Silver Set

From DQWiki
Jump to navigationJump to search

Arcane Items - Silver Set

The Silver arcane set of items is currently 15 known items. These are:



Silver Base items

  • Ring of the Enchanted Oak *
  • Black Enchanted Feather Hat *
  • Enchanted Orange Clean Stone *
  • Black Enchanted Feather Shoulder Guard *



Silver set items

  • Ring of Ion
  • Ring of Protection
  • Twisted Adepts of Protection
  • Ring of Souls
  • Ring of Strong Heart
  • Ring of Vest
  • Enhanced Golden Bracer of Fortitude
  • Lunar Weapon Tattoo
  • Voodoo doll
  • Ivinian Dire Wolf
  • Adepts Enchanted Tea
  • Potion of Memory
  • Shailah Mask
  • Inferior Artzdorf Flensing Dagger
  • Blackened Ash Wand with Unicorn hair core





Set bonus

When you get a set of 4 Silver items & 1 Yellow item then your S3 and S7 range is increased to 30 +30 foot per rank (as long as it is not touch or self).


Progression point

After gaining 5 Silver items


Ring of the Enchanted Oak

This finely crafted wooden ring been made from an Oak tree. When

worn for more than 7 days by an adept of magic, who is also dressed in

a ‘Robe of Freetown’ the ring offers the adept the following properties;

  • +50% Magic Resistance to E&E Slowness Spell, and

Necromantic Agony Spell.

  • Under the night sky, a week either side of the full moon, a pint

of fresh human blood will heal the adept of physical wounds (all

EN damage).

This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plain of Earth within 5 years of its creation. Creation date:

Weight: 2 oz, Value: 200 sp, SB1


Aura: Formally Living: Oak

Plane of Origin: Alusia

Nature of Magic: Enhancement Protection & healing

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set (Base item)

Arcane Points: Cost 6, resale 1


Black Enchanted Feather Hat

This finely crafted ‘Black Enchanted Feather Hat’ has been enchanted with

minor protection magic’s to keep it clean from minor filth and minor harm.


When worn for more than three hours by an adept, who is also dressed in a

‘Robe of Freetown’ the hat offers the adept the following properties;


  • The wear gains +2 PB (up to racial maximum), but lowers the wearers

head protection (as a negative) which normally costing 1 Armour

Protection.


  • Any adept employing any ‘Cast Action’ can optionally create a halo on the

ground (cantered on the adept) which is a mega-hex in size (15 foot across) at a cost of two

additional fatigue points (spell casting fatigue).


The Hallo effect is to add any counter-spell cast on the area adds the counter spell rank to the

rank of any magic cast into or out of the area on any entity.


For example; when a rank 6 counter-spell is cast on the area which is under the effect of the

Hallo. All entities in the area will gain 6 ranks on the next spell cast on them, so if Dragon Flames

are cast on them 6 ranks are added, and if an E&E mage standing in the halo casts a ‘Slowness

Spell’ on others then 6 additional ranks of spells effects are added.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:



Aura: Formally Living: Swan

Plane of Origin: Alusia

Nature of Magic: Special Enhance Enchantment – Halo Effect

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set (Base item)

Arcane Points: Cost 12, resale 1


Weight: 1 lbs, Value: 100 sp, SB2



Enchanted Orange Clean Stone

This finely crafted ‘Enchanted Orange Clean Stone‘ when worn for more

than three hours by an adept who is also dressed in a ‘Robe of

Freetown’ then they once a day (sunrise to sunrise) are able to enhance

a bath which will allow entities who bath in it (for more than an hour) a

new resistance check against any infection or poisons they are under

the effect of.


Those entities who leave the Bath (after an hour) gain +1 PB for some

time. Those leaving the Bath gain the effect (in hours) for a duration of

the highest in any of the following three skills; Courtier, Spy and/or Thief

and full ranks in Troubadour skill.


This item will stop working, unless replenished in combat at the

mountain of Qwal-Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:




Aura: Formally Living: Orange

Plane of Origin: Alusia

Nature of Magic: Wiccan Special Enchantment

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set (Base item)

Arcane Points: Cost 10, resale 1

Weight: 2 oz, Value: 80 sp, SB3


Black Enchanted Feather Shoulder Guard

This finely crafted ‘Black Enchanted Feather Shoulder Guard’ has

been enchanted with minor protection magic’s to keep it clean from

minor filth and minor harm.

