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Djordje
"I told you to see if he's in the league with the Faceless, not to burn his eyes out!"
Anton
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This is a list of items found in Might and Magic VIII: Day of the Destroyer.

Weapons Edit

One-handed swords Edit

One-handed swords have a recovery rate of 90.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Longsword 1-3 50 gold 8 1 3D3 None Produced in great numbers, these slightly overbalanced swords are the arms of militiamen across the land.
Trollish War Sword 2-4 200 gold 8 3 3D3 3 Though of primitive craftsmanship, the great weight of this weapon's blade gives it excellent striking power.
Dark Elven Longsword 3-5 350 gold 8 6 3D3 6 The weapon of a merchantman from the Dark Elven city of Alvar. It's wavy edged blade holds a good edge.
Templar's Sword 4-5 500 gold 8 9 3D3 9 A sword for a true swordsman. Its lack of ornamentation bespeaks of the singular purpose of its design.
Champion's Sword 5-6 650 gold 8 12 3D3 12 These are made exclusively for members of the Erathian Order of the Blade. Since by tradition they are buried with their fallen wielders on hallowed and guarded grounds, they are rare articles indeed.
Iron Broadsword 1-3 100 gold 8 1 3D4 None Some swordsmen swear that the soft metal of an iron sword gives them certain combat advantages. Those swordsmen never seem to be very old.
Trollish Claymore 2-4 300 gold 8 4 3D4 2 Though of primitive design and craftsmanship, these Troll forged weapons are effective in strong hands.
Lizardman Broadsword 3-5 600 gold 8 7 3D4 6 The Lizardmen produce a weapon capable of giving sturdy service.
Knightly Broadsword 4-5 800 gold 8 9 3D4 9 The weight of this sword's untapered blade would make it unwieldy if not for its exacting counterbalance.
Archangel Broadsword 5-6 1,100 gold 8 13 3D4 12 This blade of pure erudine steel can cut armor like butter and gleams with a starlight glow. There are finer swords available, but their numbers can be counted on a single hand.
Rusty Cutlass 1-3 40 gold 7 1 2D4 None This weapon may once have been of some quality, though it would be hard to tell through the apparent years of corrosion.
Goblin Scimitar 2-4 290 gold 7 3 2D4 2 After the Gowdar Deep Goblins were wiped off the face of Jadame in the Goblin-Ogre Wars, thousands of these weapons appeared on the common market.
Regnan Cutlass 3-5 590 gold 7 5 2D4 6 Issued to Regnan seamen as a basic side arm, these blades have gained a sturdy reputation.
Regnan Falchion 4-5 750 gold 7 9 2D4 8 The extremely forward balance of this weapon's blade gives it extra striking power, but requires great strength and skill from its wielder.
Captain's Cutlass 5-6 1,100 gold 7 12 2D4 11 Given to Regnan captains upon gaining their first command, these superior weapons help them to dominate their foes and subordinate.
Elsenrail Artifact 20,000 gold Artifact 20 3D3 14 (Accuracy +40, 10-20 points of Light damage) The Forge of Chaos was destroyed in the making of the Swords of Balance. Legend says the Blade of Light, Elsenrail, and the Blade of Dark, Glomenthal, will play major roles in the last act of the universe.
Glomenthal Artifact 20,000 gold Artifact 20 3D3 14 (Might +40, 10-20 points of Dark damage) The Forge of Chaos was destroyed in the making of the Swords of Balance. Legend says the Blade of Light, Elsenrail, and the Blade of Dark, Glomenthal, will play major roles in the last act of the universe.
Terminus Artifact 15,000 gold Artifact 20 3D4 14 (Armsmaster skill +7, Air Resistance +30) As a child, before he carved his barbarian kingdom in Vori, Lars Eilief found this sword deep in an ice cave. When he died, it was set adrift with him on his funeral barge. How it ended up in Jadame is a mystery.
Judicious Measure Artifact 20,000 gold Artifact 20 2D4 13 (Endurance +40, Luck +40, Ogre Slaying) Before there was a Regnan Empire, the ancestors of the Trolls of Ironsand lived on Regna Island. With this blade and a horde of sea raiders, Hareck I ousted the Trolls and formed his pirate nation.
Snake Relic 30,000 gold Relic 30 3D4 12 (Slows target, Water Resistance -50, Personality -15) The pommel of this sword is gruesomely butted by a shrunken medusa's head. Though greatly diminished, the medusa's power flows along Snake's blade and into its targets--a good design, but poorly implemented, for some of the negative energies flow into the sword's wielder as well.
Havoc Relic 30,000 gold Relic 30 3D3 15 (Speed +70, Accuracy +70, Armor Class -20) Havoc's enchantment makes it able to readily defeat any target's defenses. Unfortunately, its aggressive spirit makes it indifferent to parrying movements.

Two-handed swords Edit

Two-handed swords have a recovery rate of 90.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Two-Handed Sword 1-3 400 gold 8 1 4D5 None This blade's great weight and length give its blows greater reach and damage. Otherwise, it is unexceptional in quality.
Dark Elven Bastard Sword 2-4 500 gold 8 4 4D5 2 Often carried by Elven caravan guards, these slightly under-proportioned blades are nearly, but not quite, light enough to brandish single-handedly.
Minotaur Battlesword 3-5 800 gold 8 7 4D5 6 Only those possessed of great strength and balance can gracefully swing these mighty blades let alone control them in the heat of combat.
Dragonning Blade 4-5 1,250 gold 8 9 4D5 9 A deep biting, perfectly balanced weapon designed for one purpose - the slaying of dragons.
Headsman's Reaver 5-6 2,000 gold 8 13 4D5 12 Crafted from purified erudine alloy and then tempered in a pool of roiling lava, this sword's practically undullable and perfectly balanced blade backs up its intimidating appearance.
Finality Relic 30,000 gold Relic 30 4D5 15 (10-20 points of Fire damage, Slow, Speed -20) When the arch assassin, Demetri Razen was finally brought to justice, it was found that his skin was granted unusual hardness by a permanent enchantment. Normal blades would not cut him, so Finality was forged to deliver the death blow sentenced by the Enrothian courts.
Sword of Whistlebone Special 0 gold Special 0 4D5 12 That the Whistlebones would settle upon such a fierce weapon for their heirloom speaks much of their commitment to the family business of Dragon hunting.

Daggers Edit

Daggers have a recovery rate of 60.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Crude Dagger 1-3 8 gold 6 1 2D2 None As much a cutting tool and eating implement as a weapon, this dagger of soft steel will take an edge, but will lose it through very little use.
Crystal Dagger 2-4 100 gold 6 2 2D2 2 These daggers are often carried by members of the Necromancers' Guild. The crystals used for the blades are found in the Shadowspire mountains. They are incredibly sharp, but have a tendency to shatter.
Merchantman's Dagger 3-5 150 gold 6 4 2D2 3 This dagger is a typical example of those produced by the weaponsmiths of Alvar. It is made of hardened steel and has excellent balance.
Master's Dagger 4-5 250 gold 6 6 2D2 5 Daggers of this quality are rare indeed. Made of erudine and rare woods, finished in gold, and set with a sizable ruby, this would be a rich man's extravagance if it were not also so effective a weapon.
Fanged Blade 5-6 300 gold 6 9 2D2 6 The grip on this blade has clearly been rewrapped many times. It is said that such blades were used by the first Vampires who appeared millennia before the Silence. Could this possibly be one of those ancient weapons?
Long Dagger 1-3 15 gold 7 1 2D3 None With a blade in length between sword and dagger, these weapons are meant for the knife fighter who desires a bit of extra reach. This particular weapon is of mediocre workmanship in soft steel.
Alvarian Poignard 2-4 200 gold 7 4 2D3 2 At many social functions in Alvar, it is deemed inappropriate to carry a sword. It is common for Elven warriors to carry a smaller blade in case things become uncivil.
Regnan Fighting Knife 3-5 350 gold 7 7 2D3 4 Not wishing to be encumbered by a shield, many Regnan pirate raiders fight with a cutlass in one hand and one of these shorter blades in the other.
Twilight Kris 4-5 500 gold 7 9 2D3 6 This wavy bladed long dagger of the best quality steel is the product of the Twilight weaponsmiths. The bat wing guard set with a blood red ruby marks it as the weapon of a Vampire.
Dueling Long Dagger 5-6 790 gold 7 12 2D3 7 While they present a united front to the rest of the world, there is much internal strife among the Vampires of Shadowspire. By custom, very serious differences are settled in battle using these deadly blades of exquisite craftwork.
Foulfang Artifact 20,000 gold Artifact 20 2D3 10 (Vampiric, 10 points of Poison damage, Vampire) At the conclusion of the Vampires' War of the Chalice, Korbu exacted horrific retribution on his defeated enemy, Calden Fain. It is better for the world that knowledge of the necromantic arts which rendered Fain--body and soul--into this living blade, is lost.
Blade of Mercy Relic 30,000 gold Relic 30 2D2 15 (Might +40, 4-10 points Electrical damage, Accuracy -40, Necromancer) Though generally considered unfashionable among current necromantic customs, live sacrifice was once widely practiced. To reduce the cruelty inflicted on his victims, the Necromancer Ferredine the Merciful created a blade capable of bringing about a quicker and less suffered end.

