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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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 |