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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 VII: For Blood and Honor.

Weapons[]

One-handed swords[]

One-handed swords have a recovery rate of 90.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Crude Longsword 1-3 50 gold 8 1 1 None Though notched and dented, this longsword is an effective weapon
Elven Saber 2-4 200 gold 8 3 3D3 3 A common Elven weapon, this saber is a deadly, if unremarkable, weapon
Keen Longsword 3-5 350 gold 8 6 3D3 6 Although this longsword appears quite old, the edge of the blade is unusually sharp. It was quite probably enchanted to remain that way during its creation.
Graceful Sword 3-5 500 gold 8 9 3D3 9 A high-quality longsword, monogrammed initials near the base of the pommel indicate it was forged by master weaponsmith Mekorig the Blind circa 780-800.
Duelist Blade 5-6 650 gold 8 12 3D3 12 These rare blades were forged sometime before the Silence, and have been used for centuries by noble duelists who want to die in style. No two are quite alike, but all share bloody histories.
Broadsword 1-3 100 gold 8 1 3D4 None A polished broadsword commonly used by all forces in Erathia.
Steel Broadsword 3-4 300 gold 8 5 3D4 4 A fine Erathian steel broadsword of excellent quality and edge.
Champion Sword 4-6 600 gold 8 9 3D4 10 More a falchion than a broadsword, this magnificent weapon retains a keen edge in spite of its age.
Cutlass 1-3 40 gold 7 1 2D4 None The swept-back style of the cutlass helps opponents or underestimate the weapon's true reach. Many inexperienced swordsmen have lost their lives to this deceptive design.
Goblin Cutlass 3-4 290 gold 7 5 2D4 5 A strange mix of brass and some other, reddish metal provide this weapon with its strange color and unusual strength. Goblin craftsman are typically unconcerned with appearance, but when it comes to killing, they can be counted on to get it right.
Regnan Cutlass 3-6 590 gold 7 9 2D4 11 Cleverly concealed initials near the pommel of the cutlass prove this beautiful weapon to be the work of Alec Teling, master smith to Hareck the First, Lord of Regna, and Emperor of the Endless Ocean.
Puck Artifact 20,000 gold Artifact 20 3D3 14 (Speed +40, Swift) Ancient and fey, Puck's enchantments cause it or practically fly for enemy's throats. No one knows when or where Puck was forged, but the Faerie origins are unmistakable.
Wallace Artifact 20,000 gold Artifact 20 3D4 12 (Armsmaster skill +10, Personality +40) Wallace has somehow found its way into the hands of rebels and rabblerousers for centuries. The weapon magnifies both the ability and the confidence of its wielder, frequently leading its owners to rake risks they might otherwise have avoided. Though none of its owners' ambitions have been fulfilled, no one has ever declined to carry Wallace once they have heard its Siren song.
Corsair Artifact 20,000 gold Artifact 20 2D4 13 (Stealing skill +5, Disarm skill +5, Luck +40) Corsair is one of the finest weapons ever turned our by the Regnan Armories. Ever true to their nature, Regna's smiths fashioned a weapon that would aid their imperial "tax collection" efforts on the high seas and coastal towns. To this date, Regna has not forged a weapon that didn't advance their selfish goals at the expense of others.
Lieutenant's Cutlass Special 15,000 gold Special 0 3D4 6 The mercenary you took this cutlass from disregarded the curse on the blade, too.
Villain's Blade Special 15,000 gold Special 0 3D4 12 Drains Hit Points from target. William Setag would frequently slay prisoners with this blade to heal his own minor cuts and bruises. The weapon is cold to the touch, and tingles in your hand.
Grognard's Cutlass Special 1,000 gold Special 0 3D4 6 Double damage vs. Elves. A finely crafted and specially enchanted Goblin weapon. Though originally crafted to slay Elves, this weapon does a perfectly good job on members of the other races.

Two-handed swords[]

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 2-5 400 gold 8 1 4D5 None This simple two-handed sword with a leather grip is a common design in Erathia.
Great Sword 3-5 500 gold 8 6 4D5 2 An effective, deadly design employed by less well-disciplined armies throughout time. The smith of this particular two-handed sword thoughtfully added a blood groove down the center of the blade.
Heroic Sword 4-6 800 gold 8 10 4D5 8 It is thought by some master swordsmen that a wavy blade is a bit stronger than a straight one, and does more damage when it strikes an opponent. That may or may not be true, but one thing is certain-this particular sword's craftsmanship is amongst the finest you've ever seen.
Iron Feather Artifact 20,000 gold Artifact 20 4D5 10 (Might +40, 6-15 points of Electrical damage) An impossibly light two-handed sword, the Iron Feather boosts the Might of its owner to make wielding the huge weapon even easier. The combination almost makes it possible to use the sword in one hand - the huge size of the blade being the only problem.
Elfbane Artifact 15,000 gold Artifact 20 4D6 12 (Of Shielding, Elf Slayer, Goblin) This sword was created by the Goblins for their then Chief, Grogar. Unfortunately, the Goblins lost the war and Elfbane was lost for quite some time. Enchanted to both slay Elves, and protect its wielder from arrows, Elfbane truly lives up to its name. A curious side effect of the enchantment renders the weapon unusable by all but a Goblin.

Daggers[]

Daggers have a recovery rate of 60.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Dagger 1-3 8 gold 6 1 2D2 None A crude dagger found in the hands of thieves and ruffians everywhere.
Dwarven Dagger 1-3 100 gold 6 2 2D2 2 More like a short sword to a Dwarf, this dagger is an excellent example of superior Dwarven engineering and inferior artistic creativity.
Sharktooth Dagger 3-5 150 gold 6 4 2D2 3 The "blade" of this dagger is really a shark's tooth taken from the waters of the Quiet Ocean and mounted on a fancy handle. It is very sharp and light.
Assassin's Dagger 3-5 250 gold 6 6 2D2 5 The crosspiece of this dagger folds in to make concealment easier. A spring in the pommel snaps the crosspiece out very quietly when the dagger is drawn from its sheath.
Mage Dagger 4-6 300 gold 6 9 2D2 6 A weapon from the Time of Wonders, it is no longer possible to achieve a sharper or stronger edge.
Long Dagger 1-4 15 gold 7 1 2D3 None The long dagger combines the extra reach of the sword with the stealth of the dagger.
Erathian Long Dagger 3-5 200 gold 7 4 2D3 4 Really more of a short sword than a dagger, the narrow blade belies an unusual strength and a possibly enchanted edge.
Exquisite Long Dagger 4-6 350 gold 7 8 2D3 7 The spare, yet appealing design of this long dagger is typical of pre-Silence artifacts. This particular style was very popular at the time, but since more than a thousand years have passed, few remain. Like everything from the time of the Silence, it looks as new as the day it was made.
Old Nick Relic 30,000 gold Relic 30 2D2 8 (Disarm Skill +5, 8 points of Poison damage, Elf Slaying, Evil) Secretly passed from one Assassin to another for centuries, Old Nick happily vanished from history's sight during the Barrie for Morning - a joint human-Elvish attack on the Assassin's guild nearly 200 years ago. It is said that Old Nick has killed more people than the Plague. Now that you've found this evil weapon, you are going to throw it down a well. ..aren't you?
Lady Carmine's Dagger Special 15,000 gold Special 0 2D2 4 Adds 5 points of Body damage and + 5 Disarm Traps skill. Nicks and scratches on this nasty blade show that it has seen plenty of action.