One-handed axes Edit

One-handed axes have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Stone Axe 1-3 30 gold 5 1 4D2 None Not much more than fire-hardened sticks lashed to sharp stones, these crude implements make for poor tools and weapons.
Battle Hatchet 2-4 100 gold 5 2 4D2 2 Often carried by mounted knights as a secondary arm, battle hatchets are preferred by some who carry them to the exclusion to any sword.
Battleaxe 3-5 250 gold 5 4 4D2 5 These heavy axes are meant to be carried one-handed for use against both armored and unarmored foes.
Dwarven Battleaxe 4-5 550 gold 5 6 4D2 8 While the blacksmiths of the Jadamean Dark Dwarves are not as skilled as their Erathian counterparts, they still produce a product superior to most of what is otherwise available.
Minotaur Battleaxe 5-6 775 gold 5 9 4D2 11 Forged by the Minotaurs for their wars with the Ogres, these axes are forged of a secret alloy formula. Their edges are difficult to dull and even harder to sharpen.
Elderaxe Artifact 20,000 gold Artifact 20 4D2 12 (Might +20, Swift, 6-12 points of Cold damage, Minotaur) When the Dark Dwarves carved the first Minotaur labyrinth into the heart of Mt. Ashenbane they forged this axe for Xaxius, the first herdmaster.
Hell's Cleaver Relic 30,000 gold Relic 30 4D2 12 (Might + 70, Accuracy +70, Personality -50, Intellect -50) So called because of its power to demonize its wielder, nevertheless, there are many who would willingly pay the price for the power offered by "Hell's Cleaver."

Two-handed axes Edit

Two-handed axes have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Two-Handed Axe 1-3 225 gold 6 1 3D7 None As much an implement for working wood as a weapon, this crude axe can still deliver a telling blow.
Footman's Axe 2-4 450 gold 6 4 3D7 2 Capable of splitting armor, these two-handed axes are a favorite among soldiers facing mounted knights.
Minotaur War Axe 3-5 900 gold 6 7 3D7 5 These two-handed axes are commonly used by Minotaurs who have the strength necessary to handle their great weight.
Elite Minotaur Axe 4-5 1,250 gold 6 9 3D7 9 These axes of superior workmanship are issued only to members of The Blackened Horn, the elite warriors who guard Minotaur holy sites.
Minotaur Herdsman Axe 5-6 1,500 gold 6 13 3D7 12 Minotaur herdsmen lead their troops into battle wielding these devastating war axes of superlative balance and workmanship.
Volcano Artifact 15,000 gold Artifact 20 3D7 15 (10-20 points of Fire damage, Fire Resistance +40) The mad artificer, Cornelius of Blackshire, built this axe for the purpose of clearing the trees around his country estate. "A single blow will both fell a tree and render it into firewood" he was heard to exclaim. That he was soon found slain and the axe gone missing is proof that someone saw a better use for the tool.
Axe of Balthazar Special 0 gold Special 0 3D7 15 No Minotaur kings wear a crown. Instead as their badge of office they carry great axes of the finest workmanship. This axe was lost when Balthazar was betrayed by the Vori Frost Giants. That it is strongly enchanted is clear; when used in battle its blows deliver both normal damage and impart a numbing bite of freezing cold.

Spears Edit

Spears have a recovery rate of 80.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Ogre Fighting Stick 1-3 15 gold 6 1 1D9 None A fire-hardened and sharpened sapling studded with thorns, spears like these are used by Ogre troops for drill and basic combat training.
Steel Spear 2-4 50 gold 6 3 1D9 2 Basic spears are found stockpiled in the armories of many races, and for good reason - they are effective and deadly weapons. This particular one is of Minotaur origin.
Elven Long Spear 3-5 250 gold 6 6 1D9 5 The fine craftsmanship and balance of this alloy steel headed spear mark it as the work of the weaponsmiths of Alvar.
War Spear 4-5 450 gold 6 9 1D9 9 This spear is built for battle. Far to heavy to be wielded by the part-time militiaman, it is built for the professional warrior who prefers the spear to other weapons.
Dragon Harpoon 5-6 650 gold 6 12 1D9 13 The back-barbed stalt steel head of this weapon is designed to deal grievous damage to even the most ancient of dragons. Naturally, it is the spearfighter's choice for dispatching all foes.
Improvised Voulge 1-3 200 gold 6 1 3D6 None This simple poleaxe appears to have been made by attaching the blade of a farm implement to a poorly crafted spear.
Halberd 2-4 400 gold 6 3 3D6 3 A versatile weapon combining the qualities of an axe and a spear, the halberd is designed to perform in formation and individual close quarter fighting.
Beaked Halberd 3-5 700 gold 6 5 3D6 6 This improved halberd has a spiked blade opposite its axe face to provide both balance and a means of penetrating plate armor.
Minotaur Campaign Pole-axe 4-5 1,300 gold 6 8 3D6 10 When the Minotaurs went to war with the Frost Giants of faraway Vori, their king Balthazar commissioned this polearm to arm his troops. He reportedly said, "Since they will be gone so long, arm them with something versatile."
Labyrinth Grapple 5-6 1,600 gold 6 11 3D6 13 Minotaurs have very little tolerance for intruders in their hallowed mazes. This fact is well evidenced in the attention paid to weapons constructed for the labyrinth guards.
Hayfork 1-3 100 gold 6 1 2D6 None Though a common farming implement, this hayfork is of sturdy construction and could be an excellent, if improvised, weapon.
Infantry Fork 2-4 400 gold 6 3 2D6 2 A highly specialized piece of equipment intended to equalize contests between foot soldiers and mounted, armored opponents, these modified spears are effective if slightly clumsy weapons.
Lizardman Trident 3-5 650 gold 6 6 2D6 6 The blacksmiths on the Dagger Wound Islands craft a wide variety of spearheads. This trident is one of their most unusual designs. The barbed tines cause extra damage during straight thrusting attacks.
Regnan Trident 4-5 900 gold 6 9 2D6 9 No Regnan ship leaves port without a cache of tridents. Boarding attacks against their galleys seldom succeed against massed walls of their erudine tines.
Triton Trident 5-6 1,250 gold 6 12 2D6 13 The first thing one notices when first handling this trident is that it is unusually cool to the touch. The second is a sense that the dragon turtle bone tines seem to seek vulnerabilities in their targets' defenses as if guided by an unseen hand.
Wyrm Spitter Artifact 20,000 gold Artifact 20 1D9 14 (Endurance +20, Dragon Slaying, Swift) Arguably the best dragon hunter of all times, Sir Ryan Smedly carried this mighty spear with him on all his expeditions, claiming that with it in hand, he could best any dragon in single combat. This proved true, but nevertheless he was slain by no less than a dozen dragons who ambushed him at Shadowmarsh Pass.
Guardian Artifact 15,000 gold Artifact 20 3D6 15 (+10 to all attributes, 10-20 points of Body damage) The great Vampire, Korbu was known to use living men to guard his crypt during daylight hours. Compelled by a spell of enslavement, these sorry souls would walk their rounds carrying these mighty halberds. When Korbu mysteriously vanished, and the slave spell failed, a few of these weapons appeared in the larger world.
Spiritslayer Relic 30,000 gold Relic 30 1D9 13 (Vampiric, Might +50, Luck -40) Many under the rule of Luthiner the Severe saw the existence of his spear Spiritslayer as proof of the existence of evil. The injuries caused by the spear go beyond the physical as Spiritslayer takes a strike as an opportunity to drink its target's very essence.
Trident of Rulership Relic 30,000 gold Relic 30 2D6 13 (Water Breathing, +70 Water Resistance, -70 Fire Resistance) The Trident of Rulership was never meant to be on dry land, yet when the once mighty, ocean to ocean, Triton empire collapsed, many of its greatest artifacts including those of its royal treasure were looted and made their way to the surface.
Ebonest Special 0 gold Special 0 2D9 13 Charles Quixote's personal spear of Dragon slaying, Ebonest is a fine weapon indeed. When used against a Dragon, it seems to aim unerringly for the chinks between its target's tough scales.