When worn for more than three hours by an adept, who is also

dressed in a ‘Robe of Freetown’ the hat offers the adept the

following properties;

  • The wearer gains +2 ranks in unarmed combat skill.
  • The wearer gains +10 PS & +’Free MA’ when in close combat

for the purposes of unarmed combat skill.

  • When the wear looks upon other entities, then those others

appear more hansom and/or more beautiful by in effect they gain +3 PB (above racial maximum).

This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:

Weight: 1 lbs, Value: 100 sp, SB4


Aura: Formally Living: Swan

Plane of Origin: Alusia

Nature of Magic: Enchanted attribute

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set (Base item)

Arcane Points: Cost 10, resale 5


Ring of Ion

This finely crafted ring has been crafted under the night sky. When

worn for more than 7 days by an entity who is also dressed in a ‘Robe

of Freetown’ or a ‘Suit of Blackened Rank Armour’ the ring offers

the following properties;


  • This ring for the purposes of calculating a characters stun

threshold adds 42 points of Endurance. This is only used for

the calculation and is not real endurance for the purposes of

taking damage.

  • If the user is an adept of the Earth collage, any Troll-skin spell

(S-16) cast by them will have their duration doubled.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Resistance to Stun

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6

Weight: 2 oz Value: 900 sp, S1


Ring of Protection

This finely crafted silver ring has a small ruby set in the front. After being

worn for 4 hours then the ring confers the following benefits while worn;


  • +2 Armour points Vs. physical damage from sunrise to sunset.
  • Lycanthropes gain an additional point of protection.
  • 6 MA minor curse to remove the ring.


This ring will not stack with other protection items but will stack with

spells.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection

Magically Trapped/warded/cursed: Yes

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6

Weight: 2 oz, Value: 300 sp, S2


Twisted Adepts Ring of Protection

This finely crafted gold ring is of two lovers’ embraced. When worn by an

adept of magic, who is also dressed in a ‘Robe of Freetown’, the ring

offers the adept the following properties;


  • As a pass action the adept can trigger this ring. It costs 4 EN as

damage points, the adept gains +10% Defence for aduration of 5

pulses.

  • Defence spells duration are doubled while the ring is worn.
  • The wearer gains a penalty of +20 to dice rolls for any melee

‘strike chance’. This does not affect close combat melee ‘strike

chance’ rolls.

  • The wearer can show the ring to others, who if they inspect it will find the wearer more

attractive/seductive (+3 PB not above racial maximum).


This ring will stack with other protection items and will stack with spells. This item will stop working,

unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plane of Earth within 5

years of its creation. Creation date:



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection

Magically Trapped/warded/cursed: Yes

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6

Weight: 2 oz, Value: 500 sp, S3



Ring of Souls

This fine quality red ring is very magical. For the first combat of the day

(sunrise to sunrise) it will heal the wearer 1 Endurance per pulse for 20

pulses. This happens at the end of the pulse.

It has a minor curse (MA 8) preventing the ring from being removed.

It stacks with troll skin and other forms of regeneration.

This ring will stack with other protection items and will stack with spells. This

item will stop working, unless replenished in combat at the mountain of Qwal- Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:

Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Healing.

Magically Trapped/warded/cursed: Yes

Level: Low

Arcane items: Silver Set

Arcane Points: Cost 22, resale 0

Weight: 5 Value: 1,500 sp, S4


Ring of Strong Heart

This small magical blue ring will give the wearer the following effects:


  • It gives -25 on the fear table all of the time.
  • On only the first failed fear check of the day (sunrise to sunrise), they

wearer gains a second and third resistance check if needed.


It will stop working unless it is exposed to the morning rays of sunrise light. If it

has stopped working, it will start working once again if the morning sun light

shines on the ring for over an hour.


This ring will stack with other protection items and will stack with spells. This item will stop working,

unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plane of Earth within 5

years of its creation. Creation date:


Aura: Magic

Plane of Origin: Alusia

Nature of Magic: Calm

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6


Weight: 2 oz, Value: 250 sp, S5


Ring of Vest

This finely crafted Onyx stone ring has been enchanted with earth magic.

When worn for more than 7 days by an entity who is also dressed in a ‘Robe

of Freetown’ or a ‘Suit of Blackened Rank Armour’ the ring offers the following

properties;

If an adept of the Earth collage, casts a Trollskin spell (S-16) within 15 feet of

the entity wearing this ring, then they will also receive a Trollskin spell.