One-handed axes[]

One-handed axes have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Crude Axe 1-3 30 gold 5 1 4D2 None This primitive axe is more like a simple tool than a weapon.
Battle Axe 1-4 100 gold 5 3 4D2 2 The flared edge of the blade is a common style used by low-budget human armies and bandits.
Dwarven Axe 3-5 250 gold 5 6 4D2 5 Typical Dwarven manufacture: Strong, practical, and plain.
Steel Axe 3-5 400 gold 5 9 4D2 8 One of several crates full of such axes stolen from the Dwarves by the Warlocks of Nighon. Each of these weapons has been tempered and enchanted by the Stone City foundry, and stamped with their mark.
Minotaur Axe 4-6 550 gold 5 12 4D2 11 Double-bladed axes like these are powerfully enchanted by Minotaur sorcerers in a secret process known only to them. These axes are light where they should be heavy, and slice through metal armor as easily as they slice through cloth.
Splitter Artifact 20,000 gold Artifact 20 4D2 11 (Explosive impact, Fire Resistance +50) Though powerful, Splitter is never wielded by a single owner for long. The blade gives off great blasts of fire when struck, and the magical protection against fire the weapon offers isn't enough to completely shield a user from the blast.
Ghoulsbane Artifact 20,000 gold Artifact 20 1D9 15 (Undead slaying, Immunity to paralysis, 3-18 Fire damage) Ghoulsbane was commissioned by the Church of the Sun more than 150 years ago as part of their effort to destroy the ever-growing population of undead created by the Church of the Moon. Though powerful, it is only one weapon, and the undead are legion. The Church of the Sun fell in 1083 A.S.
Minotaur's Axe Special 2,500 gold Special 0 4D3 12 (Might +25) A fine trophy! The axe is made for a Minotaur and is very heavy, but the magical strength it imparts makes it easy to use for anyone.

Two-handed axes[]

Two-handed axes have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Poleaxe 2-5 225 gold 5 1 3D7 None This style of long-hafted axe has better reach and more power than the normal one-handed axe.
Warrior's Poleaxe 3-5 450 gold 5 5 3D7 3 This poleaxe has a sharper blade equipped with all the latest in military technology: Blood grooves, whistle-holes, and a counterbalanced, smaller blade behind the haft for tricky, disemboweling backstrokes.
Headsman's Poleaxe 4-6 900 gold 5 9 3D7 9 So named for the execution device favored by headsmen, the Headsman's Poleaxe sports a longer blade to reduce messy and embarrassing execution mistakes.
Amuck Relic 30,000 gold Relic 30 3D7 11 (Might +100, Endurance +100, Armor Class -15) The original name of Amuck has been lost in time, but the blade retains a magically keen edge and all of its original power. Fantastic strength and vitality are conferred upon the owner at the expense of a proper sense of fear. Wielders of Amuck don't much bother dodging blows in battle.
Zokarr's Axe Special 2,500 gold Special 0 3D7 13 (+10 Armor, Endurance and Hit Points) The family heirloom of the Zokarr monarchs. This weapon grants the wielder a greater affinity with Earth Magic.

Spears[]

Spears have a recovery rate of 80.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Crude Spear 1-3 15 gold 6 1 1D9 None Though constructed with a head of sharpened rock lashed to a rough stick, this spear can cause serious damage.
Soldier's Spear 1-4 50 gold 6 3 1D9 1 Spears like this are found in all armies where their versatility as both pole and melee weapons is demonstrated regularly.
Elven Spear 3-5 250 gold 6 6 1D9 5 Elven weapons are almost always as graceful as they are practical. The spear's style and elegance have not come at the expense of practical qualities such as the sturdy attachment of head to haft, nor the choices of metal and haft grip.
Cruel Spear 3-5 450 gold 6 9 1D9 9 The triangular shape of the spear head leads to especially painful wounds that do not heal easily or well. Runic enchantments inscribed along the haft suggest enchantments that enhance the cruel effect of the triangular head.
Sublime Spear 4-6 650 gold 6 9 1D9 13 A smithy symbol and date stamp indicate this spear was made in the magical forges of Governor Padish 12 years before the Silence.
Halberd 2-5 200 gold 6 1 3D6 None Like all halberds, this weapon is basically an axe with a very long haft. It's a versatile weapon - doubling as a spear when fighting room is tight, or a staff when personal defense is needed. This one is of ordinary workmanship and materials.
Weighted Halberd 3-5 400 gold 6 5 3D6 4 The haft of this halberd has been cored, and filled with a lead rod. When the weapon is swung, the lead rod slides to the blade end of the halberd with a loud crack, adding force and weight to the blow.
Mighty Halberd 4-6 700 gold 6 9 3D6 10 A small stamp on the blade of this weapon indicates it was constructed in the famous Mekorig Foundry by the master himself, Mekorig the Blind. You would be hard pressed to find a finer halberd anywhere in the world.
Trident 1-3 100 gold 6 1 2D6 None A variant of the farmer's pitchfork, the Trident has been used by spear fishermen since time began. Now it is the traditional weapon of sea-going warriors throughout the world.
Barbed Trident 3-5 400 gold 6 5 2D6 6 Improving on the basic trident design, the tips of the tines have rough, backward-facing barbs. This design causes much more damage as the weapon is pulled from the victim.
War Trident 4-6 700 gold 6 9 2D6 12 A style favored by the Imperial Regnan Navy, the two side tines of the war trident are thin and sharp to make slashing as easy as stabbing. To further impress enemies, the tines are gilded in brass, and the haft painted yellow, giving the appearance that the Regnans are fighting with golden weapons.
Gibbet Artifact 20,000 gold Artifact 20 3D6 12 (Undead slaying, Dragon slaying, Demon slaying) A humorless weapon, to say the least, Gibbet was forged by Mekorig the Blind to help end the Age of Monsters, and promote the Age of Man. A noble idea, but one that hasn't worked out very well. Gibbet often goes missing for years, only to be rediscovered in some dragon's hoard by ambitious adventurers. The power of the weapon often inspires such adventurers to move the weapon to another dragon hoard, where it once again goes missing for years.
Charele Artifact 20,000 gold Artifact 20 3D9 18 Built at the behest of Hareck the First during the formation of the Regnan "Empire", Charele was named after his wife, Queen Charele. It was left in Regna's only Erathian outpost during the chaos following Hareck's poisoning death in 590 A.S.