Bows Edit

Bows have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Hunting Bow 1-3 200 gold 3 1 5D2 None These lightweight bows of simple construction are meant for bringing down small game animals - not for direct combat.
Recurve Bow 2-4 300 gold 3 3 5D2 2 Recurved bowstaves allows an archer to pull a heavier bow than they might otherwise be able to. Greater pull weight means greater arrow speed for increase range and damage.
Snakewood Bow 3-5 400 gold 3 6 5D2 4 The human soldiers of Enroth carry bows made from the native snakewood tree. The strong, flexible wood makes a sturdy bow.
Elven Warbow 4-5 500 gold 3 9 5D2 6 By laminating together layers of wood, steel, and bone the bowsmiths of Alvar have created a bow of perfect balance, strength and accuracy. The process consumes a lot of time, craft and expensive materials which explains the steep price these bows command.
Devilbone Bow 5-6 750 gold 3 12 5D2 7 Dark Elven bowsmiths have discovered that unusual characteristics of the Kreegan spinal column make it the best material for heavy bowstaves. A clever arrangement of composite pulleys make it possible for those of less than superhuman strength to pull these mighty weapons.
Light Crossbow 1-3 50 gold 4 1 4D2 None Because of their ease of use, crossbows like these are stockpiled in militia armories everywhere. Their low pull strength and mediocre workmanship however, make them only moderately effective.
Blood Drop Crossbow 2-4 200 gold 4 3 4D2 3 A light crossbow of good quality, these weapons feature a grooved table, basic sights and a smooth releasing nut.
Hunting Crossbow 3-5 300 gold 4 6 4D2 5 Built for use in the field, this medium crossbow is designed for hunting, but is equally effective as a battle weapon.
Caravaner's Crossbow 4-5 400 gold 4 9 4D2 7 The Merchants of Alvar like to see their caravan guards well armed. This well-crafted heavy crossbow has a cranked drawing mechanism.
Regnan Crossbow 5-6 550 gold 4 12 4D2 8 The pirates of Regna Island have spent centuries perfecting their crossbow design. The resulting weapon has a crystal lensed sight and bowstaves of pure stalt - which would make the bow impossible to cock if not for the crank draw of erudine alloy.
Longseeker Artifact 20,000 gold Artifact 20 5D2 10 (Accuracy +50, Swift, Bow skill +4) Legends tell of many great archer heroes, but none greater than Brennan Morland of whom it was said once pierced a gold sovereign at 300 paces in an archery tournament. Now, holding his bow you must wonder if the legend owes more to the bow than the man.
Tournament Bow Relic 30,000 gold Relic 30 5D2 10 (Accuracy +100, Bow skill + 5, Armor Class -20) This bow was built to the specifications of the great Elven tournament archer, Terin Tourfeather. More concerned with fancy shooting than with the realities of the battlefield, the bow's detrimental effects were of no concern to Tourfeather--more workaday wielders should pay more heed.
Lightning Crossbow Relic 30,000 gold Relic 30 4D2 12 (Swift, Accuracy -50, Dark Elf) An ingenious combination of the mechanical and magical went into the creation of this self-cocking crossbow which launches its quarrels with incredible force. That the same launching force causes it to kick like a mule means only the most skilled can use it to any good effect.
Noblebone Bow Special 15,000 gold Special 30 5D4 12 Bows of Kreegan bone are highly sought after; the material is strong and takes enchantments easily. The most sought after bone comes from Kreegans of the devil race's former ruling class.

Maces Edit

Maces have a recovery rate of 80.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Mace 1-3 50 gold 6 1 2D4 None A slight improvement over the common club, maces are better balanced, more durable, and deliver greater damage.
Flail 2-4 150 gold 6 3 2D4 2 Though evolved from the farm implement which shares its name, the flail's great reach and striking power make it a fearsome weapon.
Temple Mace 3-5 300 gold 6 6 2D4 5 The sunray corona circling the head of this well made mace serves as a devotional declaration for Temple of the Sun clerics; it also greatly increases the damage of its blows.
Reverend Sceptre 4-5 450 gold 6 9 2D4 7 As much a symbol of office as weapon, these finely crafted maces are carried by inner circle Sun Temple priests. Its highly decorated shaft belies the effectiveness of the gilded erudine-steel head.
Trollish War Mace 5-6 600 gold 6 12 2D4 11 While most races have concentrated on developing bladed weapons, the Trolls have always been content to refine the simple bludgeon. This brutal weapon forged as a single piece of stalt alloy is the finest example of their craft.
Sledgehammer 1-3 120 gold 6 1 2D5 None This hammer is more a construction tool than a weapon. Still, it could deliver a telling, if clumsy, blow.
Field Hammer 2-4 300 gold 6 3 2D5 3 This hammer was designed as secondary infantry arm designed to finish off armored opponents who have fallen to the ground.
Warhammer 3-5 450 gold 6 5 2D5 6 An improved version of the field hammer, this weapon is heavier, better balanced and more durable. While it requires strength to wield, it is a terrible sight to armored and unarmored foes alike.
Sun Hammer 4-5 650 gold 6 8 2D5 9 Clerics of the Sun are prohibited from using bladed weapons. That they carry such fine warhammers is the natural result of this restriction. As an added measure of devotion, a reverse image of their sun symbol is embossed on the striking face.
Trollish Maul 5-6 890 gold 6 12 2D5 12 It is necessary to handle this weapon to appreciate its perfect grip and balance. The hammer's head is carved from a single mineral crystal. Trollish weaponsmiths spend a lifetime mastering the shaping technique to produce a head that retains incredible hardness without being shatter prone.
Club 1-3 1 gold 3 0 1D3 None A wooden head and handle studded with short iron spikes, the simple club's best attribute is that it can be constructed from found materials.
Thornbark Club 1-4 100 gold 3 2 1D3 3 The Trolls of the Ironsand Desert make these clubs by fire-hardening the fantastically tough root wood of the thornbark tree.
Overlord's Club 3-5 350 gold 3 5 3D3 6 Troll tribal chieftains must win their position through trial by combat. The winner keeps his club as a symbol of office. The losers' clubs often find their way into the weapon marketplace.
Breaker Artifact 20,000 gold Artifact 20 3D3 12 (Might +20, Endurance +20, 10-20 points of Body damage) Trollish folklore is full of the fables of Sevenstrong Burlfist who with Biter, his faithful wolf companion, and his mighty club, Breaker, endlessly quested for the Silver Rose. Fables? One must wonder, if Breaker exists, then why not too, the Silver Rose?
Mace of the Sun Special 12,000 gold Special 0 3D4 7 Though at first it appears to be the same type of mace carried by Sun Temple clerics everywhere, this item seems to thrum with conflicting energies.

