score. This burst can be used 7 times per day, as long as
the user gets at least 15 minutes rest between the bursts. Furthermore,
the item grants its wearer a +3 bonus to his AC & Saving Throw. If
this wasn't enough, the item also allows the user to transform into either
a Tiger or a Cheetah once a day. While in one of those forms, the user
is granted all his form's corresponding attacks forms (Claws, Teeth etc.)
and cause damage as the beast he is.
Description: A Dark Elf
ranger and his wizard brother made The Cloak of the Wildcat. They made
it for them self and only for them, but when they died, it was stole by
a grave robber.
Hat
of Wizardy (Invented by Flera)
Type of cloth: Hat
Special power: 1-5 -
+1 int.
5-10 - +2 int.
10-14 - +3 int.
15-17 - +4 int.
18-20 - +5 int.
Description: The Hat of
Wizardy is a large, normally black, silky hat. There are many Hats of Wizardry
in the land, but most of them gives only + 1 or 2 to int.
Shirt
of Thieves (Invented by my friend Jesper, who made it up, to me under a
game)
Type of cloth: Shirt
Special power: The character
there where this shirt can hide op to 20 thing in the shirt and only he/her
can take the things out. and all the items are totally invisible
Description: The Shirt
of Thieves is made by normal tailor and blessed by Sisanta (one of the
evil gods). It is a very beautiful long sleeve shirt made by the finest
black silk, in the under-ground. A non magical shirt like this, cost from
100-175 gp
Socks
of Santa Claus
Type of cloth: Socks
Special power: When these
socks are worn, they function as a Ring of Warmth, but warming your feet
is not their true purpose! When hung up next to a fireplace with a chimney,
on the night between the 24th and the 25th (December), an extraordinary
thing will happen. A fat, jolly, white bearded man, dressed in red and
white, wearing a black belt and boots, carrying a big brown bag, will come
down the chimney. He will utter a merry HO-HO, make a grab down his bag,
and pick up a misc. magical item (chosen as in DM Guide), which he will
put in the socks. Then he once more utters a HO-HO, and disappears through
the chimney once more. The jolly man will be permanently surrounded by
a Sleep spell at a 20th level ability and at 60' radius, affecting anyone
within range, negating magical resistance and protecting Spells, even if
they can't see him. Those who makes a successful saving throw vs. Spells
at - 4, will avoid the effect, those who fail, will fall asleep until the
Jolly One has left. If anyone confronts the bearded man, he will utter
a HO-HO and disappear. If attacked (he is completely immune to all kinds
of attack), he will wave a finger at the attacker, saying " HO-HO, you've
been a naughty boy/girl", and then disappear, taking with him, all the
magical items of the attacker. These magnificent socks are unfortunately
only usable once a year, at that specific date. (Gives 2000 XP and cost
3000 gp)
Description: The Socks
of Santa Claus was made to do people happy. A Bladua Wizard made it. They
are red, made from the finest wool and are very soft
Boots
of Fly (Invented by Flera)
Type of cloth: Soft boots
Special power: The character
there are wearing the boots are able to fly whenever he/she wants, in which
height he/she wants and they don't have to rest before they are usable
again.
Description: Looks like
a pair of normal soft boots.
Gloves
of Might
(A.K.A.: Gauntlets of
Might)
Type of Glove/Gauntlets:
Leather Gloves
Special power: These powerful
gloves works as both a pair of Gauntlets of Super Dexterity (Double Dexterity
Bonus to a Maximum of 24) & a pair of Gauntlets of Ogre Power
(Grants Strength of 18/00).
Furthermore, they grant the wearer a Regeneration of 1 Hit Point per round
as per a Ring of Fast Regeneration and they also work as a Bracelet of
Charms.
The wearer can also use
the gloves as storeroom, and can store up to ten items in them, one item
in each finger. All these powers are at work constant, but the Gloves of
Might also contain the following powers, each one use able twice a day!
:
Mighty hack - Allows Wearer
to do Double Damage for a Random 1D20 Rounds.
Mighty luck - Grants Luck
in Battle, a Bonus of 1D6 is applied to any Roll.
Mighty Strength - Grants
Temporary Storm Giant Strength (Str. 24) for a Random 1D20 Rounds.