Bows[]

Bows and crossbows have a recovery rate of 100.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Crude Bow 1-3 100 gold 3 1 5D2 None A simple longbow constructed of common materials and uninspired design.
Longbow 2-6 200 gold 3 3 5D2 2 A higher quality longbow designed after the Elven longbow, but without the Elven skill.
Elven Longbow 3-6 300 gold 3 6 5D2 6 Etched initials at the base of the bow indicate this bow was made by master bowyer Ivan Selving's workshop during the Timber Wars of the late 600s.
Composite Bow 3-6 400 gold 3 9 5D2 6 Composite bows are made of a variety of materials and pieces, instead of a single piece of wood. They are generally more flexible and powerful than regular bows.
Griffin Bow 4-6 500 gold 3 12 5D2 8 The grisly materials used in this bow - a Griffin's skull and tough spine-make for a surprisingly tough and powerful bow. Needless to say, the materials are hard to harvest, and Griffins fight back much harder than yew trees.
Crossbow 1-3 50 gold 4 1 4D2 None Although crossbows have many advantages - locking string catches, superior shot strength, easy to learn-they don't compare to the longbow when speed and range are critical.
Heavy Crossbow 3-5 200 gold 4 5 4D2 3 These crossbows were stockpiled by Archibald just prior to the Succession War for use against his brother. As with most decisions involving death, Archibald chose wisely. These crossbows are amongst the best in the land.
Ideal Crossbow 4-6 400 gold 4 9 4D2 7 Equipped with a hand crank and shaft sights, these exceptional crossbows are superior to all that have come before. However, where they are coming from is a mystery at this time.
Ullyses Artifact 20,000 gold Artifact 20 5D2 10 (Accuracy +50, 9-12 Water damage) The Archer's dream. Ullyses requires no arrows, firing bolts of ice formed when the string is drawn back. Its origins are unknown, but the style suggests Elvish make.
Ania Selving Relic 30,000 gold Relic 30 4D2 9 (Accuracy +150, Bow skill +5, Armor Class -25) Master smith Ivan Selving named this crossbow after his only daughter Ania, calling it his second best creation ever. Archers using this crossbow rarely miss their targets, but their concentration and slow, careful movements make them easy targets in return.
The Perfect Bow Special 15,000 gold Special 0 5D2 12 This bow seems to know its wielder's strength and adjusts itself accordingly. You never have to struggle to pull the string back, and it's always easy to hold your shot until you're ready to fire. Dozens of small advantages like this in the design of the bow make for the finest weapon of its type you have ever seen.

Maces[]

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 Barely more sophisticated than a normal club, the mace is slightly more effective and much more durable.
Spiked Mace 1-4 150 gold 6 3 2D4 2 This weapon is designed to inflict good damage to both armored and unarmored opponents.
Zealot Mace 3-5 300 gold 6 6 2D4 5 A common mace from Karigor, it displays the same superior quality of all weapons and equipment from that island.
Dwarven Morningstar 3-6 450 gold 6 9 2D4 8 A variation of the mace, the morningstar hits slower but much harder. The spikes on the ball guarantee recipients will feel the blow, regardless of armor or hide.
Supreme Flail 3-6 600 gold 6 12 2D4 11 A heavier, more menacing weapon than a morningstar, flails are almost as dangerous to their wielder as they are to opponents. Flails like this one are of the highest quality, thoroughly enchanted by the Warlock Guild of Nighon.
Hammer 1-3 120 gold 6 1 2D5 None A crude, tool-like weapon, this hammer includes a wrist chain to prevent it from dropping from your hand.
War Hammer 1-4 300 gold 6 5 2D5 3 A step up in construction quality, these hammers are commonly wielded by humanoid monsters. Since everyone knows most monsters don't make weapons, the question "where are they getting them?" arises.
Dwarven Hammer 4-6 600 gold 6 9 2D5 9 The top of the line for the hammer family of weapons. This Dwarven hammer was constructed in the forges of Stone City, and every feature is perfect - balance, weight, handle material, head construction. All the best possible with modern metallurgical techniques.
Club 1-3 1 gold 3 0 1D3 None A primitive weapon usable by even the stupidest of monsters. This club is constructed of Erathian oak.
Spiked Club 1-4 40 gold 3 2 1D3 3 An improvement over the simple club, this spiked club will inflict nastier wounds.
Steel Club 3-5 100 gold 3 4 1D3 5 The symmetry and length of the knob at the end of the club is the only feature that distinguishes this club from a mace. The balance is good, the construction is solid, but it is still a club, and you can't expect that much from it. Probably of Goblin manufacture.
Mash Relic 30,000 gold Relic 30 1D3 15 (Might +150, Intellect -40, Personality -40, Speed -40) It is said that Mash was the answer to the First Ogre's prayer to the Gods for a weapon that would make it stronger than anything else. Annoyed, the Gods cursed the First Ogre with Mash, and all Ogres have since borne the mark of that act - strong, but slow, dull, and stupid. In any event, Mash is yours, now.
Justice Relic 30,000 gold Relic 30 2D4 14 (Undead slaying, of Mind magic, of Body magic, -40 Speed, Good) Forged in the halcyon days at the beginning of the Church of the Sun, Justice is a powerful weapon for Good. At the cost of a speed, Justice is one of the mightiest relics a Paladin or Cleric can wield for the Path of Light.
Mekorig's Hammer Relic 30,000 gold Relic 30 2D5 13 (Of Spirit magic, Might +75, Air Resistance -50) This is the very hammer the great Mekorig the Blind used to turn out so much of the world's finest enchanted equipment during his many years as Master of the Mekorig Foundry. The hammer's connection to the elements leaves the wielder vulnerable to elemental magic, but it is a small price to pay for the enhanced Self ability and Might the hammer provides.

Staves[]

Staves have a recovery rate of 80.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Staff 1-3 40 gold 3 1 2D4 None The staff is the common weapon of the oppressed.
Iron Core Staff 3-5 250 gold 3 5 2D4 3 This staff has been filled with iron to give a harder punch than an ordinary staff, while appearing to be nothing more than a fancy walking stick. The wood is polished ash, carved with a tasteful design.
Wizard Staff 4-6 500 gold 3 9 2D4 7 A weird combination of wood, glass, and aluminum form the staff, while a crystalline skull tops it. The whole weapon is bound together with glue and strong enchantments to make one of the lightest, strongest staves in the world.
Ethric's Staff Relic 30,000 gold Relic 30 2D4 9 (Of Dark Magic, Meditation skill +15, Decrease Hit Points over time, Evil) Much more a tool than a weapon, Ethric's Staff was fashioned by the world's first Lich - Ethric the Mad. The staff magnifies Dark magic, drawing from the life force of its user. Since Ethric's life force was magically sustained, this wasn't a problem for him. Mortals, however, will slowly feel their life force drain away while they hold the staff.

