Epics Details

You may use the ‘epic’ command to add your Glory points to your epic items and customise their bonuses, with each point of Glory adding 1 Fame, 25 radiation and 50 epic points to the item. These epic points are then spent to add actual bonuses. Note that you can only use one epic item at a time, and cannot use or create epic items that have a higher Fame rating than you.

Aegis Shield Baneful Katar Barbed Wing-Spikes Braided Collar
Briarstaff Chaos Cutlass Chaos Sceptre Cloak of Displacement
Elemental Bracers Elemental Ring of Air Elemental Ring of Earth Elemental Ring of Fire
Elemental Ring of Water Flameblade Frostblade Hellforged Halberd
Horned Champron Hunting Horn Lionskin Pelt of Invulnerability Medusa’s Head
Mirror Shield Runic Bracers Scarab Amulet Spiritblade
Stormblade Torc of Eternal Health Unerring Spear Visor of Vision
Vorpal Cutlass Vorpal Longsword Vorpal Scythe Whirlwind Meteor Hammer

Aegis Shield

The aegis shield is a thick round shield. It makes a poor weapon, but it is very effective for blocking attacks, and automatically absorbs damage as if it were armour.

Basic Information

Skill type Shields (also benefits from the Small Shield Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds four encumbrance, and has a melee reach of zero feet.
Material Goatskin with 50% durability.
Techniques 42 (0 mounted, 30 style-specific and 1 behind the scenes).
Good styles Scorpion, Crane, Swallow, Crab and Dragon (see ‘help style’).
Special This shield protects your back when sheathed.
Weaknesses Soak is halved while performing techniques and during cooldown.
Bonus 10% armour to all locations vs all damage.

Possible Enhancements

Durability 1 per +1, max +100 Health 1 per +1, no max
Encumbrance 20 per +1, max +3 Resistance 8 per +1, no max
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Speed 10 per +1, max +15
Crush-bypass 8 per +1, no max Physical-armour 2 per +1, max +250
Energy-armour 2 per +1, max +250 Mental-armour 1 per +1, max +250
Poison-armour 1 per +1, max +250    

Baneful Katar

The katar is a type of short punching sword used in close range hand-to-hand combat, and is popular for its swift and quick attacks. It has a horizontal hand grip, which results in the blade sitting above the user’s knuckles.

Basic Information

Skill type Daggers (also benefits from the Martial Arts Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of two feet.
Material Steel with 90% durability.
Techniques 195 (0 mounted, 147 style-specific and 10 behind the scenes).
Good styles Crab, Scorpion and Flea (see ‘help style’).
Special Some attacks reduce opponent’s armour by 25% (see ‘help bypass’).
Weaknesses This weapon can be caught by swordbreakers and tiger claws.
Bonus It is possible to use two of these epic items.
Bonus +50% critical bypass on physical attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 8 per +1, max +250
Stab-bypass 8 per +1, max +250 Poison-bypass 8 per +1, max +100
Poison-burst 8 per +1, max +20    

Barbed Wing-Spikes

A pair of barbed spikes which can be fitted to the tips of your wings. These cause attacks made with your wings to inflict dual cut damage (eg a wingbash causes dual cut/crush instead of just crush). If the attack normally inflicts cut damage anyway, you instead inflict a cut burst on a critical hit.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of one foot.
Material Platinum with 50% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item is classified as heavy armour.
Bonus Wing attacks inflict dual cut damage (or a cut burst).

Possible Enhancements

Speed 12 per +1, no max Agility 10 per +1, no max
Movement 10 per +1, max +50 Balance 1 per +1, max +100
Wing-hit-dam 5 per +1, no max Wing-bypass 8 per +1, no max

Braided Collar

This is a piece of material worn around the neck for protection.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Leather with 50% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item is classified as heavy armour.
Bonus +10% Health.

Possible Enhancements

Attack 5 per +1, no max Defence 5 per +1, no max
Damage 10 per +1, no max Resistance 8 per +1, no max
Bite-bypass 5 per +1, max +200 Speed 12 per +1, no max
Agility 10 per +1, no max Balance 1 per +1, max +100
Movement 10 per +1, max +50    

Briarstaff

The briarstaff is a long, thin ironwood quarterstaff. Dozens of razor-sharp thorns project from the shaft.

