Table of Contents
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Background
When the Titans came to the Elemental world, they brought with them devices to capture and bind all the magic in the world in the Shards. Suddenly powerless, the wizards of old were washed away by the might of the immortal Titans on the battlefields. And so, for a long time, the Titans ruled over the world, although they squabbled between each other. Perhaps that was why they did not notice that Hosten, who would later on become the first Channeler, gathered all the magical items he could find. His purpose was to learn how the crystals could store mana, and try to use that against the Titans. But that's another story.
When Hosten collected the many magical items in the world into a single place, the Reliquary was born. What Hosten had not anticipated was that putting all that contained energy into one place had consequences. Before Hosten lost control over the Reliquary, he believed that the building itself had become a living thing with magical properties. And one day, it simply disappeared into thin air. All that remained was the index of what had been stored inside. In that index, each item had been described and analyzed to the utmost of Hosten's abilities. Each item in the index had been present in the Reliquary at some point. And the index has also been updated since Hosten's passing, by those with the inclination. Of course, that means that some things written down should be taken with a grain of salt.
After the Cataclysm, the items that had been in the Reliquary started turning up in odd places. Before Hosten passed on from old age, he theorized that the Reliquary still existed in some place outside of what we understand as reality. Possibly the Cataclysm has caused the Reliquary to 'open up' to our reality again. Anyway, since knowledge of this became widespread, adventurers and treasure hunters have been trying to find a way into the Reliquary again. Some believe that there is a single item that will unlock the way back. Others believe that they must gather those items that have become displaced outside the Reliquary, in order to enter it again.
Events
These events have a 1 in 1800 chance of occuring after the player passes turn 125. The chance is 1 in 1000 if you are playing with extra events and 1 in 3600 if you are playing with fewer.
25th Hour
Background: For some reason the world is spinning slower around the sun. Normally a day is divided into 24 hours, but now there is time enough each day to fill up 25 hours. What's more, those who study the arcane arts find themselves capable of performing feats they previously could only have dreamed of during this hour every day.
Effect: For the next 25 turns, any Champion that levels up has a chance to learn Apprentice-level magic for Water, Fire, Earth and Air spellbooks. If they learn this level, the following levels will follow as usual.
Age of Rust
Background: Your miners are reporting a strange occurence taking place in your metal mines. Ore nodes that were previously thought viable have turned out to be practically useless. The metal looks like it has rusted even though there's no dampness or oxygen nearby. It is as if the metal has been corrupted somehow, or suffered from some kind of infection. The following years will come to be called the Age of Rust by your population.
Effect: For the next 24 seasons your Metal income is reduced by 100%. Your current Metal stock is unaffected. Your current weapons and armor are unaffected.
Assassinations
Background: A hidden cult of religious fanatics have performed several attacks on annual gatherings between your most ingenious researchers. None survived the attacks, and the assassins even comitted suicide after their treasonous acts. By studying their scripture you were able to determine that they believed the Cataclysm were God's Judgement on all. Therefore, to remake the world to fit your own society was the greatest sin to them.
Effect: It will take time to replace the researchers. For the next 25 seasons your research is reduced. It starts out being reduced by 50%, then that negative modifier is changed by 2% every season (50% then 48% then 46% and so on) until it is completely gone after 25 seasons.
Avalon Calling
Background: A strange myth has spread throughout your lands. There are rumors that the Isle of Avalon has been located. Avalon is a legendary island fortress said to house the injured and dying heroes of this world. A last destination for the tired and weary warriors where they can spend their last years in peace. The celestial creatures that inhabit Avalon are said to be able to mend any wound, but once healed the hero may never leave the island.
Effect: During the next 40 seasons, any Champion (not Sovereigns) that gets incapacitated in battle has a small chance to feel that it is Called To Avalon. When this occurs, the Champion will leave your service and disappear from the game. Any effect that normally completely prevent Injuries, such as Eternal Resurrection, also blocks this Injury.
Breach into the Reliquary
Background: Rumors spread across the lands that a group of thiefs have managed to overcome the security of the Reliquary and escape back into this world with a number of items. They quickly fell to infighting and now make their own separate ways in this world. They control fierce monsters and it will not be a small matter to take them down.
Effect: Three Reliquary Thiefs have entered the world. Hunt them down to take their treasure!
Curzen's Meteor
Background: Curzen's Meteor is returning into orbit around the Elemental world, burning in the skies for several years until it passes on. As long as it is nearby, all those who bend fire to their will find it unusually easy to do so.
Effect: For every 2 Fire Shard powers you control, you gain another 1 Fire Shard power. This effect lasts for 16 turns.
Deathstorm
Background: Every few thousand years, a Deathstorm appears. There does not appear to be any reason for it appearing although the philosophers have not tired of trying to understand it. It moves randomly through the world and anything touched by its rain is instantly killed - except natural objects like trees and grass. The Deathstorm ravages the countryside for a while then disappears. It is by right one of the most feared occult events in the Elemental world.