Blasters[]

Blasters have a recovery rate of 30.

Name Image Treasure level Value Toughness ID / Repair Damage Bonus In-game description
Blaster None None 10 30 3D5 8 A weapon of awesome power, almost certainly created during the Time of Wonders.
Blaster Rifle None None 10 30 3D5 12 The finest of personal weapons made during the Time of Wonders, Blaster Rifles can deal death faster than any weapon you have ever seen.

Armor[]

Leather[]

Leather armor increases recovery time by +10.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Leather Armor 1-2 150 gold 3 1 4 Leather armor is the lightest and most easily worn armor, but it offers less protection than the heavier armors. The leather in this suit was improperly cured and still stinks of the chemicals used in its production.
Studded Leather 2-4 250 gold 3 4 6 This suit of leather armor is held together with bronze studs instead of leather straps. This construction makes it a bit stronger, but also a bit heavier.
Officer's Leather 3-5 450 gold 3 8 10 An otherwise ordinary suit of leather armor, this suit is imbued with a subtle enchantment that strengthens the material against blows without increasing weight.
Regnan Leather 4-6 750 gold 3 10 16 Standard issue leather armor for officers in the Regnan Navy. All such leather armor receives enchantments to strengthen and lighten it during its creation in the Regnan Armories.
Royal Leather 5-6 1.150 gold 3 12 24 Description: Only a few suits like this one have been made, and all were special orders for members of the royal family of Erathia - the Gryphonhearts. This one had to come from one of three places: Stolen from the palace armory, taken on the battlefield, or robbed from a grave.
Hareck's Leather Relic 30,000 gold Relic 30 30 (Stealing skill +5, Disarm skill +5, Water Walking, Luck +50, All Resistance -10) This leather armor was specially built by the Regnan armory for Hareck the First, Lord of Regna, and Emperor of the Endless Ocean. The armor did everything a glorified pirate like Hareck could hope for, except protect him from poison. The mighty first Emperor of Regna died just after dinner while wearing the armor, poisoned by his wife's hand.

Chain[]

Chain armor increases recovery time by +20.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Chain Mail 1-3 400 gold 6 1 8 Chain mail is an armor formed of small, interlocking loops of metal. It looks like someone forgot to oil the rings, or maybe left it our in the rain because rust has begun to form in the armpits and under the collar.
Steel Chain Mail 2-4 600 gold 6 5 12 This suit of chain mail is made of steel and is actually lighter than similar suits made of plain iron. Thin rings were used in its construction, but the steel composition makes them very strong.
Fine Chain Mail 3-5 900 gold 6 10 18 Very high-quality steel is reinforced with fine studded leather to soften blows while minimizing weight. The leather portions are quite artistic and pleasing to the eye.
Resplendent Chain Mail 4-6 1,300 gold 6 15 26 A distinctive suit of armor meant to aid recognition of officers during battle. Besides just looking good, the armor is amongst the lightest, most supple chain mail available.
Golden Chain Mail 5-6 1,800 gold 6 20 36 A very rare suit of armor turned our by the Heavenly Forges of Governor Padish before the

Silence. The armor was originally worn strictly by the Governor's highest military officers as a badge of office. It is nor just for show; this chain mail is lighter, stronger, and more supple than any other chain in the world.

Governor's Armor Artifact 20,000 gold Artifact 20 36 (Half damage from missile attacks, +10 to all statistics) Owned by Colonial Governor Padish at the Time of the Silence, this fantastic armor has resurfaced in many of the great treasure hoards throughout history. Like most creations turned out by the Heavenly Forge, it is nearly indestructible, and its like can no longer be made by any forge in the land.
Elven Chainmail Artifact 15,000 gold Artifact 20 30 (of Recovery, +15 Speed, +15 Accuracy, Elven) Elven chainmail was more common before the wars against the humans and the Goblins. Centuries of combat combined with the degradation of armorsmithing skills have reduced the number of sets of Elven chainmail to almost none. The effect of using lighter materials and custom designing the armor to only fit Elves grants the wearer more freedom of movement, allowing farces, more accurate attacks.

Plate[]

Plate armor increases recovery time by +30.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Plate Armor 3-5 1,000 gold 9 1 20 Plate armor is the strongest armor available. It is much heavier than other suits of armor, and requires considerable practice to get used to wearing. This suit is made of iron, and the workmanship is unremarkable.
Splendid Plate Armor 4-6 1,400 gold 9 8 28 Forged in an Erathian armory, this suit of plate armor bears a recent stamp: B.R., Steadwick Foundry, 1151. The initials are those of Byron Rockermann, Royal armorsmith of Erathia. His work is competent and elegant.
Noble Plate Armor 5-6 2,700 gold 9 20 54 A suit of armor so fine could only have come from the forge of the Master himself - Mekorig the Blind. Indeed, this one bears the initials of his son, Kasev Mekorig near the heel. The joints move easily, and the metal has a curious triple-plated construction that makes it thin and light, yet incredibly strong. Padding is comfortable, too.
Yoruba Artifact 20,000 gold Artifact 20 60 (Immunity to Diseased, Insane, Paralyzed, Poisoned, Asleep, and Stoned conditions, Endurance +25) Named after its owner and creator, Yoruba is an extremely rough, magic-resistant suit of place mail. Because of the armor's prohibitive expense, it was built in piecemeal fashion - and it shows. Different pieces are made of different materials, with the most expensive ones in the breastplate. There are two puncture holes in the breastplate that the original owner never repaired, possibly for sentimental reasons.

Shields[]

Shields increase recovery time by +10.