Basic Information

Skill type Polearms (also benefits from the Staff Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of three feet.
Material Ironwood with 80% durability.
Techniques 88 (0 mounted, 20 style-specific and 15 behind the scenes).
Good styles Monkey, Viper, Cobra, Asp and Serpent (see ‘help style’).
Special This weapon is designed to be used two-handed (see ‘help assist’).
Bonus Inflicts dual stab/crush damage (see ‘help dual damage’).

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Bypass 8 per +1, max +250
Cut-burst 8 per +1, max +20    

Chaos Cutlass

The chaos cutlass has a wickedly sharp blade, and a stylised skull on the hilt.

Basic Information

Skill type Swords (also benefits from the Curved Sword Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of two feet.
Material Demonsteel with 95% durability.
Techniques 151 (59 mounted, 104 style-specific and 12 behind the scenes).
Good styles Tiger, Lion and Leopard (see ‘help style’).
Weaknesses This weapon can be caught by swordbreakers and tiger claws.
Bonus +100% critical bypass on energy attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 5 per +1, no max Cut-bypass 8 per +1, no max
Energy-bypass 8 per +1, max +250 Energy-burst 8 per +1, max +20

Chaos Sceptre

The chaos sceptre consists of a heavy metal sphere on the end of a short rod. A sceptre is a symbol of authority, and is usually ornamental rather than functional, but the chaos sceptre also serves as a deadly weapon.

Basic Information

Skill type Clubs (also benefits from the Club Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds six encumbrance, and has a melee reach of two feet.
Material Demonsteel with 95% durability.
Techniques 18 (0 mounted, 7 style-specific and 3 behind the scenes).
Good styles Ape, Bull and Bear (see ‘help style’).
Special Some attacks reduce opponent’s armour by 25% (see ‘help bypass’).
Bonus +100% critical bypass on energy attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 5 per +1, no max Crush-bypass 8 per +1, no max
Energy-bypass 8 per +1, max +250 Energy-burst 8 per +1, max +20

Cloak of Displacement

This mystical cloak causes the wearer to appear slightly displaced from their actual position, making them more difficult to hit. The effects of this cloak are further enhanced if the wearer is naturally agile on their feet.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, and may also be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of three feet.
Material Nightweave with 90% durability.
Techniques 59 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item can be drawn like a weapon, with the right talents.
Bonus +3% physical immunity (increased by Sure Footed and Evasion).

Possible Enhancements

Invisibility 40 per +1, max +5 Durability 1 per +1, max +100
Health 1 per +1, max +1000 Mana 2 per +1, max +1000
Protection 4 per +1, no max Resistance 8 per +1, no max

Elemental Bracers

These bracers can be strapped to your arms, giving them additional protection. They also allow you to block melee attacks while unarmed.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of zero feet.
Material Platinum with 50% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item is classified as heavy armour.
Bonus +5 to Aura.

Possible Enhancements

Durability 1 per +1, no max Brawn 40 per +1, no max
Grace 40 per +1, no max Mettle 40 per +1, no max
Wits 40 per +1, no max Tenacity 40 per +1, no max
Discipline 40 per +1, no max Ascendancy 4 per +1, no max
Protection 4 per +1, no max Power 8 per +1, no max
Speed 12 per +1, no max Unarmed-bypass 12 per +1, max +100
Unarmed-hit-dam 5 per +1, no max Energy-bypass 18 per +1, max +50
Cut-bypass 12 per +1, max +100 Stab-bypass 12 per +1, max +100
Crush-bypass 12 per +1, max +100 Mental-bypass 15 per +1, max +100
Poison-bypass 15 per +1, max +100 Physical-armour 10 per +1, max +50
Heat-armour 5 per +1, max +50 Cold-armour 5 per +1, max +50
Shock-armour 5 per +1, max +50 Mental-armour 6 per +1, max +50
Poison-armour 6 per +1, max +50    

Elemental Ring of Air

Rumour has it that the first ring was crafted to represent the Serpent itself, and indeed, many rings possess magical powers. Even the plainest rings with no apparent magical aura have been known to win love and bind friendships.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Ethereal with 100% durability.
Techniques 2 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus +5% immunity to all locations vs shock damage.

Possible Enhancements

Shock-bypass 15 per +1, no max Shock-armour 5 per +1, max +25
Discipline 30 per +1, max +10 Aura 30 per +1, max +10
Attack 5 per +1, no max Defence 5 per +1, no max
Health 1 per +1, no max Damage 10 per +1, no max
Resistance 8 per +1, no max Speed 12 per +1, no max
Ascendancy 4 per +1, no max Protection 4 per +1, no max
Power 8 per +1, no max Mana 2 per +1, no max

Elemental Ring of Earth

Rumour has it that the first ring was crafted to represent the Serpent itself, and indeed, many rings possess magical powers. Even the plainest rings with no apparent magical aura have been known to win love and bind friendships.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Stone with 75% durability.
Techniques 2 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus +2% immunity to all locations vs physical damage.