Description: The Gloves
of Might are one of the most powerful items in the land. Two brothers,
a Ranger and a Cleric made them, long time ago. They made them to protect
the ranger and strengths him, because he had lot's of enemies.
Amulet
of Protection from Attack
Type of jewellery: Amulet
Special power: Triggering
the power of this ancient amulet, requires 2 rounds of preparation time.
After this amount of time, it can be used to protect against one specific
attack type at a time (i.e., Fire, Cold, Acid, Energy Drain, Weapons, Poison,
Disease, etc.), the kind of attack to protect against, must be chosen first
time, when wanting to trigger the power of the amulet.
If the user wishes to
change the protected attack type, a new 2 round preparation time is required
as the item must recharge itself. During the recharge time, the amulet
stops functioning temporarily.
Description: The Amulet
of Protection from Attack, is made from a special crystal; a mixing of
crystals which contains these colours; red, white, blue, green and iron
coloured. This crystal was made by a high mage, there retired and then
worked as jeweller. He used a bit magic and his new learned skills. The
crystals is rapped in gold and held in a gold necklace.
Talisman
of Enlightment (Copyright By J. Bremer)
Type of jewellery: Talisman
Special power: This item
will induce mind reading powers to whoever is touching it. It will enable
the person to read surface thoughts of any one target creature. It will
not reveal any deeper memories or enable the person to receive any other
messages but the flighty thoughts running through the mind of the creature
targeted. It is controlled mentally and can change target each round.
Description: The talisman
is resembling a small rod with a snake twisted around the full length and
ending with its head pointing outwards. The rod is made of gold and the
snake of jade with two small rubies as eyes. The talisman is about five
inches long and valued around 50,000 gp.
Type of food: Green grapes
Special power: When one
of the Grapes of Wrath is swallowed, the eater will be taken by a sudden
anger, which usually manifest in one way, he suddenly attacks the most
hated of the persons in sight. Even if there are only two persons present,
and the eater loves both, he will attack the one he likes least.
The effect will last for
10 rounds, in which the subject is immune to fear and emotion based spells
and gets a -1 to his attack, because of his emotion based way of attack.
But he instead gets a +2 to damage, because of the strength his hate filled
state puts into his attacks.
Description: The Grapes
of Wrath resembles a normal cluster of grapes, greenish in colour. A typical
cluster contains 1d10 + 18 grapes. Placing these grapes on the dinner tables
of others, has always been a delightful act by the enemies of that household.
Type of item: Lenses
Special power: When worn,
they give the wearer the ability to see the magical auras of items, spells,
wizards and magical monsters, just as per the Detect Magic spell. The brightness
of the auras seen, tells the power of the magic being active ( an aura
of a +3 sword is more bright than that of a +1 sword, and a Wizard of 12th
level, radiates more power than that of a 4th level ). Things or beings
with incredible high magical power, like the avatar of a god, an Arch Mage
or a Holy Avenger sword, can radiate an aura so bright, that the wearer
of the lenses must make a saving throw vs. Spells or be blinded for 1d12
rounds, before he is able to see again. When wearing the lenses in areas
with high magical radiation, it can be very difficult to tell the different
areas from each other, so travelling can be one heck of a problem ! In
order to make the lenses function, both lenses must be worn by the same
person.
Description: Looks like
a normal pair of lenses.
Purse of Endowment (Copyright By J. Bremer)
Type of item: Small richly
leather purse
Special power: when emptied,
will generate a small amount of silver coins equal to those which was just
taken out of it. If there are ever put anything else into the purse it
will destroy the magic, and it will no more be able to produce coins. When
found, there are 1d6 coins within it. When the last coin is taken out,
it will produce another 1d6 coin
Description: The purse
is made of black leather and has a silvery lion embroidery on the front
of the purse. It has a red string of silk to close it with.
Type of item: Small spheres
Special power: When broken,
the sphere will explode in a ball of fire within an area of 20 foot radius
and deliver 5d6 point of damage.
Description: These small
spheres are actually the equivalent of fireballs trapped inside crystal
balls. The spheres are 4 inches in diameter and filled with a red/yellow
glow resembling flames burning within the sphere. The sphere isn't warm,
and can be held without fear of burns. They are usually found in a box
containing 1d4 spheres.