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Goblin Shield 1-3 200 gold 4 1 6 A simple, old shield with crude markings on its face. Ugly, but practical.
Wooden Shield 1-3 300 gold 4 4 7 This shield is made of wood framed by iron. It is heavy, but well constructed and in good condition.
Horseman's Shield 3-4 400 gold 4 8 9 Narrow and tapered at the bottom, this shield is intended for battle on horseback, but will work just fine on foot. Construction is tight and materials are tough - it should be able to resist a direct spear thrust.
Sterling Shield 3-6 500 gold 4 12 13 Made of a lightweight metal, this shield has a foundry stamp from the Kelebrim armory. Though light, the material is very strong, and the metal is welded almost seamlessly.
Phynaxian Shield 5-6 800 gold 4 16 19 These shields were forged by the Phynaxian empire during its brief rise to power on the steppes of southern Erathia (790-864). They are made of stalt, a metal that takes well to enchantment, and contributed heavily to Phynaxian military might. Unfortunately, very little of the metal could be mined, and Phynaxia fell in 864 A.S. to an Elvish offensive.
Wooden Buckler 1-3 100 gold 4 1 4 A small wood buckler designed to protect against arrows without encumbering its wielder. The quality is amateurish, but it's in good condition and will serve its purpose.
Bronze Shield 1-3 200 gold 4 4 6 Bronze shields are lighter than iron shields of the same size, but aren't nearly as strong.
Metal Shield 3-4 300 gold 4 8 8 The pretty, red design on the surface of this shield means it's from Deyja, and the paint isn't paint. Emulsifiers and preservatives help to retain the original color.
Alloyed Shield 3-6 450 gold 4 12 12 The exact mixture of metals in these strong shields has been lost for hundreds of years. Attempts to rediscover the process used to make them have been miserable failures. There is absolutely nothing enchanted or magical about these shields - any enchantment they carry was added after they were created.
Majestic Shield 5-6 750 gold 4 16 18 The dark, golden color of these shields is actually a flaw. About 50 of these shields were turned out by the Heavenly Forge as it began to fail. Although imperfect, they are second only to shields built by the Forge in its prime.
Glory Shield Relic 30,000 gold Relic 30 24 (Of Spirit Magic, Shield skill +5, Body Resistance -10, Mind Resistance -10) One of five such shields known to exist, the Glory Shield was built during the Time of Wonders. It was especially tuned to promote Spirit Magic, but that same attunement leaves the wielder somewhat open to Spirit-based attacks.
Kelebrim Relic 30,000 gold Relic 30 20 (Immunity to Stoned condition, Half damage from missile attacks, Endurance +50, Earth Resistance -30) One of the first shields to issue from the Kelebrim Foundry, this one bears the simple stamp "Kelebrim" on the inside under the hand strap. It has very powerful enchantments meant to protect from Medusa gazes, but like many grand enchantments, it comes with a flaw. Kelebrim weakens its

owner's resistance to Earth Magic.

Cloaks[]

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Leather Cloak 1-5 50 gold 2 2 1 A simple traveler's cloak.
Huntsman's Cloak 1-5 150 gold 2 5 3 A huntsman's cloak colored green to make the wearer difficult to see in the forest. Not much to look at, but it serves its purpose.
Ranger's Cloak 3-5 250 gold 2 9 5 Woven from plane fibers found in the Tularean Forest, these cloaks are the traditional garb of the Elven Rangers.
Elegant Cloak 3-6 450 gold 2 14 7 This cloak is of the quality preferred by wealthy nobles and royalty. It is hard to find better.
Glorious Cloak 3-6 750 gold 2 20 9 Almost all cloaks like this one come with some sort of enchantment. The Warlocks of Nighon employ legions of mentally enslaved people to perform the tedious weaving and ritual spellcasting necessary to make these cloaks.
Cloak of the Sheep Artifact 15,000 gold Artifact 30 10 (Immunity to Diseased, Insane, Paralyzed, Poisoned, Asleep, and Stoned conditions, Intellect -20, Personality -20) The cloak worn by the High Priest of Baa, though useful it seems to sap the will of the wearer slowly away.
Twilight Cloak Relic 30,000 gold Relic 30 13 (Speed +50, Luck +50, All resistances -15, Evil) The sinister Twilight Cloak has been used by spies and assassins for centuries. The nature of the enchantment is so beneficial to those professions that the loss of magical resistance is easily overlooked.
Sun Cloak Special 2,500 gold Special 0 11 Increases the effects of all Light spells. This cloak signifies the highest rank attainable by a Priest of the Sun. No more than nine of these cloaks were ever made - one for each member of the High Council of the Sun.
Moon Cloak Special 2,500 gold Special 0 11 Increases the effects of all Dark spells. This cloak signifies the highest rank attainable by a Priest of the Moon. No more than nine of these cloaks were ever made - one for each member of the High Council of the Moon.
Vampire's Cape Special 2,500 gold Special 0 9 (+10 Intellect and Luck) Small wonder such a cape as this would be found on a Vampire. The cape prevents sunlight from reaching the body, but is unable to protect the face.

Gauntlets[]

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Gauntlets 1-5 100 gold 6 2 3 Low-quality iron gauntlets with cloth linings to prevent blisters.
Steel Gauntlets 1-5 250 gold 6 5 6 This pair of gauntlets is made of steel and decorated with brass tracery along the outside of the palm and back of the hand. It is in good repair and well oiled.
Silver Mesh Gauntlets 3-5 450 gold 6 9 8 A marvelous achievement, these gauntlets were forged and woven by the Dwarves of Stone City. They offer both flexibility and strong protection. The only trouble is that the wearer's skin is sometimes caught in the mesh, leading to painful pinches.
Dragon Hide Gauntlets 3-6 650 gold 6 14 10 A high-quality gauntlet, it offers both flexibility and protection. The joints are reinforced, yet are "soft" enough to permit nearly normal hand motion.
Mogred Gauntlets 3-6 850 gold 6 20 12 Made from the hide of the Mogred beast on Karigor, these gauntlets are rough, supple, and magic resistant. The two red spots used to have poisonous spines growing from them.
Hands of the Master Artifact 20,000 gold Artifact 20 12 (Unarmed skill +10, Dodging skill +1O) The Hands of the Master are meant for Monks, but a few Thieves have put them to use with excellent results. Most of the owners have gone on to fame and fortune, but the last one obviously didn't do so well.
Forge Gauntlets Artifact 15,000 gold Artifact 20 10 (+30 Fire Resistance, +15 Might, +15 Endurance, Dwarven) Forge Gauntlets were created by Mekorig for his assistants to aid them in helping him. Extending the already amazing Dwarven might and endurance, the gauntlets also grant exceptional resistance to fire - necessary in a forge as hot as Mekorig's.

Boots[]

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Leather Boots 1-5 50 gold 3 2 2 These boots are made of soft leather for a more comfortable fit, but they offer little protection in combat.
Steel Plated Boots 2-5 250 gold 3 5 6 This pair of leather boots has been fitted with steel plates on the top of the foot and at the shin.
Ranger Boots 3-5 450 gold 3 9 8 A quality set of Erathian leather boots. This pair has the usual features of Erathian leather craftsmanship: soft, water resistant, and quiet.
Knight's Boots 4-6 650 gold 3 14 10 Polished silver boots with velvet interiors, these boots are lighter than steel boots and far more comfortable. They look pretty snappy, too.
Paladin Boots 4-6 850 gold 3 20 12 Made in the forge of Byron Rockermann, these silver and steel boots are amongst the best in the world. The are enormously strong, yet fit comfortable and flexibly in all the right spots.
Seven League Boots Artifact 20,000 gold Artifact 20 15 (Speed +40, of Water Magic) So named for their boost to their wearer's reflexes and pace, the boots' true function is to ease the use of Water Magic in order to speed travel. Anyone using the boots is destined for greatness, but not necessarily honor. Much mischief can be attributed to previous owners of these boots.
Hermes' Sandals Relic 30,000 gold Relic 30 20 (+100 Speed, +50 Accuracy, +50 Air Resistance, Regenerate SP and HP over time, and Feather Falling) Rumored to be the footwear of a god, these winged sandals confer enormous power on the wearer.