Possible Enhancements

Physical-bypass 20 per +1, no max Physical-armour 10 per +1, max +25
Mettle 30 per +1, max +10 Size 30 per +1, max +10
Attack 5 per +1, no max Defence 5 per +1, no max
Health 1 per +1, no max Damage 10 per +1, no max
Resistance 8 per +1, no max Speed 12 per +1, no max
Ascendancy 4 per +1, no max Protection 4 per +1, no max
Power 8 per +1, no max Mana 2 per +1, no max

Elemental Ring of Fire

Rumour has it that the first ring was crafted to represent the Serpent itself, and indeed, many rings possess magical powers. Even the plainest rings with no apparent magical aura have been known to win love and bind friendships.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Obsidian with 85% durability.
Techniques 2 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus +5% immunity to all locations vs heat damage.

Possible Enhancements

Heat-bypass 15 per +1, no max Heat-armour 5 per +1, max +25
Brawn 30 per +1, max +10 Tenacity 30 per +1, max +10
Attack 5 per +1, no max Defence 5 per +1, no max
Health 1 per +1, no max Damage 10 per +1, no max
Resistance 8 per +1, no max Speed 12 per +1, no max
Ascendancy 4 per +1, no max Protection 4 per +1, no max
Power 8 per +1, no max Mana 2 per +1, no max

Elemental Ring of Water

Rumour has it that the first ring was crafted to represent the Serpent itself, and indeed, many rings possess magical powers. Even the plainest rings with no apparent magical aura have been known to win love and bind friendships.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Icemetal with 90% durability.
Techniques 2 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus +5% immunity to all locations vs cold damage.

Possible Enhancements

Cold-bypass 15 per +1, no max Cold-armour 5 per +1, max +25
Grace 30 per +1, max +10 Wits 30 per +1, max +10
Attack 5 per +1, no max Defence 5 per +1, no max
Health 1 per +1, no max Damage 10 per +1, no max
Resistance 8 per +1, no max Speed 12 per +1, no max
Ascendancy 4 per +1, no max Protection 4 per +1, no max
Power 8 per +1, no max Mana 2 per +1, no max

Flameblade

The flameblade is a mystical sword with a three-foot double edged blade wreathed in magical fire. The enchanted nature of this weapon allows it to be sheathed without harming the wearer. It can be used one or two handed.

Basic Information

Skill type Swords (also benefits from the Mystical Blade Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of three feet.
Material Brass with 60% durability.
Techniques 134 (0 mounted, 88 style-specific and 10 behind the scenes).
Good styles Crane, Viper, Mantis, Hawk and Crab (see ‘help style’).
Bonus Inflicts dual heat damage (see ‘help dual damage’).

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 8 per +1, no max
Stab-bypass 8 per +1, no max Heat-bypass 8 per +1, no max
Flame-burst 8 per +1, max +20    

Frostblade

The frostblade is a mystical sword with a three-foot double edged blade coated in magical ice. The enchanted nature of this weapon allows it to be sheathed without harming the wearer. It can be used one or two handed.

Basic Information

Skill type Swords (also benefits from the Mystical Blade Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of three feet.
Material Silver with 60% durability.
Techniques 134 (0 mounted, 88 style-specific and 10 behind the scenes).
Good styles Crane, Viper, Mantis, Hawk and Crab (see ‘help style’).
Bonus Inflicts dual cold damage (see ‘help dual damage’).

Possible Enhancements

Durability 1 per +1, max +1000 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 8 per +1, no max
Stab-bypass 8 per +1, no max Cold-bypass 8 per +1, no max
Frost-burst 8 per +1, max +20    

Hellforged Halberd

Considered the most versatile polearm ever developed, the halberd consists of a six foot long wooden shaft incorporating an axe blade, a spear point and a hammer beak. It requires both hands to be used effectively.