Type of item: Large ball
of blue crystal
Special power: Actually
this isn't a magical item, rather anti magical. By coincidence a dead magic
area has been centred on the orb, which now radiates this aura in a 20'
radius. This makes spell casting and magic impossible within the area.
The only disadvantage of this shield is its size. It weights 80 lb.. and
is as bulky, as it is helpful.
Description: This large
ball of blue crystal is decorated with bands of gold, and studded with
various gems.
Tome of Shadows Copyright By J. Bremer)
Type of item: Tome
Special power: This large
tome contains the description of over 100 of the most known shadow forms.
Within its pages you will find everything an adventurer would like to know
about shadows and how to prepare for battle against these dark beasts.
Description: The tome is
about 20 inches high and wide and about 3 inches thick. It is wrapped in
dark red leather and has a frame of bronze.
Type of item: Quill
Special power: A Quill
of Writing doesn't give ANY bonuses to any form of combat, it can only
be used to; yes you guessed it, writing ! The quill gives a halved writing
time if a mage wants to write a spell in his spell book, and it also gives
a halved research time if one wants to make a new spell.
Description: A Quill of Writing looks like a normal swan feather, only it is made of a soft silvery metal.
Amulet
of Smartness (Invented by Flera)
Type of jewellery: Necklace
and amulet
Special power: + 3 to
intelligence and it's Indestructible
Description: A big star
ruby, wrapped in gold, in a gold necklace. The dark elf queens Jeweller
made it (before he got in duty for the Queen). It is blessed by Sisanta
(one dark elves god of hatred and wickedness).
The gem's the only of
it's kind and it is formed as an oval, 4 cm x 2 cm. A non magical jewel
like this, would cost about 200.000 gp. Inside the Ruby, there is a vision
of the Galaxy, there spins around very slow. It is a very fascinating sight,
but it is not dangerous at all. It's own by the dark elf queen herself.
Type of ceptor: Gold ceptor
Special power: When hold
diagonally above the head of any character and a simple little sentence
is spoken, a dragon, depending on the colour of the ball, will appear and
obey your orders. All the dragons is level 7 dragons and have there exact
skill, plus the power to control the weather. The dragon is called back
by a similar sentence. There is one problem though, some of the evil ceptor's
(white, green, blue, black and red), have some problems with calling the
dragons back inside the ceptor.
Description: There exist
15 ceptor, which each stands for one of the 5 good, neutral and evil dragons.
They are about 40 cm high, golden, where the end forms as a dragon, with
a ball of a colour of one of the dragons in the mouth. The actual ball,
is the dragon, which compresses itself to be in the mouth of the dragon.
They were created by a wizard named Donar, over 50 years. He was a wizard
of the good, and therefore, he created the 5 good dragons first, then the
neutral, but when he began the evil once, he was in a dying condition.
He completed the white and green complete, but the three others didn't
get completed. The part that he didn't get finished, were the part were
you recall the dragon and the control the dragon. This means that when
one of the three dragons are called, they are out of control and almost
impossible to get back in the crystal.
All the three dragons
have been loose before, and have been recalled all times, but one of the
times, it took almost a year and caused great damage to the country of
Oloniadras, were it was loosened.
At the moment, all the
ceptor's, except four, are loose, cause after the temple of Lantan in Solomaniatras
got attacked by the demon Radmasnin, 10 years ago, all the ceptor they
had disappeared. Off cause they didn't have all of them, but the rest have
been stolen and the four others are still safe in some of the stemples
around crysaniantilus.
Cicilian's
Amulet of health (Invented by Flera)
Type of jewellery: Necklace
and amulet
Special power: This amulet
gives the possessor of it, + 20 HP and + 1 to all saving throws.
Description: This amulet
was made by Cicilian, a couple of years ago. The amulet is a large red
crystal, formed as a heart. From the top to the bottom, it's 8 cm long
and it's about 7 cm wide and then It's 2 cm thick. The amulet is hold by
a gold necklace, decorated by small red crystals ass well. This Piece of
jewellery is owned by Cicilian, but is worn by her High Priest.
Cicilian's
Staff of Healing (Invented by Flera)
Type of weapon: Iron staff
Stats: Not made for fighting
Special power: This staff
is only usable to a cicilian priest. It works as all curing spells available
to the priest, the he / she only have to pray. This means that there is
no guaranty, that the staff works every time. This is decided by the DM.