Helmets[]

Name Image Treasure level Value Toughness ID / Repair AC In-game description
Horned Helm 1-3 80 gold 6 1 2 This cheap helm is better suited for a costume party than a battle. The horns have been glued onto a rigid leather cap dyed black to make it look scarier. The material is brittle and flaky, and will probably come apart at just the wrong time.
Conscript's Helm 1-4 260 gold 6 4 6 The simple style and uniformity of these helms is meant to strike terror into the hearts of enemies when they see row upon row of bronze, spiked helms marching toward them.
Full Helm 3-5 460 gold 6 8 8 This helm design has been used by the Elves of Erathia since before the Silence. It is composed of silver and steel and is very strong.
Phynaxian Helm 3-6 660 gold 6 10 10 Worn by Phynaxian Dragoons during the expansion of their empire a few hundred years ago, these helms are rough, flexible, and light. They are made of two strips of dragonhide bound together with stalt metal studs.
Mogred Helm 4-6 860 gold 6 12 12 Partially made from the skull of the ferocious Mogred beast in Karigor, these helms grow more uncommon every year as the Mogreds approach extinction. Two poisonous spines used to grow from the red spots on the front of the helm.
Peasant Hat 2-5 20 gold 2 1 0 A common, cloth hat with a feather stuck in the band to add a dash of style.
Traveler's Hat 3-5 100 gold 2 4 0 A simple hat meant to keep sun and dust off a traveler's head.
Fancy Hat 3-6 200 gold 2 8 0 The latest in fashion, this hat hearkens back to more of a working class style. It isn't really the hat that's in style, it's the working man that young nobles are trying to emulate - who in turn seeks to emulate the nobleman.
Crown 2-5 250 gold 4 20 0 This is a cheap crown of the sort that primitive Goblins wear to mock human customs. The metal is bronze, and the gem is made of glass.
Noble Crown 3-5 450 gold 4 25 0 A fine, if somewhat ostentatious crown made with gold leaf and large, high-quality amethysts. It suits nobles of your station well.
Regal Crown 3-6 650 gold 4 30 0 Crowns of this sort are typically created with the use of magic to enhance their susceptibility to magic. If found with no enchantments whatsoever, the crown was probably left unfinished for some reason.
Mind's Eye Artifact 15,000 gold Artifact 20 10 (+15 Intellect, +15 Personality, Regenerate SP, Human) Mind's Eye was created by Mekorig for the Great Druid, Larette Weisman. While enhancing both intellect and personality, Mind's Eye regenerates the wearer's mana and also provides head protection. Unfortunately, Mind's Eye will only fit on the head of a human.
Taledon's Helm Relic 30,000 gold Relic 30 14 (Of Light Magic, Personality +15, Might +15, Luck -40, Good) Owned by Taledon, Divine High Priest and High Holy Conduit of the Church of the Sun from 870 A.S., this powerful helm probably contributed to his untimely death in 881. It is said that an object may take only so much enchantment - try to put too much in, and something negative squeezes out. In this case, the negative made the wearer profoundly unlucky. Taledon, arguably the most powerful figure of his time, veteran diplomat, soldier, and priest, was crushed beneath the wheels of a runaway peasant's wagon while crossing the street in Steadwick.
Scholar's Cap Relic 30,000 gold Relic 30 2 (Learning skill +15, Endurance -50) The Scholar's Cap vastly improves the ability of the mind to absorb and retain experiences. The effect is so intense that wearers frequently forget to care for heir bodies while swimming in the sea of their thoughts.
Phynaxian Crown Relic 30,000 gold Relic 30 -20 (Of Fire Magic, Water Resistance +50, Personality +30, Armor Class -20) This is the lost (WAS the lost) crown of the short-lived Empire of Phynaxia. When worn, the crown's jewels smolder with barely restrained Fire magic, and cast reddish light upon the face of the wearer. The crown amplifies any skill in Fire magic the wearer may have, and fiercely resists water-based attacks.
Shadow's Mask Special 15,000 gold Special 0 12 (+3 Stealing and Disarm Trap skills) A mask designed to hide the identity of the wearer, it has also been magically enhanced to offer good protection and to aid thiefly pursuits.

Belts[]

Name Image Treasure level Value Toughness ID / Repair In-game description
Leather Belt 2-5 40 gold 3 1 A peasant's belt. This one is made of poorly cured leather and rusting iron studs.
Fine Belt 2-5 100 gold 3 3 A well-crafted belt of well-tanned leather and fine stitching. The buckle is made of polished silver.
Strong Belt 3-5 450 gold 3 6 A tough, yet high-quality leather belt. This one was probably made in western Erathia.
Silver Belt 3-6 450 gold 3 9 A very nicely made silver belt, this one is old, but well cared for. There's no trace of tarnish on any of the links - just a bit of wear around the buckle.
Gilded Belt 3-6 600 gold 3 12 Gaudy to an extreme, this belt is made of sold 14 karat gold. Each link has a different, low-quality image stamped on its face. Tasteless, but valuable.
Hero's Belt Artifact 15,000 gold Artifact 20 (+5 Armsmaster skill, +15 Might, Regenerate Hit Points, Male) Designed for Saint Perci, this belt confers martial prowess, exceptional strength, and regeneration. Saint Perci used the belt quite extensively, but even with its help he wasn't able to stave off death at the hands of Wromthrax the dragon.
Titan's Belt Relic 30,000 gold Relic 30 (Might +75, Speed -40) Like so many similar items, the Titan's Belt increases the Might of its wearer at the expense of Speed. The only difference with this relic is the magnitude of the trade off.