This item will stop working, unless replenished in combat at the mountain of

Qwal-Macca in the Elemental Plane of Earth within 5 years of its creation. Creation date:

Weight: 2 oz Value: 100sp, S6


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Earth magic

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6


Enhanced Golden Bracer of Fortitude

This small golden bracer of protection is crafted to fit a human or smaller

entity as follows;


  • +2 points Damage Reduction verses physical damage.
  • +5% magic resistance.
  • A single spell (player choice at time of casting) will have its

duration doubled.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 39, resale 6

Weight: 2 oz, Value: 3,500 sp, S7


Lunar Weapon Tattoo

The enchanted tattoo is of a dragon and dagger and normally appears on a

persons’ lower arm. The entity with the tattoo is able to get the tattoo to move

to another person by holding hands. It takes 4 pulses and costs 2 EN & 10 Ft

to move the tattoo from one person to another.


  • The tattoo is able to store any single weapon of less than 5 pounds.
  • The entity is able to get the weapon out & have it ready in a single

action costing 2 Ft.

  • It costs no Ft to store a weapon but it must weight less than 5 pounds.
  • It takes 5 pulses to store a weapon.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:



Aura: Magical

Plane of Origin: Hell

Nature of Magic: Storage

Magically Trapped/warded/cursed: no

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 12, resale 3

Weight: n/a, Value: 250 sp, S8


Voodoo doll

This small voodoo doll unlike most other object can have one of each of lesser,

medium and greater enchantment cast upon it. When in the possession of an

entity that does not have one of the enchantments, it will confer the benefits of

the missing enchantment. As this is an item the duration of the enchantment will

not expire with the entities death.


It currently has:


Lesser






-2 Medium Enchantment Value: 1,200sp

This medium enchantment gives the entity -2 on the percentile die rolls.

Duration: Summer Equinox 816wk


Greater















This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:



Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Enchantment preservation.

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 12, resale 6

Weight: ¼ lbs Value: 350 sp, S9


Ivinian Dire Wolf

This enchanted heavy stone when dropped on the snowy ground will

cause a large white Dire Wolf to emerge within 15 feet of the stone at the

end of the following pulse.

The enchanted Dire wolf has the following properties;

  • It can be used once a day.
  • It can be dismissed by the Summoner.
  • It can be counter spelled by Greater Summoner Special counter

spell.

  • If the wolf takes any damage it will disappear dropping whoever it is carrying doing Mph

Fatigue damage (minus armour) to them.

  • The wolf has NO TMR or Magic Resistance or other stats for combat.
  • If the Dire Wolf requires any riding roll, then it is based on horsemanship skill at minus 10.
  • The wolf size is approx; 10 foot long and 4 foot wide and about 8 foot high.
  • The wolf comes with a large saddle (able to seat only one entity) and saddle bags and can

carry 900 lbs; for every 100 lbs carried its MPH goes down by 1.

  • It max unencumbered travel speed is; Woods, Hills, Mountains, and Road 21 Mph, Track 18

Mph, Plains 14 Mph. Swamp, 1 Mph.

  • It will leave obvious tracks to follow.

This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:

Weight: 5 lbs Value: 400 sp, S10


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Wicca Enchanted Dire Wolf.

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 9, resale 6


Adepts Enchanted Tea

The character has had the opportunity to harvest some tea. For rank 4+ in

any of; Cook, Herbalist, or Alchemist skill the character has been able to

harvest some tea. The time it takes to harvest the tea is; ½ a day per 10

doses which will cut into training time.

Volume of Harvest: They amount of tea harvested is dependant on the total

combined rank of; Cook, Herbalist, & Alchemist skill. This total is doubled

and gives you the ‘Harvest size remaining’ listed below.

Harvest size remaining:

1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30

31 32 33 34 35 36 37 38 39 40

41 42 43 44 45 46 47 48 49 50

Shelf Life: The ‘shelf life’ before the tea is no longer enchanted (and of value) is dependant on the

highest rank of those skills at the time of harvest. The highest rank in years is the ‘shelf life’ from the

time of the harvest.

Expiry of Harvest: Summer Equinox 814WK

Use:

Prepare: The character can make a pot of hot tea, which takes 30mins minus the combined rank of;

Cook, Herbalist, & Alchemist skill (minimum of 5 mins) to prepare as long as there is a heat source.

Dose: The amount used in a pot is always one dose. The number of entities that can drink of the tea

and benefit from this single dose is equal to the combined rank in; Cook, Herbalist, & Alchemist skill. It

can take as little as three pulses to drink the hot tea. When the pot of un-drunken tea becomes cold it

magical enchantment is lost.