Staves Edit

Staves have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Journey Staff 1-3 40 gold 3 1 2D4 None Many dangers face the Jadamean traveler. Even the least battle-minded carry some sort of weapon. These iron ended walking sticks are a common choice.
Orb Staff 2-4 150 gold 3 3 2D4 2 This staff is topped with a head of polished turquoise to give it greater striking force.
Priestly Staff 3-5 250 gold 3 5 2D4 4 This finely decorated staff is the product of Lizardman craft. Wrapped with exotic leathers, and ended with a bronze footcap and striker, these staves are carried by Lizardman priests as a symbol of station.
Serpent Staff 4-5 400 gold 3 8 2D4 6 These rare staffs may appear unwieldy, but they are the product of sorcery. In combat they flex with animal intelligence to work in blows through their targets' defenses.
Bone Staff 5-6 600 gold 3 12 2D4 8 Fashioned from the spinal bones of wyverns and crowned by a dragon's lower spikeplate, these staves are the product of necromantic weaponcraft. It is unusual to find one of these deadly weapons that is not also carrying a powerful enchantment.
Scepter of Kings Artifact 20,000 gold Artifact 20 2D4 14 (Personality + 40, Regenerate Hit Points) Uri Hossana, King of the Western Elves, also called "The Drunken King," was deposed the day he carelessly misplaced his scepter of office while on a hunting trip. This proved to be the last blunder of an incapable ruler. His advisors relieved him of his crown and left him to fend for himself in the Howling Marsh. He was never seen again.
Staff of the Swamp Artifact 20,000 gold Artifact 20 2D4 10 (of Shielding; Immune to disease, paralysis, and poison) Nemerit, an otherwise unremarkable witch of the last era, was renown for her staff artificing skill. She created a staff for every conceivable use. It is said she carried this staff on reagent collecting trips into the swamplands.
Staff of Elements Relic 30,000 gold Relic 30 2D4 4 (of Air Magic, of Fire Magic, of Water Magic, of Earth Magic, -40 Armor Class) By imposing upon its wielder a deepened state of concentration, the Staff of Elements increases his or her affinity with elemental magic to a profound degree. Of course, it is not always a good thing to have one's attention taken away from one's immediate concerns.

Armor Edit

Leather Edit

Leather armor increases recovery time by +10.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Leather Jerkin 1-2 150 gold 3 1 4 This armor of thick, supple leather studded with brass offers minimal protection against blows.
Hardened Leather Vest 2-4 250 gold 3 4 6 This item of leather armor has been hardened to offer increased protection. It is comfortable and light though offers little coverage.
Caravaner's Leather 3-5 450 gold 3 8 10 This is the type of armor worn most often by those guarding Alverian merchant caravans. A hardened and internally braced breastplate covers an undersuit of tough but supple hide, offering the wearer full body protection with a minimal hampering of movement.
Regnan Leather 4-6 750 gold 3 10 16 Though seemingly too thin to offer solid protection, this armor of Regnan design holds a subtle enchantment which makes the leather nearly steel tough. Additionally, a secret process makes the suit resistant to salt water corrosion.
Alvarian Leather 5-6 1,150 gold 3 12 24 Leather armor sets of this quality are of the finest produced by the Alvarian Armorers' Guild. The stalt-alloy edged panels are virtually inpenetrable; their clever interlockings give the wearer excellent freedom of movement.
Serendine's Preservation Artifact 20,000 gold Artifact 20 34 (Regenerates Spell Points, Endurance +30) A mage known as much for frailty of body as for magical prowess, Serendine of Freehaven built this armor to make the most of his strengths and the least of his weaknesses.
Last Stage Cuirass Relic 30,000 gold Relic 30 19 (Personality +80, Intellect +70, -30 Mind and Spirit resistances) The final stage of degeneration from their human form leaves a Lich completely soulless and thus immune to certain magics. Such liches often curse their personal items with vulnerabilities to these magics to dissuade others from using them.

Chain Edit

Chain armor increases recovery time by +20.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Rusty Mail Vest 1-3 400 gold 6 1 8 This corroded ring mail vest has seen better days. It has been field repaired in many places and even has a large patch of thinner mail salvaged from a piece of chain cowl.
Steel Chainmail 2-4 600 gold 6 5 12 Constructed of strong steel this is the type of armor worn by the rank and file foot soldiers of many armies.
Minotaur Chainmail 3-5 900 gold 6 10 18 Of a design originally created by the Minotaurs for their Vori campaigns, this type of chainmail, with its good coverage and fine construction, has proven popular among other races. Now the armorsmiths of Bathazar Lair construct it in sizes for any with ready gold to spend.
Siertal Chainmail 4-6 1,300 gold 6 15 26 The Alvarian Dark Elves guard their siertal-alloy formula carefully. Chainmail made from this metal is both light and capable of turning the hardest blades.
Erudine Chainmail 5-6 1,800 gold 6 20 36 Another master product of the Alvarian Armorers' Guild, this hybrid suit of plate and mail is made of siertal-alloy finished erudine with an attention to craftsmanship worthy of the precious materials.
Glomenmail Artifact 20,000 gold Artifact 20 48 (+10 to all statistics, +10 to all resistances, Dark Elf) Dark and Light Elven dealings have been peaceable, if uneasy, for centuries. Before that there was nothing but war. Few suits of this Dark Elven war armor have survived the ravages of time. Those that have are understandably, coveted.

Plate Edit

Plate armor increases recovery time by +30.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Rusty Breastplate 2-5 1,000 gold 9 1 20 This piece of plate armor salvaged from a larger suit is so corroded it is a question whether it is equipment for a warrior or junk for the scrap man.
Banded Plate 3-6 1,400 gold 9 8 28 Bands of steel cover the mid-torso of this chain and plate chest armor. While lighter and simpler to construct than continuously formed plate, this armor offers less protection than heavier plate.
Minotaur Plate 4-6 2,000 gold 9 15 38 An example of the work produced by the Minotaur armorers of Balthazar Lair, this plate armor provides excellent mid-section protection. The arms are left free in the Minotaur-style.
Dark Knight Plate 4-6 2,700 gold 9 20 50 Though lined with felt and red velvet, and decorated with enamel and gilding, this armor is no showpiece. The siertal-alloy plates are light, but tough enough that they must have been worked with tools with erudine working faces.
Dragoning Plate 5-6 3,500 gold 9 25 58 The technique for making plate armor of erudine sheets is not known on Jadame. In fact, it is only produced by the master armorer, Derrick Goreth of Erathia who spent a lifetime constructing his famed White Light Forgeworks.
Supreme Plate Artifact 20,000 gold Artifact 20 70 (Swift, +15 Speed, +15 Accuracy, Knight) Each grandmaster of the Blackshire Armorers' Guild creates a masterpiece suit of plate as proof of his right to hold his station. It is not unusual for a guild member to spend ten to twenty years in the creation of one of these suits.

Shields Edit

Shields increase recovery time by +10.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Trollish Shield 1-3 200 gold 4 1 6 A simple wooden shield of Trollish make, the design is often copied by apprentice armorsmiths just learning their craft.
Thornbark Shield 2-4 300 gold 4 4 7 Made from thornbark tree heartwood and rimmed with iron, this shield is sturdy, if a bit heavy.
Regnan Tournament Shield 3-5 400 gold 4 8 9 Every ten moons, the Regnans hold a great festival which includes a tournament of arms. The noble class contestants spare no expense in the commissioning of shields that are light, but tough enough to shelter them from harm.
Veteran Shield 4-5 500 gold 4 12 12 In the Demon Wars of Erathia, the Humans found that only erudine armor was proof against the fiery attacks of their foes. Bit by bit, pieces of this armor - like this shield - have made their way to Jadame.
Dragon Hunter's Shield 5-6 800 gold 4 16 19 The town of Kriegspire in Enroth had a problem with Dragons. These shields were their answer. Magically bound layers of erudine, stalt-steel and hydra leather, make a nearly unbreakable material resistant to most Dragon breath weapons.
Wooden Buckler 1-3 100 gold 4 1 4 This small shield is gripped in the off-weapon hand. The wielder is much dependent on agility to make use of its scant defensive coverage.
Caravaner's Small Shield 2-4 200 gold 4 4 6 Caravan guards traveling Merchant of Alvar trade routes must often cover long distances on foot. This shield, like the rest of their equipment is well made and lightweight.
Calvary Shield 3-5 300 gold 4 8 8 A favorite among mounted knights, these steel shields are strong enough to turn aside the points of pikemen.
Death Head Shield 4-5 450 gold 4 12 12 The Necromancers' Guild likes to arm its undead armies well. Their elite infantry carry these erudine alloy shield of great strength.
Eldritch Shield 5-6 750 gold 4 16 18 There are only twelve of these shields in known existence. Their bodies are made of an alloy that appears to seethe with the color of coal fire. Their rims are made of another unknown metal that is soft enough to catch blades, but doesn't gouge or scratch.
Eclipse Artifact 0 gold Artifact 20 21 (of Spirit, of Body, of Mind, Cleric) When the First Temple of the Sun was burned in the War of Dove and Crow fought between the Sun and Moon temples, the holy altar was melted. The altar's metal was later collected and incorporated into this shield carried by Sun Priest Derico during his final deciding campaign of the war.
Herondale's Lost Shield Relic 30,000 gold Relic 30 14 (Immune to Fear, Stone, Paralysis, and Sleep; Personality -15, Luck -15) The great knight Gerrald Herondale abandoned this shield after it took the brunt of a dark and deadly curse. Though it still retained its great powers, the shield was also weighed down with malevolent energies.