Rings[]

Name Image Treasure level Value Toughness ID / Repair In-game description
Brass Ring 1-4 100 gold 7 2 A tarnished brass ring. Polished up, you might be able to sell it for something....but don't expect much.
Pearl Ring 1-4 300 gold 7 6 A large, imperfect pearl adorns this otherwise unremarkable gold ring.
Platinum Ring 3-5 500 gold 7 9 At first glance silver, this ring is actually made of platinum. The gemstone is a small, flawed diamond.
Emerald Ring 3-5 700 gold 7 12 A large, cut emerald adorns an otherwise plain silver ring.
Sapphire Ring 3-5 900 gold 7 15 Three small sapphires are mounted at the top of this silver and gold ring. Rings of this quality are often enchanted.
Warlock's Ring 3-5 1,100 gold 7 18 This complex and gaudy arrangement of amethysts on platinum can be appealing, if you like that sort of thing.
Enchanted Ring 3-6 1,300 gold 7 21 A rare gem-within-a-gem of emerald and garnet is set upon a fine gold ring.
Dazzling Ring 3-6 1,500 gold 7 24 A beautiful rosette of rubies and emeralds on gold backing. The ring itself is platinum.
Wizard Ring 2-6 1,700 gold 7 27 Three perfect garnets set into silver belie the enchantments used to create this ring. Handling the ring for long makes your hand tingle.
Angel's Ring 5-6 2,000 gold 7 30 A very strange brown stone (petrified wood?) is mounted on a metal that looks like gold, but is much lighter.
Ruler's Ring Artifact 20,000 gold Artifact 20 (Of Mind Magic, of Dark Magic) The Ruler's Ring was made in 744 A.S. by Joshua Storm, chief alchemist for the Warlocks of Nighon. Although not an inherently evil artifact, the ring was created to control and conquer, nothing more.
Lady's Escort Artifact 15,000 gold Artifact 20 (Water Walking, Feather Falling, of Protection, Female) A magical "escort" designed by the mage Terrax for one of his female friends who had to travel quite far to reach him. The ring protects the wearer from elements, falling, and drowning. Unfortunately, she traveled to Erathia and the ring disappeared soon after.
Ghost Ring Special 2,500 gold Special 0 An odd ring that feels strangely warm to the touch. It enhances the wearer's connection to the spirit.
Faerie Ring Special 2,500 gold Special 0 A rare and very powerful ring made by Faeries. Few mortals ever see such as this!

Amulets[]

Name Image Treasure level Value Toughness ID / Repair In-game description
Eyeball Amulet 2-5 500 gold 4 2 This strange amulet has a glass eye on the end of a cheap brass chain. A novelty, but probably not worth much.
Bronze Amulet 2-5 750 gold 4 5 A baroque bronze amulet with an ill-defined image stamped on the face. Cheap and tasteless.
Witch's Amulet 3-5 1,000 gold 4 9 A plaster cast of a baby's hand was used to form this strange silver amulet. There is some unidentifiable symbol stamped in the center of the amulet.
Death's Head Pendant 3-6 1,250 gold 4 14 Straight out of Deyja, this is just the sort of thing you would expect from Necromancers. The silver skull in the center is modeled from a real, shrunken skull, and the tiny rubies in the eyes glow in the dark.
Sun Amulet 3-6 1,500 gold 4 20 A glorious gold amulet with the ancient symbol of the sun in the center. The amulet is from Karigor, and the craftsmanship is flawless.
Clanker's Amulet Artifact 15,000 gold Artifact 0 A mighty tool for alchemists, this amulet was the secret to Clanker's success. Alchemy skill +15.
Medusa's Mirror Special 5,000 gold Special 0 The user of this mirror is completely immune to stoning effects. Would have been nice to have this earlier.

Miscellaneous[]

Wands[]

All spells from Wands are cast at Novice skill with level 8.[1]

Name Image Treasure level Value Toughness ID / Repair Charges Effect In-game description
Basic Wands 2-3 1,000 gold 3 10 35 Casts fire bolt, sparks, poison spray, stun, or harm The magical process that was used to enchant this wand turned it sky blue. It's made of wood and glass.
Faerie Wands 3-4 1,500 gold 3 14 30 Casts light bolt, ice bolt, spirit lash, mind blast, or deadly swarm A wooden wand painted green and banded with brass. The wand is capped with a large, flawed emerald.
Alacorn Wands 3-5 2,000 gold 3 18 25 Casts fireball, acid burst, lightning bolt, blades, or charm Made from the hollowed out horn of a unicorn and capped with a spiked brass ball, wands like these are born of cruelty and evil. The enchantment it holds is useful; the only real question is whether you believe your cause justifies the use of an item so wickedly created.
Arcane Wands 4-6 2,500 gold 3 22 20 Casts ice blast, flying fist, rock blast, paralyze, or toxic cloud A wand of polished ebony capped with the shrunken, bejeweled head of a fallen enemy. These wands can hold very strong enchantments. To use this wand, you muse equip it as though you were equipping a weapon.
Mystic Wands 5-6 3,000 gold 3 26 15 Casts implosion, mass distortion, shrapmetal, shrinking ray, or incinerate The precious egg of a phoenix was snatched from the fire before it could hatch to make the headstone of this wand. The rest of the wand is made of steel and plated with gold.

Scrolls[]

Unlike Wands, there are scrolls for every spell in the game.

Spells from Scrolls are always cast at Master skill with level 5.[2]

Gems[]

Name Image Treasure level Value
Blue Quartz 1-3 250 gold
Topaz 1-3 500 gold
Rose Crystal 1-3 750 gold
Yellow Topaz 1-3 1000 gold
Green Garnet 2-4 1,250 gold
Sapphire 2-4 1,500 gold
Amethyst 2-4 1,750 gold
Emerald 3-5 2,000 gold
Ruby 3-5 2,000 gold
Diamond 4-6 2,500 gold
Diamond 4-6 3,000 gold

Reagents[]

Name Image Potion Power Value
Widowsweep Berries Red 1 1 gold
Crushed Rose Petals Red 5 10 gold
Vial of Troll Blood Red 10 50 gold
Ruby Red 20 100 gold
Dragon's Eye Red 50 500 gold
Phima Root Blue 1 1 gold
Meteorite Fragment Blue 5 10 gold
Harpy Feather Blue 10 50 gold
Moonstone Blue 20 100 gold
Elvish Toadstool Blue 50 500 gold
Poppysnaps Yellow 1 1 gold
Fae Dust Yellow 5 10 gold
Sulfur Yellow 10 50 gold
Garnet Yellow 20 100 gold
Vial of Devil Ichor Yellow 50 500 gold
Mushroom Catalyst 1 1 gold
Obsidian Catalyst 5 10 gold
Vial of Ooze Endoplasm Catalyst 10 50 gold
Mercury Catalyst 20 100 gold
Philosopher's Stone Catalyst 75 500 gold

Potions[]

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.
Stoneskin (Yellow and Orange Layered) 3 150 gold Compound Yellow
Orange
Grants Stoneskin (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-click 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 Green 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[]

Name Image Use Description
Red Apple Restores health. Apples like these are produced by trees saturated by magic - usually in the Elven lands of Avlee and the Tularean Forest. They provide considerably more sustenance than normal apples. To use the apple, pick the apple up and left-click over the picture of your character in the inventory screen.
Genie Lamp Varies based on month and day. The genies captured in these lamps will usually reward those who set them free, though sometimes they take cruel delight in punishing the first living beings they encounter. To use the Genie Lamp, pick the lamp up and left-click over the picture of your character in the inventory screen.
Horseshoe Gives two skill points. Gives character two Skill Points. This flawless horseshoe is made of silver. To use, pick the horseshoe up and right-click over a character's portrait.
Temple in a Bottle Takes the party to The Strange Temple. A strangely shaped small building finely crafted inside a glass bottle. Something about the bottle beckons you inside. To use, pick the bottle up and click over the picture of your character 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.

