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list-of-powerful-magic-items

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List of Powerful Magic Items

Powerful Magic Items are Magic Items you can craft upon reaching Construction Level 6. These are the generic ones.

Some notes:

  • DMG is Damage, AP is Armor-Piercing (ignoring half of Protection), and AN is Armor-Negating (ignoring all of it).
  • FAT is Fatigue, and is Armor-Negating (AN) unless said otherwise.
  • Poison Damage is also Armor-Negating (AN) unless said otherwise.
  • Fear Damage lowers Morale instead of HP, and builds up to a rout. What it interacts with, and if it even DRN's, is uncertain.
  • Partial Life Drain Damage caps its user-Healing at the Damage of the weapon itself. Remember that.
  • Other stats use Manual notation (STR is Strength, ATT is Attack, DEF is Defense, MOR is Morale, PROT is Protection, etc.).
  • Shatter Damage applies only to Inanimates, but I'll restate it anyway.
  • "Damage to Armor" can break it; like what normal Damage can do to Rusty Armor.
  • Capped DMG hits can never do more Damage than what the weapon says, though DRN rolls and Strength apply beforehand.
  • Bouncing DMG is also called "Chaining" Damage, and will never hit the same guy twice in a row.
  • Stuff that "adds X" constantly reapplies "X" while held, if you somehow Heal it.
  • Holding 2 of an Item does not give you the item's out-of-combat effects Twice, aside from some Afflictions.
  • Damage Multipliers are applied after Strength and before DRN rolls vs. Protection.
  • Dealing "X" Points of Weakness reduces Strength by that much.
  • "MR negates each" means that a Magic Resistance roll is taken for each listed effect, until one roll succeeds; if the first roll succeeds, none of the effects happen, while only the first effect happens if the first roll fails but the second roll succeeds.
  • Research Boosters only work for those who can already Research (as in, those who already have Research Points).
  • The number after "Obfuscate" indicates the change in the Army Size that foes will see; negative decreases, positive increases.
  • Sailing (and "Air Sailing", which is just Flying with your troops) has two numbers; the number before the slash is the maximum size of any rider, and the number after the slash is the maximum added-up Size of everyone in the army (including the Commander) it can handle.
  • Items that provide a Magic boost (such as the Thistle Mace) will only do that if the holder innately has a level in that path.
  • Tainted Items, as mentioned in the Items page, have the listed chance to apply a Horror Mark each turn.
  • Bold text in the top line is supposed to indicate that the item is Cursed, or Unremovable, while an EVER is meant to specify that it is Unlootable (can't be picked up by other Commanders after the holder dies) if that isn't mentioned in the bottom line.

One-Handed Weapons

Fire Brand fire 11earth 115firegem5earthgem
Guild rules require that this Broad Sword (Length 1) be made Armor-Piercing with Earth Magic.
AP SLASH, DMG 8, ATT +3, also does 14 AP FIRE DMG on hit (AOE 1), Morale +2, FR +5
Shadow Brand death 11earth 115deathgem5earthgem
This Broad Sword (Length 1), is really cool, but its side effects won't affect Inanimates.
AP SLASH, DMG 12, ATT +4, DEF +1, also deals 5 AN DMG and 2 points of Weakness on hit (AOE 5, MR negates each)
Blood Thorn blood 3315bloodslave Cheap for LA Abysia!
This Dagger (Length 0) is also known as an Athame! It's a bit tough to clean.
PIERCE, DMG 4, ATT +2, PARTIAL LIFE DRAIN, blood 11 boost
Axe of Hate nature 2210naturegem
This Axe (Length 1) is made with Hate! It lowers your Poison Resistance, though.
SLASH, DMG 13, ATT +4, also deals 20 FAT & Disease on DMG (MR negates Disease), PR -15
Evening Star fire 11death 115firegem5deathgem
This Morningstar (Length 1, +2 ATT vs. Shields) applies both Fire and Weakness! Inanimates can't be Weakened, though.
BLUNT, DMG 10, ATT +6, DEF -2, also deals 12 AP FIRE DMG & 2 points of Weakness on hit (AOE 1, MR negates Weakness)
Star of Thraldom air 115airgem
This Morningstar (Length 1, +2 ATT vs. Shields) makes targets think they're stuck!
BLUNT, DMG 10, ATT +6, DEF -2, applies False Fetters on hit (AOE 1, MR negates)
Demon Whip fire 11blood 115firegem5bloodslave
This Whip (Length 4, Capped DMG) splashes Fire on foes!
SLASH, DMG 2, ATT +4, also does 14 Uncapped AP FIRE DMG on hit (AOE 1), Inferno Assistance +10
Dragon Sceptre fire 2210firegem
This is a Wand (Length 1), not a Sceptre. Drakes don't mind, though!
BLUNT, DMG -2, ATT -2, Dragon Master +1, Flame Bolt spell
Rod of the Phoenix fire 4425firegem
This is a Wand (Length 1), not a Rod, but almost no one can afford to point that out!
BLUNT, DMG -2, ATT -2, Incinerate spell

Double-Handed Weapons

Demon Bane water 115watergem
This Great Sword (Length 2) keeps you safe from demonic stuff, such as fire and going to Hell.
SLASH, DMG 15, ATT +5, DEF +2, each hit does x2 DMG to Demons, HP +5, FR +15
Hell Sword blood 22fire 2210bloodslave10firegem
This Great Sword (Length 2) will try to keep you alive, but through sinister means.
SLASH, DMG 14, ATT +5, DEF +1, PARTIAL LIFE DRAIN, Berserker +3, FR +10

Shields

Helms

Armors

Boots

Miscellaneous Items

list-of-powerful-magic-items.1652654727.txt.gz · Last modified: 2022/05/15 22:45 by fenrir