This is an old revision of the document!
Powerful Magic Items are Magic Items you can craft upon reaching Construction Level 6. These are the generic ones.
Some notes:
Fire Brand | 11 • 55 | ||
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 | 11 • 55 | ||
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 | 3 • 15 | 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, 1 boost |
|||
Axe of Hate | 2 • 10 | ||
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 | 11 • 55 | ||
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 | 1 • 5 | ||
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 | 11 • 55 | ||
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 | 2 • 10 | ||
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 | 4 • 25 | ||
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 |
Demon Bane | 1 • 5 | ||
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 | 22 • 1010 | ||
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 |