Quest Items[]

Incomplete This section is incomplete and requires more information. Please help and contribute your knowledge by editing or expanding it.
Name Image Use Description
Heart of the Wood A jewel like none you have ever seen.
Lich Jar A jar holding your physical and spiritual essence. Don't lose the jar.
Case of Soul Jars A rosewood case lovingly crafted to contain a set of Lich Jars. This case appears to be full.
Parson's Quill King Parson's hand employed this quill to sign the treaty ending the first Timber War.
Wetsuit This environmental suit handles not only respiration, but protection from the extreme pressure of deep sea diving. It does not look like any other items may be worn while wearing the suit. You must remove ALL equipment to wear the suit.
Oscillation Overthruster This device has no visible symbols or parts. Why it is so valuable is beyond your comprehension.
Signet Ring A highly stylized 'D' and 'P' intertwined by a snake with a crown above its head are engraved into the face of this ring. This must certainly be Davrick's.
Letter from Johann Kerrid to the Faerie King A letter from Johann Kerrid to the Faerie King. Opening a sealed letter is in the poorest of taste, and would be frowned upon by both parties.
Letter from Norbert Thrush to Lord Markham A letter from Norbert Thrush to Lord Markham. Opening a sealed letter is in the poorest of taste, and would be frowned upon by both parties.
Knight Statuette A small statuette of a knightly figure. The statuette seems to radiate a faint magic.
Eagle Statuette A small statuette of a proud eagle. The statuette seems to radiate a faint magic.
Angel Statuette A small statuette of an angel. The statuette seems to radiate a faint magic.
Big Tapestry A large tapestry, suitable for hanging in castles.
Angel Statue Painting A painting of the angel fountain in the courtyard of Castle Ironfist.
Archibald Ironfist Painting A painting of Archibald Ironfist just prior to his War of Succession in Enroth.
Roland Ironfist Painting A painting of Roland Ironfist just prior to the War of Succession in Enroth.
Vase Used in the Steal the vase quest This small, porcelain vase has been etched with the inscription, ""To Lord Markham, for a great job in the war, Queen Catherine.""
Flower (Rose) A red, red, rose.
Zokarr IV's Skull The skull of the old Dwarf King, Zokarr IV. It doesn't look particularly impressive.
Thigh Bone A human(?) thigh bone.
Haldar's Remains This strangely shaped jar resists all attempts to open or break. Haldar apparently doesn't like to be disturbed.
Elixir A glowing elixir of obviously magical properties.
Wealthy Hat This hat appears to belong to a more affluent member of society, the feather is genuine and the construction is solid. Unfortunately, it doesn't seem to fit.
Lute This lute has been masterfully crafted and lovingly maintained. This instrument clearly belongs to a Bard.
Faerie Pipes Though finely crafted and deceptively simple-looking, these Pipes are quite difficult to play; they seem to have a mind of their own.
Gryphonheart's Trumpet Used in the Retrieve Gryphonheart's Trumpet quest An artifact from a previous Elf/Human dispute, lost by Terrance Gryphonheart in a daring night-time raid by Elvish forces. Rumor has it that no army that has fought on the side of this trumpet's music has ever been defeated. Even if the rumor is false, it will certainly boost morale on either side.
Seashell Seashells this large are only found on the beaches of Emerald Island. One of these might make a nice souvenir of your time here.
Floor Tile This tile was apparently part of the library in a Temple of the Moon.
Season's Stole The Seasons' Stole is worn by priests during seasonal festivities. Though it doesn't have any direct power, most commonfolk believe it grants luck in the planting or harvest.
Golem chest The broad torso of a mighty golem. It appears to require a bit of assembly before being fully functional.
Abbey Normal Golem Head The dented head of a mighty golem. It looks a little…strange. It appears to require a bit of assembly before being fully functional.
Golem head The proud head of a mighty golem. It appears to require a bit of assembly before being fully functional.
Golem left leg The massive left leg of a mighty golem. It appears to require a bit of assembly before being fully functional.
Golem right leg The massive right leg of a mighty golem. It appears to require a bit of assembly before being fully functional.
Golem right arm The powerful right arm of a mighty golem. It appears to require a bit of assembly before being fully functional.
Golem left arm The powerful left arm of a mighty golem. It appears to require a bit of assembly before being fully functional.
Dragon Egg Rough, leathery, and strangely warm, this egg appears nearly ready to hatch.
Lantern of Light This lantern shines with a faint, holy light, though no flame appears to be lit inside.
Worn Belt This belt is worn to the point where it should only last about an hour. Hopefully, that will be long enough.
Arcomage Deck A deck of fancifully drawn cards used for a popular card game.
West Pillar Key A small key.
Central Pillar Key A small key.
East Pillar Key A small key.
Barrow Keys A small key.
Contestant's Shield Blood stains the back side of this battered shield. The owner must certainly have been killed while using it.
William's Tower Key A small key.
Catherine's Key A small key.
Colony Zod Key A small key.
Faerie Key A small key.
Sewer Key Been looking for this? No wonder it wasn't in the sewers… it was hiding out in Erathia the whole time.
Control Cube A small black cube of an unidentifiable metal.
Altar Pieces A strange object made of an unfamiliar purplish metal. It appears to only half complete.

Messages[]

Incomplete This section is incomplete and requires more information. Please help and contribute your knowledge by editing or expanding it.
Name Image Use
Scroll of Waves
Basic Cryptography
Message from Mr. Stantley
Riverstride Plans
False Riverstride Plans Used in the Give false Riverstride plans quest
Fragment of Soldier's Diary
Letter from Mr. Stantley
Torn Page
Remains of a Journal
Journal Excerpt
Letter from Archibald
Letter from Malwick
Letter from Gavin Magnus
Journal Fragment
Letter to Hairbaugh
Excerpt from a Diary
Letter
Orders from Steadwick
Journal Entry
Journal Entry, 2nd January
Journal Entry, 23rd April
Journal Entry, 30th June
Journal Entry, 19th September
Journal Entry, 11th December
Bill of Sale
Letter from Xenofex
  1. (Tested myself on Wand of Sparks – wand casted 3 sparks and each always did 10 damage (= 2 basic dmg +8 dmg per skill level). (FurloSK)
  2. (Tested myself on Scroll of Day of Protection – lasted exactly 20 hours (master = 4 times hours per skill level; with skill 5 this makes 20 hours). (FurloSK)
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