Cloaks Edit

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Traveler's Cloak 1-3 50 gold 2 2 1 This warm cloak of dyed wool also offers a small amount of protection from weapon attacks.
Moon Temple Cloak 2-4 150 gold 2 5 3 The blue dye used to color the glove leather cloaks worn by Moon Temple clerics is derived from the frond petal flowers which grow only in the Mount Nighon region of Erathia.
Alvar Cloak 3-5 250 gold 2 9 5 Made in Alvar, cloaks of this quality are often seen on the shoulders of the more wealthy members of the Alvarian Merchant Guild.
Necromancer Cloak 4-5 450 gold 2 15 7 Clearly a cloak made for a practitioner of the dark arts. This fine cloak is worked with arcane designs embroidered in darkened silver thread.
Vampire Cloak 5-6 750 gold 2 20 9 This high collared, jet black cloak of wyvern leather is lined in red velvet--a style much favored by the elder vampires of Shadowspire.
Archangel Wings Artifact 20,000 gold Artifact 20 10 (Feather Falling, Intellect + 30, All magic resistances + 10) When Angels fall from grace, they lose their wings. Since this is an event of extreme infrequency, angel wings are a very rare commodity. Archangel wings are almost never seen. When used as a material, they imbue the resulting item with fantastic powers.

Gauntlets Edit

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Leather Gloves 1-5 100 gold 6 2 3 These gloves of poorly cured leather are worn by workmen everywhere.
Troll Gauntlets 1-5 250 gold 6 5 6 These leather gloves of Trollish make are studded with iron spikes at the knuckles.
Steel Gauntlets 3-5 450 gold 6 9 8 Made of hinged plates of steel, these gauntlets offer good protection, but have a tendency to pinch.
Minotaur Gauntlets 3-6 650 gold 6 14 10 Siertal-alloy makes these gauntlets light and tough. Superior workmanship make them comfortable and flexible.
Crusader's Gauntlets 3-6 850 gold 6 20 12 These gauntlets are master crafted from pure erudine marking them as the product of Derrick Goreth's White Light Forgeworks.
Fleetfingers Artifact 20,000 gold Artifact 20 3 (+8 to Disarm Trap, Bow, and Armsmaster skills) That she would actually have a name for her gloves, is evidence of the flamboyant, if deserved, conceit of Darcie Darby--most widely known for her theft of the bejeweled Rod of Right, part of the royal regalia of Enroth.

Boots Edit

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Walking Boots 1-5 50 gold 3 2 2 Built more for comfort than combat, these boots of soft leather offer good protection from mud and sharp stones, but are not meant to turn weapon blows.
Hardened Leather Boots 2-5 250 gold 3 5 6 The leather of these boots has been stiffened for greater protection. They are thick soled and lined with a thin layer of softer leather.
Regnan Boots 3-5 450 gold 3 9 8 These steel capped boots are commonly worn by Regnan warriors. The leather parts are treated to make them waterproof.
Alvarian Boots 4-6 650 gold 3 15 10 Made by the Alvarian Elves, these boots are internally reinforced by bands of siertal-alloy. Their soles are softer than most boots making them quieter stepping.
Dragonning Boots 4-6 850 gold 3 21 12 Dragon hunters require unusually hardy protective gear, their boots not excepting. These boots are constructed with erudine-alloy shells lined with wyvern leather.
Herald's Boots Artifact 20,000 gold Artifact 20 10 (Speed + 30, Swift, Immunity to Sleep) When Jerico Ironfist secured the throne in the First War of Enrothian Succession, he sent forth heralds to spread the news. They were given pairs of these boots so the news would be spread quickly and thus soonest end widespread civil unrest.

Helmets Edit

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Helm 1-3 60 gold 6 2 2 This cap of soft iron and unhardened leather provides a small measure of protection from blows to the head.
Lizardman Helm 1-4 260 gold 6 4 6 Iron and leather helms of this sort are produced by blacksmiths everywhere. This one is of Lizardman manufacture and sports genuine ram horns.
Full Helm 3-5 460 gold 6 8 8 Steel helms of this design are commissioned in large numbers by the Merchants of Alvar who issue them to mounted caravan guards.
Battle Helm 3-6 660 gold 6 10 10 This full helmet is of superior materials and workmanship. The structurally weaker areas around the eye and nose slits are reinforced with siertal.
Dragon Helm 4-6 860 gold 6 12 12 The faceplate of this superior helmet hinges on nearly invisible seams so that when closed it provides a snug fit and full face coverage. Only the most well-aimed blows have a chance of penetrating through.
Cloth Hat 2-5 20 gold 2 1 0 A loose fitting hat made of sturdy cloth.
Festival Hat 3-5 100 gold 2 4 0 Hats decorated with cheap glass gems are worn by Regnans on festival occassions--of which they have many.
Merchantman's Hat 3-6 200 gold 2 8 0 This pleated cap of velvet, lined and edged with black rabbit fur is decorated with a small enameled medallion.
Drogg's Helm Artifact 20,000 gold Artifact 20 12 (Personality +15, Intellect +15, Regenerates Hit Points) In the history of the barbarian tribes of Vori, it is rare to find a long reigning chieftain. Rarer still is one who held his position through magic rather than might. Drogg was such--a warrior mage who survived many years of rival challenges. It is said that he wore his helmet, even in sleep. Now that you possess it, you understand why.
Crown of Final Dominion Artifact 20,000 gold Artifact 30 0 (Intellect +50, of Dark Magic, Lich) So named by its creator and only sovereign wearer, Mederon, the first and last Lich Emperor of Nighon. The everlasting dynasty he hoped to found lasted barely a dozen years. Mederon escaped the fate of his kingdom. It is said he still lives as a madman and searches the world for his lost crown.
Lucky Hat Relic 30,000 gold Relic 30 0 (Luck + 90, Personality -50) The only reason someone would wear this hat is for the luck it conveys. It is the farthest thing from flattering!

Belts Edit

Name Image Treasure level Value Toughness ID / Repair In-game description
Leather Belt 2-5 40 gold 3 1 A simple belt of cured leather. It is decorated with iron studs and closes with a pinned hasp.
Sturdy Belt 2-5 100 gold 3 3 A thick leather belt. The studs and buckle are made of brass.
Wyvern Leather Belt 3-5 225 gold 3 6 Wyvern leather is very tough and difficult to obtain. It is prized by Shadowspire leathercrafters because it becomes black when tanned--a color favored by their vampire and necromancer clientele.
Steel Belt 3-6 450 gold 3 9 This well crafted belt is made of enameled steel. It has two cleverly concealed side hinges and has a latching clasp in back.
Artificer's Belt 3-6 600 gold 3 12 Finely crafted belts of dragon leather are made to hold enchantments. This one is worked in gold and circled by thin bands of siertal.
Berserker Belt Relic 30,000 gold Relic 30 (Might +100, Immune to Fear, Accuracy -30, Armor Class -15) An experiment of the Blackshire Artificers' Guild, this belt was designed to turn its wearer into the perfect warrior--mighty and fearless. No more were made when in field tests it became apparent that "foolhardy" and "careless" were not virtues of the perfect warrior.