Basic Information

Skill type Polearms (also benefits from the Halberd Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds seven encumbrance, and has a melee reach of five feet.
Material Demonsteel with 95% durability.
Techniques 67 (0 mounted, 29 style-specific and 5 behind the scenes).
Good styles Monkey, Bull, Ape, Crab and Mantis (see ‘help style’).
Special This weapon is designed to be used two-handed (see ‘help assist’).
Bonus +10 armour bypass for Protean Nemesis physical/energy attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Physical-bypass 8 per +1, max +250
Energy-bypass 8 per +1, max +250 Nemesis-burst 8 per +1, max +20

Horned Champron

A champron is a piece of barding designed to protect the head and face. It includes hinged cheek plates, and flanges to cover the eyes.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, and may also be thrown.
Size/reach Adds five encumbrance, and has a melee reach of two feet.
Material Steel with 90% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item is classified as heavy armour.
Bonus -1 delay for head techniques (to a minimum of 1 second).

Possible Enhancements

Bite-bypass 5 per +1, no max Headbutt-bypass 5 per +1, no max
Breath-bypass 5 per +1, no max Durability 1 per +1, max +99
Physical-armour 2 per +1, max +250 Physical-absorb 5 per +1, max +50
Energy-armour 2 per +1, max +250 Energy-absorb 5 per +1, max +50
Mental-armour 1 per +1, max +250 Mental-absorb 1 per +1, max +50
Poison-armour 1 per +1, max +250 Poison-absorb 1 per +1, max +50

Hunting Horn

The hunting horn is a brass tube, wound around several times, and ending in a flared opening called a ‘bell’. It is often played while mounted, and is used to call the hunting hounds.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Brass with 60% durability.
Techniques 5 (0 mounted, 0 style-specific and 4 behind the scenes).
Special This item acts as a magical focus for the Faith talent.
Bonus This item summons and protects you from barghests.

Possible Enhancements

Brawn 5 per +1, max +5* Grace 5 per +1, max +5*
Mettle 5 per +1, max +5* Wits 5 per +1, max +5*
Tenacity 5 per +1, max +5* Discipline 5 per +1, max +5*
Tainted-Talons 10 per +1, max +1 Tainted-Flesh 10 per +1, max +1
Demonic-Rage 10 per +1, max +1 Extra-Barghest 250 per +1, max +2

* These bonuses share a combined maximum value.

Lionskin Pelt of Invulnerability

The Nemean Lion’s golden pelt retains its magical invulnerability, rendering the wearer completely invulnerable to most attacks made against the body or back. Only ethereal weapons, mental damage, indirect or internal attacks and bursts can harm the wearer - all other forms of damage will simply be ignored.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, and may also be thrown.
Size/reach Adds two encumbrance, and has a melee reach of two feet.
Material Lionskin (nemean) with 100% durability.
Techniques 59 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus This item renders the body and back invulnerable to most attacks.

Possible Enhancements

Health 1 per +1, no max Encumbrance 20 per +1, max +2
Resistance 8 per +1, no max    

Medusa’s Head

Medusa was one of the three great Gorgon sisters. Her severed head retains its petrifying gaze, and can be used as a weapon in combat. By using epic points you can increase the rank of the petrification. Each rank gives -20 Attack and Defence (adjusted by Red Magic) as well as -1 Speed and -1/2 Movement. However each rank also gives your victim +2 Resistance.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of zero feet.
Material Stone with 75% durability.
Techniques 3 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus 2 ranks for this weapon’s special attacks.

Possible Enhancements

Petrify-rank 50 per +1, max +50 Attack 3 per +1, no max
Damage 6 per +1, no max Bypass 8 per +1, no max

Mirror Shield

The mirror shield consists of a large round disc affixed to several layers of hide. The magically bright surface will reflect magical attacks blocked by the shield, while the layers of hide absorb the shock of physical blows.

Basic Information

Skill type Shields (also benefits from the Small Shield Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of zero feet.
Material True silver with 80% durability.
Techniques 40 (0 mounted, 28 style-specific and 1 behind the scenes).
Good styles Crane, Scorpion, Swallow, Crab and Dragon (see ‘help style’).
Special This shield protects your back when sheathed.
Weaknesses Soak is halved while performing techniques and during cooldown.
Bonus 100% chance of reflecting bolt spells.