Effect of imbibing tea:

+1 spell rank for a duration of combined Cook, Herbalist, and Alchemist skill hours.

+5 Ft (over personal & racial max) for a combined Cook, Herbalist, and Alchemist skill hours.

Weight: ¼ lb per 10 doses, value: 50 sp, S11


Aura: Magical

Plane of origin: Alusia

Nature of Magic: Enhancement/Focus

College: Earth

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 8, resale 6


Potion of Memory

When this potion is imbibed it will allow the drinker to remember things perfectly

for 4 hours. This will allow them to recall things perfectly such as;

  • Layout of a complex tunnels or routes
  • Conversations in a language they do not know (but could repeat back to

others).

  • Describe symbols or markings they don’t know

etc

Number of uses remaining: 1 2 3

Weight: ¼ lbs Value: 75 sp, S12


Aura: Magical

Plane of origin: Alusia

Nature of Magic: Ancient summoning

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 6, resale 3


Shailah Mask

Weight: ½ lbs Value: 300 sp, S13

This highly obvious black headdress, which has a golden and silver

facemask at the front, is made up of over two hundred delicate gold coins,

and golden and silver chains and a fine black cloth. The mask extends from

the top of the head to a foot below the shoulder line.

This enchanted magical mask will allow;

  • A helmet cannot be worn with this item.
  • The user is not able to be located or magically scryed.
  • Women gain a free non-magical pass action at the end of the pulse.
  • Males gain +5 Initiative Value.


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Protection from Scrying

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 15, resale 10


Inferior Artzdorf Flensing Dagger

This well crafted dagger is made by a rank 5 craftsman. In the hands of an adept

it allows them to cut away a spell from a recently dead mage. In normal combat it

acts as an enchanted Dagger as follows;

  • +5% to BC from craftsmanship taking it to 45% SC
  • +1 Damage from enchantment (Does not stack with weapon spells).
  • +2 MD to anyone wearing a Robe of Freetown.

The following happens when an adept does a special action on a recently dead

adept (within the last 4 minutes). The special action involves slicing the skin for 4

consecutive pulses.

  • The target looses one rank in a random GK spell that is at rank 6 or less. The rank is regained

after 2 months (if they are alive again);

  • The adept using this item will gain a bonus of +1 spell rank on a chosen General Knowledge

spell for 2 months.

  • Adepts who are members of the Entities branch: Greater Summoners, Necromantic

Conjuration, Rune Mages, and Witchcraft, gain +2 spell ranks instead of 1 spell rank.

Note: A dead adept can be flensed once per month.

This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:

Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Flenzing

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 15, resale 10

Weight: ½ lbs Value: 75 sp, S14


Blackened Ash Wand with Unicorn hair core

This is a well crafted Wand made from Ash with a Unicorn Hair core. In the hands of an adept it allows them to expand their normal ‘Prepare Action’ into a range of actions.


The Wand must be used in a secondary hand, without other items, whilst

they prepare and cast with their primary hand. To use the expanded

‘Prepare Action’ the adept must succeed in rolling against the spells Cast

Chance (CC).

  • They get to pick one from the following list if they succeed in the

Expanded Prepare action. These expanded ‘Prepare Action’ will

then effect the next Cast Chance action.

  • A normal ‘Prepare Action’ occurs if they fail the Expanded Prepare action.


The ‘Expanded Prepare Actions’ will affect a spell of rank 8 of less. The list is:


  • Cast at -10 on the CC (penalty) and the GK spell becomes Resist for half damage.
  • Cast at an additional +1 Ft cost but the duration is doubled.
  • Cast at an additional +1 Ft & +3 EN cost but all targets resist at -10%.
  • Cast at an additional +2 Ft cost but gain 1 additional target.
  • Cast at an additional +1 Ft cost but on the damage dice a roll of 1, 2 or 3 is rolled again &

added.

  • Cast and gain +1 spell ranks of ‘effect’.
  • Cast at +20 on the CC (bonus) on a GK spell but costs +2 Ft.


An adept can only be attuned to one Wand at a time. It takes a week of time to become attuned to

any new Wand. Other actions can be carried out in that week as per normal.


This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the

Elemental Plane of Earth within 5 years of its creation. Creation date:


Aura: Magical

Plane of Origin: Alusia

Nature of Magic: Enhancement

Magically Trapped/warded/cursed: No

Level: Medium

Arcane items: Silver Set

Arcane Points: Cost 15, resale 10

Weight: ½ lbs Value: 175 sp, S15