Amulets Edit

Name Image Treasure level Value Toughness ID / Repair In-game description
Brass Charm 2-5 500 gold 4 2 These stamp formed and lacquered baubles are cheap trinkets sold to pilgrims as keepsake mementos.
Jade Amulet 2-5 750 gold 4 5 A large polished jade stone decorates and adds value to this simple amulet.
Blood Talisman 3-5 1,000 gold 4 9 Made by necromancers to hold dark magics, other sorcerers have recognized their worth for other uses.
Shadow Sect Medallion 3-6 1,250 gold 4 14 Formed in white and yellow gold, inlaid with jade, and studded with peridots, these amulets are worn by members of the secret Shadow Sect hidden beneath their clothing.
Locus Amulet 3-6 1,500 gold 4 20 The pinnacle of artificer tradecraft, these amulets wrought in platinum and set with a perfect sapphire can contain enchantments of nearly unimaginable potency.

Rings Edit

Name Image Treasure level Value Toughness ID / Repair In-game description
Bronze Ring 1-4 100 gold 7 2 A simple bauble of very little value.
Gold Ring 1-4 300 gold 7 6 A ring of soft gold rendered with half-hearted craftsmanship as a means of conveniently carrying a small amount of wealth.
Pearl Ring 3-5 500 gold 7 9 A silver ring set with a good quality pearl.
Gemstone Ring 3-5 700 gold 7 12 This gold ring is decorated with a variety of tiny gems giving it a multicolored sparkle.
Amethyst Ring 3-5 900 gold 7 15 A ring set with three amethysts. The largest is an excellent stone - richly and evenly purple with a perfect cut.
Necromatic Ring 3-5 1,100 gold 7 18 Though made of semi-precious silver, this ring is highly valuable because it is well suited to holding enchantments of medium power.
Ruby Ring 3-6 1,300 gold 7 21 This simply elegant ring is set with a single, oval ruby of high quality - pigeon blood red, perfectly cut and clear of imperfections.
Vampire's Ring 3-6 1,500 gold 7 24 Worn only by elder Vampires of great power, it is said that a part of their life force is invested in the ring's creation. This would certainly explain their ability to hold powerful enchantments.
Sun Opal Ring 3-6 1,700 gold 7 27 Sun opals shine with a mild inner light. They are extremely rare and coveted by elemental magicians.
Focal Ring 5-6 2,000 gold 7 30 The "stone" of this platinum ring is actually a tiny interplanar portal which draws power from realms beyond. The strength limit of the enchantments such rings can hold is the skill and knowledge of the enchanter.
Ring of Planes Artifact 20,000 gold Artifact 20 (+40 to Fire, Earth, Water and Air resistances) When the cartographer Alvia Morrania went to chart the terrain of the elemental planes she went well prepared. This ring of general protection was among the many special items commissioned by the Enrothian courts in support of her expedition.
Ring of Fusion Relic 30,000 gold Relic 30 (of Water, Alchemy skill + 5, Intellect +40, Endurance -20) A lost relic of the Freehaven Alchemists' Guild, until its disappearance, this ring was the signet of the guildmaster. It was meant to be worn only during the mixing of the most powerful potions for it drew much energy from the user.

Miscellaneous Edit

Wands Edit

Name Image Treasure level Value Toughness ID / Repair Charges Effect In-game description
Witch Wands 3-4 1,000 gold 3 10 35 Casts fire bolt, sparks, poison spray, stun, or harm The primitive materials of this wand is infused with dark spiritual energy. To use this wand, you must equip it as though you were equipping a weapon.
Shaman Wands 3-4 1,500 gold 3 14 30 Casts light bolt, ice bolt, spirit lash, mind blast, or deadly swarm Something rattles ominously within the gog skull topping this wand - product of Ogre mage magic. To use it, you must equip it like a weapon.
Wizard Wands 3-5 2,000 gold 3 18 25 Casts fireball, acid burst, lightning bolt, blades, or berserk A wand of highly polished thornbark wrapped with platinum wire. To use it, you must equip it like a weapon.
Serpent Wands 4-6 2,500 gold 3 22 20 Casts ice blast, flying fist, rock blast, paralyze, or toxic cloud Made from the braided bodies of three snakes, this wand pulses like a slow heartbeat. To use it you must equip it like a weapon.
Necrotic Wands 5-6 3,000 gold 3 26 15 Casts implosion, mass distortion, shrapmetal, shrinking ray, or incinerate A unicorn horn capped with a gold set ruby and crowned with a sculpted skull, this wand could only be the creation of the Necromancers' Guild. To use it you must equip it like a weapon.

Gems Edit

Name Image Treasure level Value
Zircon 1-3 250 gold
Iolite 1-3 500 gold
Citrine 1-3 750 gold
Amber 1-3 1000 gold
Amethyst 2-4 1,250 gold
Topaz 2-4 1,500 gold
Emerald 2-4 1,750 gold
Sapphire 3-5 2,000 gold
Ruby 3-5 2,000 gold
Diamond 4-6 3,000 gold

Reagents Edit

Name Image Potion Power Value
Widowsweep Berries Red 1 1 gold
Wolf's Eye Red 5 10 gold
Phial of Gog Blood Red 10 50 gold
Ruby Red 20 100 gold
Phoenix Feather Red 50 500 gold
Phima Root Blue 1 1 gold
Meteorite Fragment Blue 5 10 gold
Will O' Wisp Heart Blue 10 50 gold
Datura Blue 20 100 gold
Dragon Turtle Fang Blue 50 500 gold
Poppy Pod Yellow 1 1 gold
Thornbark Yellow 5 10 gold
Sulfur Yellow 10 50 gold
Garnet Yellow 20 100 gold
Unicorn Horn Yellow 50 500 gold
Mushroom Catalyst 1 1 gold
Obsidian Catalyst 5 10 gold
Wasp Wing Catalyst 10 50 gold
Mercury Catalyst 20 100 gold
Philosopher's Stone Catalyst 75 500 gold