Possible Enhancements

Durability 1 per +1, max +100 Encumbrance 20 per +1, max +3
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Speed 10 per +1, max +15
Reflect-beam 2 per +1, max +100 Reflect-ball 4 per +1, max +50
Reflect-breath 4 per +1, max +50 Reflect-bypass 5 per +1, max +250
Crush-bypass 8 per +1, no max Physical-armour 2 per +1, max +250
Energy-armour 2 per +1, max +250 Mental-armour 1 per +1, max +250
Poison-armour 1 per +1, max +250    

Runic Bracers

These bracers can be strapped to your arms, giving them additional protection. They also allow you to block melee attacks while unarmed.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of zero feet.
Material Platinum with 50% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Special This item is classified as heavy armour.
Bonus +5 to Size.

Possible Enhancements

Durability 1 per +1, no max Brawn 40 per +1, no max
Grace 40 per +1, no max Mettle 40 per +1, no max
Wits 40 per +1, no max Tenacity 40 per +1, no max
Discipline 40 per +1, no max Attack 5 per +1, no max
Defence 5 per +1, no max Damage 10 per +1, no max
Speed 12 per +1, no max Unarmed-bypass 12 per +1, max +100
Unarmed-hit-dam 5 per +1, no max Physical-bypass 18 per +1, max +75
Heat-bypass 12 per +1, max +100 Cold-bypass 12 per +1, max +100
Shock-bypass 12 per +1, max +100 Mental-bypass 15 per +1, max +100
Poison-bypass 15 per +1, max +100 Physical-armour 10 per +1, max +50
Heat-armour 5 per +1, max +50 Cold-armour 5 per +1, max +50
Shock-armour 5 per +1, max +50 Mental-armour 6 per +1, max +50
Poison-armour 6 per +1, max +50    

Scarab Amulet

The scarab is a symbol of rebirth and regeneration.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Bronze with 80% durability.
Techniques 7 (0 mounted, 0 style-specific and 4 behind the scenes).
Special This item is classified as heavy armour.
Special This item acts as a magical focus for the Faith talent.
Bonus +5 to Aura.

Possible Enhancements

Replenishment 1 per +1, no max Mana 2 per +1, no max
Regeneration 1 per +1, no max    

Spiritblade

The spiritblade is a mystical sword with a three-foot double edged blade wreathed in flickering witchfire. The enchanted nature of this weapon allows it to be sheathed without harming the wearer. It can be used one or two handed.

Basic Information

Skill type Swords (also benefits from the Mystical Blade Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of three feet.
Material Bronze with 80% durability.
Techniques 134 (0 mounted, 88 style-specific and 10 behind the scenes).
Good styles Crane, Viper, Mantis, Hawk and Crab (see ‘help style’).
Bonus Inflicts dual mental damage (see ‘help dual damage’).

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 8 per +1, no max
Stab-bypass 8 per +1, no max Mental-bypass 8 per +1, no max
Mental-burst 8 per +1, max +20    

Stormblade

The stormblade is a mystical sword with a three-foot double edged blade wreathed in magical lightning. The enchanted nature of this weapon allows it to be sheathed without harming the wearer. It can be used one or two handed.

Basic Information

Skill type Swords (also benefits from the Mystical Blade Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of three feet.
Material Copper with 60% durability.
Techniques 134 (0 mounted, 88 style-specific and 10 behind the scenes).
Good styles Crane, Viper, Mantis, Hawk and Crab (see ‘help style’).
Bonus Inflicts dual shock damage (see ‘help dual damage’).

Possible Enhancements

Durability 1 per +1, no max Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 8 per +1, no max
Stab-bypass 8 per +1, no max Shock-bypass 8 per +1, no max
Shock-burst 8 per +1, max +20    

Torc of Eternal Health

The torc of eternal health is a rigid circular necklace fashioned from twisted metal strands, open-ended at the front, with the ends sculpted into a matching pair of centaurs. It is small enough to be worn under clothing, yet its solid design classifies it as heavy armour for the purposes of talents and powers. The torc serves as a holy symbol when used by a werewolf with Faith, but it uses Lunar Forging instead of Fang Forging for calculating spell bonuses.

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds zero encumbrance, and has a melee reach of zero feet.
Material Copper with 60% durability.
Techniques 7 (0 mounted, 0 style-specific and 4 behind the scenes).
Special This item is classified as heavy armour.
Special This item acts as a magical focus for the Faith talent.
Bonus +5 to Mettle.

Possible Enhancements

Health 1 per +1, no max Regeneration 1 per +1, no max

Unerring Spear

The unerring spear is a deadly weapon fashioned by the Sons of Ivaldi. It is so perfectly balanced that it never misses when thrown.