Description: Cicilian's
staff of Healing, is made and owned by Cicilian her self, but is possessed
by her High Priest. The staff is made from purest gold and decorated with
small red rubies, in 5 lines down the staff. Her symbol is in top of the
staff in 3D and it is made from the purest gold as well and the eyes ae
two small rubies.
The
Staff of Zeloino (Invented by Flera)
Type of staff: Silver
staff
Special power: The possessor
of this staff, have the ability to teleport anything, even through planes,
as many time as he/she wants. It also makes the possessor totally immune
to all kinds of damage, while the staff is in his hands.
A disability about the
staff, is that is slowly drains all the possessors power, magical as well
as the common language.
It takes the staff about
1 year to drain all abilities from a lvl. 20 mage and not more than a week
for a lvl. 1 fighter. When this stage comes, the character is not able
to do anything, and is out of the game. There isn't a cure for this draining,
as far as people know.
The special powers are
usable for any mage, priest or cleric of any believe, and so is the disability.
The staff also have the
ability to change it's look, so it can trap people to take it.
Description: The Staff
of Zeloino is a very beautiful sillver staff of it's sight, but carries
some dark powers. It is a gift from Zeloino to his mages, but it's whereabout
are unknown. The staff itself is about 2 m ( 6 feet ) tall and has Zeloino's
symbol, a "Z" on top of it.
Type of jewellery: Gold
ring
Special power: Only usable
for a magic users over lvl. 20. The magic user there is wearing this ring,
is able to cast any spell, that he / she knows, on one round.
Description: This little
ring is made up of the purest gold and it is formed as two small dragons,
there bites each other in they tales. It is a gift from the upper god,
and there exists 3 of them. It is said that they are owned by the three
highest gods, Lantan, Loreon and Shanasanta.
Ring
of God spells (Invented by Flera)
Type of jewellery: Mithrill
silver ring
Special power: This ring
is only usable to a wizard there are over lvl. 35. The wizard there is
wearing this ring, is able to cast any two spells at once, that he / she
is able to cast.
Description: This ring
is made up of purest mithrill silver and there are engraved all the gods
symbols around it. It is another gift from the upper god, me, and but this
item i unique. It is said that it is possessed by Loreon.
Ring
of the Elements (Invested by Flera)
Type of jewellery: Silver
Ring
Special power: This ring
is not like a normal ring of e.g.. fire elements, but this ring has the
power to do the possessor totally immune to all 4 elements, in 1 hour per
day, decided by the possessor.
Description: The Ring of
the Elements is made from silver and looks like nothing by itself. It was
another gift from the greater god, me. This ring is also unique and it
is said that the greatest druid has it.
The Book of Loreon ( The Book of Ultimata Knowledge ) (Invented by Flera)
Type of item: Book
Special power: The possessor
of this book, will know all the secrets about the gods and be able to control
them. Work's like a powerful control spell.
Description: The Book of
Loreon or The Book of Ultimate Knowledge, is place where every thing about
the gods are in. It is owned by the oldest of all the gods, Loreon, the
god of knowledge and wisdom. The book is the most powerful item in Crysaniantilus,
or Veruisalrus, the universe. This item will never been given to anybody
by the gods, but the only way it can be removed from Loreon, is that it
is stolen and that's a kind of impossible.
The book is made from
the purest mithrill gold, containing 10 pages made from mithrill gold as
well. To open the book, 4 special key's is used. These 4 key's are owned
by the 3 rulers of the god's; Lantan, Loreon and Shanasanta. And the last
one is owned by me, Flera. And to get the key's from us 4, is as impossible,
as giving the most water fearing mountain dwarf a bath, without making
him refuse.
Grimska's
Gem of Death Detection (Copyright By J.
Bremer)
Type of gem: Emerald
Special power: When approaching
death the gem will change its colour toward bright green. The degree of
brightness is determined by the amount of death within the gem's detection
area. The gem is able to detect death within 1 mile and is able to detect
anything that has been dead for 12 hours to 12 years. If the gem is within
range of undead creatures the light will flicker on and off. The more it
flickers, the more powerful undead.
Description: Grimska's
Gem of Death Detection is 1 by 2 inches in size and it is an unusual dark
green beautiful Emerald. Know body know ho made it but it was made for
about 200 years ago. (Gives 2500 XP)