Potions Edit

Name Image Treasure level Value Category Mix Description
Catalyst (Gray) 1-2 1 gold Simple Reagent
Empty bottle
Catalysts are mixed with potions to modify the strength of the potion. The potion will take the strength of the catalyst you mix with it. Be careful not to mix a strong potion with a weak catalyst!
Cure Wounds (Red) 1-2 5 gold Simple Reagent
Empty bottle
Heals 10 plus the potion strength Hit Points.
Magic Potion (Blue) 1-2 5 gold Simple Reagent
Empty bottle
Restores 10 plus the potion strength Spell Points.
Cure Weakness (Yellow) 1-2 5 gold Simple Reagent
Empty bottle
Cures Weakness.
Cure Disease (Orange) 1-2 50 gold Complex Red
Yellow
Cures Disease.
Cure Poison (Purple) 1-2 50 gold Complex Red
Blue
Cures Poison.
Awaken (Green) 1-2 50 gold Complex Blue
Yellow
Removes Asleep condition.
Haste (Red and Orange Layered) 3 150 gold Compound Red
Orange
Grants Haste (as the spell) for 30 minutes per point of potion strength.
Heroism (Red and Purple Layered) 3 150 gold Compound Red
Purple
Grants Heroism (as the spell) for 30 minutes per point of potion strength.
Bless (Red and Green Layered) 3 150 gold Compound Red
Green
Grants Bless (as the spell) for 30 minutes per point of potion strength.
Preservation (Blue and Orange Layered) 3 150 gold Compound Blue
Orange
Grants Preservation (as the spell) for 30 minutes per point of potion strength.
Shield (Blue and Purple Layered) 3 150 gold Compound Blue
Purple
Grants Shield (as the spell) for 30 minutes per point of potion strength.
Recharge Item (Blue and Green Layered) 3 150 gold Compound Blue
Green
Grants Recharge Item (as the spell). The item permanently loses 70 percent-point of potion strength of its charges. To use, pick the potion up and right-click over an item with charges.
Stone Skin (Yellow and Orange Layered) 3 150 gold Compound Yellow
Orange
Grants Stone Skin (as the spell) for 30 minutes per point of potion strength.
Water Breathing (Yellow and Purple Layered) 3 150 gold Compound Yellow
Purple
Prevents drowning damage.
Harden Item (Yellow and Green Layered) 3 150 gold Compound Yellow
Green
Increases an item's roughness, making it more resistant to breaking. To use, pick the potion up and right-dick over an item.
Remove Fear (Orange and Purple Layered) 3 150 gold Compound Orange
Purple
Cures Fear.
Remove Curse (Purple and Green Layered) 3 150 gold Compound Purple
Green
Cures Curse.
Cure Insanity (Orange and Green Layered) 3 150 gold Compound Orange
Green
Cures Insanity.
Might Boost 4-5 750 gold White Purple
Red and Purple Layered
Temporarily increases Might by three times the strength of the potion for 30 minutes per point of strength of the potion.
Intellect Boost 4-5 750 gold White Green
Yellow and Green Layered
Temporarily increases Intellect by three times the strength of the potion for 30 minutes per point of strength of the potion.
Personality Boost 4-5 750 gold White Green
Blue and Green Layered
Temporarily increases Personality by three times the strength of the potion for 30 minutes per point of strength of the potion.
Endurance Boost 4-5 750 gold White Purple
Blue and Purple Layered
Temporarily increases Endurance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Speed Boost 4-5 750 gold White Orange
Red and Orange Layered
Temporarily increases Speed by three times the strength of the potion for 30 minutes per point of strength of the potion.
Accuracy Boost 4-5 750 gold White Orange
Yellow and Orange Layered
Temporarily increases Accuracy by three times the strength of the potion for 30 minutes per point of strength of the potion.
Flaming Potion 4-5 750 gold White Green
Red and Orange Layered
or
Purple
Yellow and Orange Layered
Adds the "of Flame" property to a non-magic weapon for 30 minutes per point of strength of the potion. To use, pick the potion up and right-click over a non-magic weapon.
Freezing Potion 4-5 750 gold White Green
Red and Purple Layered
or
Orange
Blue and Purple Layered
Adds the "of Frost" property to a non-magic weapon for 30 minutes per point of strength of the potion. To use, pick the potion up and right-click over a non-magic weapon.
Noxious Potion 4-5 750 gold White Orange
Blue and Purple Layered
or
Purple
Yellow and Green Layered
Adds the "of Poison" property to a non-magic weapon for 30 minutes per point of strength of the potion. To use, pick the potion up and right-click over a non-magic weapon.
Shocking Potion 4-5 750 gold White Purple
Red and Orange Layered
or
Orange
Red and Purple Layered
Adds the "of Sparks" property to a non-magic weapon for 30 minutes per point of strength of the potion. To use, pick the potion up and right-click over a non-magic weapon.
Swift Potion 4-5 750 gold White Green
Blue and Purple Layered
or
Purple
Blue and Green Layered
Adds the "of Swiftness" property to a non-magic weapon for 30 minutes per point of strength of the potion. To use, pick the potion up and right-click over a non-magic weapon.
Cure Paralysis 4-5 750 gold White Green
Yellow and Orange Layered
or
Orange
Yellow and Green Layered
Cures Paralysis.
Divine Restoration 4-5 750 gold White Red and Orange Layered
Blue and Green Layered
or
Blue and Purple Layered
Yellow and Orange Layered
or
Red and Purple Layered
Yellow and Green Layered
Removes all conditions except Dead, Stoned, or Eradicated.
Divine Cure 4-5 750 gold White Red and Orange Layered
Yellow and Orange Layered
Heals five times the potion's strength of hit points.
Divine Power 4-5 750 gold White Blue and Green Layered
Yellow and Green Layered
Restores five times the potion's strength of spell points.
Luck Boost 4-5 750 gold White Red and Purple Layered
Blue and Purple Layered
Increases temporary Luck by three times the strength of the potion for 30 minutes per point of strength of the potion.
Fire Resistance 4-5 750 gold White Red and Orange Layered
Yellow and Green Layered
Increases temporary Fire resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Air Resistance 4-5 750 gold White Red and Orange Layered
Blue and Purple Layered
Increases temporary Air resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Water Resistance 4-5 750 gold White Blue and Purple Layered
Yellow and Green Layered
Increases temporary Water resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Earth Resistance 4-5 750 gold White Red and Purple Layered
Yellow and Orange Layered
Increases temporary Earth resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Mind Resistance 4-5 750 gold White Red and Purple Layered
Blue and Green Layered
Increases temporary Mind resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Body Resistance 4-5 750 gold White Blue and Green Layered
Yellow and Orange Layered
Increases temporary Body resistance by three times the strength of the potion for 30 minutes per point of strength of the potion.
Stone to Flesh 5-6 2,000 gold Black Red and Purple Layered
Cure Paralysis (White)
Cures Stoned condition.
Slaying Potion 5-6 2,000 gold Black Blue and Purple Layered
Flaming Potion (White)
Adds "of Dragon Slaying" to a non-magic weapon. To use, pick the potion up and right-click over a non-magic weapon.
Pure Luck 5-6 2,000 gold Black Yellow and Orange Layered
Swift Potion (White)
Adds 50 to permanent Luck.
Pure Speed 5-6 2,000 gold Black Purple
Speed Boost (White)
Adds 50 to permanent Speed.
Pure Intellect 5-6 2,000 gold Black Orange
Intellect Boost (White)
Adds 50 to permanent Intellect.
Pure Endurance 5-6 2,000 gold Black Green
Endurance Boost (White)
Adds 50 to permanent Endurance.
Pure Personality 5-6 2,000 gold Black Purple
Personality Boost (White)
Adds 50 to permanent Personality.
Pure Accuracy 5-6 2,000 gold Black Green
Accuracy Boost (White)
Adds 50 to permanent Accuracy.
Pure Might 5-6 2,000 gold Black Orange
Might Boost (White)
Adds 50 to permanent Might.
Rejuvenation 5-6 2,000 gold Black Divine Restoration (White)
(Red and Green Layered
or
Blue and Orange Layered
or
Yellow and Purple Layered)
Removes all unnatural aging.

Other items Edit

Name Image Use Description
Horseshoe Gives two skill points. This flawless horseshoe is made of silver. (To use, pick the horseshoe up and right-click over a character's portrait.)
Green Apple Adds +1 to party food. Jadamean green apples are crunchy, slightly tart and a good source of nutrition. (To use the apple, pick it up and left-click over a character's portrait in the inventory screen.)
Iron-laced ore Can be turned into a first-level item. A small chunk of iron-laced ore. In the hands of a skilled craftsman, this could make a weapon, an amulet, a ring, armor, or almost any other useful item.
Siertal-laced ore Can be turned into a second-level item. A small chunk of siertal-laced ore. Stronger and lighter than steel, in the hands of a skilled craftsman siertal could make an exceptional weapon, an amulet, a ring, armor, or almost any other useful item.
Phylt-laced ore Can be turned into a third-level item. A small chunk of phylt-laced ore. Phylt is often used in steel alloys to increase the durability and enchantability of steel. In the hands of a skilled craftsman phylt could make a weapon, an amulet, a ring, armor, or almost any other useful item.
Kergar-laced ore Can be turned into a fourth-level item. A small chunk of kergar-laced ore. Kergar shares many properties of steel, but is much easier to enchant. In the hands of a skilled craftsman kergar could easily make a magical weapon, an amulet, a ring, armor, or almost any other item.
Erudine-laced ore Can be turned into a fifth-level item. A small chunk of erudine-laced ore. A rare magical ore found in few regions of Erathia, in the hands of a skilled craftsman erudine could make a powerful weapon, an amulet, a ring, armor, or almost any other item.
Stalt-laced ore Can be turned into a sixth-level item. A small chunk of stalt-laced ore. Easy to enchant and as hard as obsidian, in the hands of a skilled craftsman stalt could make an incredibly powerful weapon, an amulet, a ring, armor, or almost any other item.