Basic Information

Skill type Polearms (also benefits from the Spear Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds four encumbrance, and has a melee reach of five feet.
Material Skysteel with 92% durability.
Techniques 88 (18 mounted, 40 style-specific and 12 behind the scenes).
Good styles Swallow, Monkey, Hawk, Rhino and Viper (see ‘help style’).
Bonus Never misses when thrown.

Possible Enhancements

Returning 100 per +1, max +1 Durability 1 per +1, max +100
Speed 10 per +1, max +10 Attack 3 per +1, no max
Defence 3 per +1, no max Damage 6 per +1, no max
Stab-bypass 5 per +1, no max Critical-bypass 1 per +1, max +100

Visor of Vision

Basic Information

Skill type Improvised (no associated Mastery talent).
Usage Worn, or wielded as an improvised weapon, but cannot be thrown.
Size/reach Adds one encumbrance, and has a melee reach of one foot.
Material Ironglass with 80% durability.
Techniques 4 (0 mounted, 0 style-specific and 1 behind the scenes).
Bonus You are completely immune to all gaze attacks.

Possible Enhancements

Detect-invisible 40 per +1, max +5 Durability 1 per +1, max +100
Protection 4 per +1, max +500 Physical-armour 2 per +1, max +250
Physical-absorb 5 per +1, max +50 Energy-armour 2 per +1, max +250
Energy-absorb 5 per +1, max +50 Mental-armour 1 per +1, max +250
Mental-absorb 1 per +1, max +50    

Vorpal Cutlass

The cutlass has a short single-edged blade designed for better slicing action at the expense of thrusting power. It is a popular choice among sailors and pirates.

Basic Information

Skill type Swords (also benefits from the Curved Sword Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds two encumbrance, and has a melee reach of two feet.
Material Steel with 90% durability.
Techniques 151 (59 mounted, 104 style-specific and 12 behind the scenes).
Good styles Tiger, Lion and Leopard (see ‘help style’).
Weaknesses This weapon can be caught by swordbreakers and tiger claws.
Bonus +100% critical bypass on cut attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 5 per +1, no max

Vorpal Longsword

The longsword has a three-foot double edged blade, effective for both thrusting and slashing. It has a wide range of available fighting techniques, catering to both the beginner and the expert.

Basic Information

Skill type Swords (also benefits from the Straight Sword Mastery talent).
Usage One handed, and cannot be thrown.
Size/reach Adds three encumbrance, and has a melee reach of three feet.
Material Steel with 90% durability.
Techniques 66 (0 mounted, 43 style-specific and 6 behind the scenes).
Good styles Viper, Crane, Hydra, Mantis and Hawk (see ‘help style’).
Weaknesses This weapon can be caught by swordbreakers and tiger claws.
Bonus +100% critical bypass on cut attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 5 per +1, no max
Stab-bypass 5 per +1, no max    

Vorpal Scythe

The scythe is an agricultural hand tool for mowing grass or reaping crops. It consists of a wooden shaft about six feet long, with two handles jutting from it at right angles, and a long curved blade mounted at the lower end.

Basic Information

Skill type Polearms (also benefits from the Halberd Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds five encumbrance, and has a melee reach of six feet.
Material Steel with 90% durability.
Techniques 59 (0 mounted, 29 style-specific and 7 behind the scenes).
Good styles Mantis, Bull, Dragon, Crab and Hawk (see ‘help style’).
Special This weapon is designed to be used two-handed (see ‘help assist’).
Bonus +100% critical bypass on cut attacks.

Possible Enhancements

Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Cut-bypass 5 per +1, no max

Whirlwind Meteor Hammer

The meteor hammer consists of two heavy weights connected with a length of chain. It can be swung around the body to strike at any angle.

Basic Information

Skill type Flails (also benefits from the Morning Star Mastery talent).
Usage One or two handed (see ‘help assist’), but cannot be thrown.
Size/reach Adds five encumbrance, and has a melee reach of five feet.
Material Skysteel with 92% durability.
Techniques 45 (2 mounted, 9 style-specific and 15 behind the scenes).
Good styles Dragon (see ‘help style’).
Special This weapon is designed to be used two-handed (see ‘help assist’).
Bonus +100% critical bypass on crush attacks.

Possible Enhancements

Cloud 10 per +1, max +50 Knockback 1 per +1, max +100
Durability 1 per +1, max +100 Speed 10 per +1, max +10
Attack 3 per +1, no max Defence 3 per +1, no max
Damage 6 per +1, no max Crush-bypass 5 per +1, no max