Trading triangle items Edit

Items used for the game's trading triangle.

Name Image Sold by Bought by
Dried Sunfish
DriedSunfishMM8
Pavel (2,000 gold) Mylander (2,244 gold)
Forged Credit Vouchers
ForgedCreditVouchersMM8
Neblick (6,500 gold) Cagnor (7,300 gold)
Ground Wyvern Horn
GroundWyvernHornMM8
Cagnor (7,000 gold) Journey (8,285 gold)
Heartwood of Jadame
HeartwoodOfJadameMM8
Mylander (1,000 gold) Whisper (1,794 gold)
Pirate Amulets
PirateAmuletsMM8
Whisper (1,500 gold) Pavel (2,037 gold)
Silver Dust of the Sea
SilverDustOfTheSeaMM8
Journey (5,000 gold) Neblick (6,294 gold)
Tobersk Brandy
ToberskBrandyMM8
Gibere (500 gold) Long-Tail (557 gold)
Tobersk Fruit
ToberskFruitMM8
Long-Tail (200 gold) Treblid (255 gold)
Tobersk Pulp
GroundWyvernHornMM8
Treblid (300 gold) Gibere (300 gold)

Quest Items Edit

Name Image Use Description
False Report Used in the Deliver fake report to the Dread Pirate Stanley quest A letter given to you by Arion Hunter for delivery to the Dread Pirate Stanley on Regna.
Urn of Ashes Used in the Put Vilebite's ashes in the tomb quest A funerary urn entrusted to your care by the Troll, Overdune Snapfinger. It contains the ashes of his brother, Vilebite.
Nightshade Brazier Used in the Bring the Nightshade Brazier to Sandro quest This brazier emanates the unsettling vibrancy of dark magic. It smells strongly of pitch and sulfur.
Dragon Leader's Egg Used in the Recover the Dragon Egg or Find the Dragon Egg quests This Dragon egg is nearly ready to hatch. The small life inside makes its presence known with an occasional rustle.
Heart of Fire Used in the Bring the Heart of Fire to Xanthor quest The Heart of Fire is a gem of pure elemental force clear of imperfections and weighing at least a hundred carets. No doubt, a magic item made from it would be incredibly potent.
Heart of Water Used in the Bring the Heart of Water to Xanthor quest The Heart of Water is a gem of pure elemental force clear of imperfections and weighing at least a hundred carets. No doubt, a magic item made from it would be incredibly potent.
Heart of Air Used in the Bring the Heart of Air to Xanthor quest The Heart of Air is a gem of pure elemental force clear of imperfections and weighing at least a hundred carets. No doubt, a magic item made from it would be incredibly potent.
Heart of Earth Used in the Bring the Heart of Earth to Xanthor quest The Heart of Earth is a gem of pure elemental force clear of imperfections and weighing at least a hundred carets. No doubt, a magic item made from it would be incredibly potent.
Lost Book of Kehl Used in the Find the Lost Book of Khel quest The formerly "Lost" Book of Kehl. Some say he was the greatest necromancer of the last age. Staring at the intricately embossed cover is a disquieting experience as the design seems to writhe with evil energy.
Sarcophagus of Korbu Used in the Find the Sarcophagus of Korbu quest Though painstakingly carved from a single slab of gray stone, Korbu's sarcophagus is inexplicably, much lighter in weight than seems possible. Removal of the snug fitting lid produces a powerful exhalation of myrrh and stale crypt air.
Remains of Korbu Used in the Find the Sarcophagus of Korbu quest The remains of Korbu who some claim was the most powerful vampire of all times. He's not much to look at now, however. His skeleton has been almost completely dismantled--either by design or the ravages of time, and a wooden stake is nestled entirely within the ribcage.
Puzzle Box Used in the Find Iseldir's Puzzle Box quest No matter how you move the shifting panels of this small inlaid box, its lid remains shut. When you shake it, you can hear something rattling around inside. It sounds like a large nut or bead.
Vial of Grave Earth Used in the Find a Vial of Grave Dirt quest This is the vial of dirt you stole from the vampire crypt in Shadowspire.
Drum of Victory Used in the Find the Legendary Drum of Victory quest This magical items properties are unknown to you. When you tap the drum's head with one of its sticks, the resulting beat resonates with echoes that seem to reflect from the ceiling of the sky.
Anointed Herb Potion Used in the Find an Anointed Potion quest Though possessing no magical properties, this potion's ingredients have been gathered under the most stringent ritual conditions. The thornbark powder, for example, was ground in a silver mortar from bark stripped during the peak of a high noon eclipse. The whole concoction has sat in the seer's personal shrine for more than a hundred years.
Power Stone Used in the Bring Brekish Onefang's portal crystal to Fredrick Talimere quest A facet carved stone of dark glassy rock. When tapped it produces a high bell tone.
Gem of Restoration Used in the Inquire about a cure for Blazen Stormlance quest This large ruby is of perfect quality, clear throughout with an even pigeon blood red. It contains a powerful enchantment and pulses with a slumbering heartbeat rhythm.
Prophecies of the Sun Used in the Find the Prophecies of the Sun quest The writing inside this book reads like the ranting of a madman. Still, someone must have thought highly of it. The text is entirely hand scribed in a florid style. Inset illuminations bring to life scenes from the story which are, in turn, disturbing, outlandish or seemingly drawn from nightmare.
Lich Jar Used for promotion from Necromancer to Lich A well made jar.
Idol of the Snake Used in the Bring Hiss the Idol of the Snake quest An Idol of the ancient snake god who was worshipped by the Serpentmen who used to dwell on the Dagger Wound Islands.
Flute Used to access the New World Computing Dungeon A well crafted instrument.
Dragonbane Flower Used in the Find a Dragonbane Flower for Calindril or Find a Dragonbane Flower for the Balion Tearwing quests A fresh dragonbane flower. The petals are thick and waxy.
Bone of Doom Used in the Find the Bone of Doom quest The arm bone of the legendary necromancer, Zacharia. It is infused with the death magician's evil energy.
Prophecies of the Snake Used in the Find the Prophecies of the Snake quest One of many books of prophecy circulating recently, the Prophecies of the Snake may indeed tell the future of Jadame.
Wheel of Frelandeau Used in the Find 3 Kinds of Cheese quest A wheel of prized unicorn's-milk frelandeau cheese. Sliced onto crackers, it is the perfect compliment to a snifter of fine tobersk brandy.
Log of Eldenbrie Used in the Find 3 Kinds of Cheese quest A log of Vori eldenbrie cheese. Though many have tried to duplicate its subtle, smoky flavor, only the master Frost Giant cheese masters of the frozen Vori wastes know the secrets of its formulation.
Ball of Dunduck Used in the Find 3 Kinds of Cheese quest A ball of dunduck cheese. Made in small batches by the goblins of Erathia, most consider it an acquired taste.
Cannonball of Dominion Used in the Sink the Regnan Fleet quest The strange cannonball you took from the Regnan fortress. It is unlike any ammunition you've seen before.
Dadeross' Letter to Fellmoon Used in the Deliver Dadeross' Letter quest A letter from Dadeross to Elgar Fellmoon.
Blackmail Letter Used in the Deliver Fellmoon's blackmail letter quest A letter from Elgar Fellmoon to Arion Hunter.
Pirate Leader's Key Used to access the sub to leave the Dagger Wound Islands The key you took from Blackwell Cooper's body.
Prison Key Used in the Rescue Arion Hunter's daughter quest A key of the type commonly used for dungeon cell door locks.
Emperor Thorn's Key Opens the Vault of Time The key you took from the Unicorn King's body.
Conflux Key Used to reach the Plane Between Planes Using the four elemental heart gems, Xanthor made you this interplaner key of extreme power. He tells you it will open the crystal gateway which connects Ravenshore to the mysterious Plane Between Planes.
Ring of Keys Used to rescue the Elemental lords Both the keys and ring are made of a metal you've never encountered before. The gemstones inset in the key heads are familiar to you. They are elemental heartstones like those incorporated in the conflux key Xanthor made for you.
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