Effect: A Deathstorm is now in the world. It covers a tile and occasionally moves. It cannot be defeated in battle and if it touches a city the city will be destroyed. The Deathstorm lasts up to 100 turns, then fades away. Its departure may be hastened by strategic damage spells, and you may also use those to try to control its movements. There is no reward for defeating or surviving the Deathstorm.
Dstaurmim, the Undying
Background: In the 97th year following the Cataclysm Dstaurmim, the Hope, fought with men against the monsters of the wastes. One of the last dragons, he had sworn to protect whatever life remained in the world. Together they went into the dark places of the world, finding hideous beasts but also rich treasure they split equally. He was betrayed by the men he fought with, who sought him out in his lair when he slept and ambushed him. So great was his anger that the gates of Death could not hold him. Dstaurmim has now returned to the world, more spirit than flesh, and seeks vengeance for his passing. Although the men who killed him are long since dead, Dstaurmim's time in the afterlife has shattered his mind and he now strikes out against all living things.
Effect: Dstaurmim the Undying is now in the world. He is very dangerous, but killing him grants a trophy and a Reliquary item.
Endless Night
Background: Something has disturbed the orbit of the moon! It is now positioned in such a way that your lands have fallen under the shadow of an endless eclipse.
Effect: Growth in all cities has been reduced by 300%. All cities lose 1 Grain. Both these effects may lead to population loss in your cities. The duration of the event is unknown, but your astronomers tell you it shouldn't last more than a few years. Both Growth and Grain returns to normal after this.
Enter the Fae
Background: A combination of the waxing moon and the recent turbulence in the world of Elemental has caused the Fae to act in ever increasing amounts. Too clever or quick to be seen, their little deeds can only be noticed indirectly by observing the population. The Fae are mischievous at heart, and will use their glamour and powers of persuasion to cause chaos just for the fun of it. They'll whisper in the ears of husbands and wives and children and soldiers alike to set their minds on tasks most foul, and none may fail to heed their call. It is as if your soldiers have woken into another world, so different do your villages now seem. Your power is all but evaporated as the population take to dancing and laughing and nogoodery.
Effect: For 16 turns, all your cities suffer +75 Unrest.
Feedback loop
Background: A disaster has occured! An unknown Edge Wizard has mastered the flow of magic and has learned how to control all the shards! He is now gathering all the magical power in the world into his own body - a process he is unable to stop. It is only a matter of time until his body gives out.
Effect: Mana income is reduced by 100%. All Shard Powers are lost. Essence is reduced by 1 in all cities (does not remove enchantments). These effects last 16 turns.
Golden Age
Background: Your recent exploits in the arena of Elemental has inspired great minds in your cities! Several highly intelligent scientists have formed a special guild accessible only by the most brilliant amongst the population. Its express purpose is to further the technological advancement of your society. In turn, this has inspired others to think outside their ordinary limits. The spirit of free thinking brings many benefits to your lands, and the following years will later come to be known as the Golden Age.
Effect: You gain +100% Research and +3 Faction Prestige. These effects last for 16 seasons.
Howling Winds
Background: From far up north comes the deadly Northern Winds. Every year they rise in winter times and then calm down in time for spring. Something has disturbed their normal cycle, and now it seems that they only rise and rise until all of Elemental is howling in the wind.
Effect: For every 2 Air Shard powers that you control, you gain another 1 Air Shard power. This effect lasts for 16 turns.
Prophecy
Background: Lately you have been plagued by nightmares when you sleep. You dream of a time yet to come when your lands face stagnation for seven years, to be followed by a time of bountiful harvests and prosperity for 7 years. Your seers have analyzed the dreams and confirmed that it is indeed a prophecy of the future. They suggest you take immediate action to prepare for the coming calamity.
Effect: For 21 seasons, nothing will happen. After that, you will suffer -100% Growth in all cities and -25% income from Crystals, Metal and Mana for 21 seasons. After that, you will gain +100% Growth and +25% income from Crystals, Metal and Mana for 21 seasons.
Stormy Seas
Background: The usually calm seas of Elemental are in an uproar! Vast waves line the horizon and immensely strong currents fluctuate, pulling away and then towards the continents. Meanwhile, the winds have grown completely still. Any sane person would stay on land in times like these. But there is an upside to this debacle - the Water shards are simmering with power.
Effect: For every 2 Water Shard powers that you control, you gain another 1 Water Shard power. This effect lasts for 16 turns.
Surge of Power
Background: A mysterious event is increasing the magical occurences in the world. Reports come from all over the land of the dead growling in their graves, brooms that sweep floors on their own accord, windows and doors that won't stop slamming even when there is no wind. And yet, this is as nothing compared to the shards - they are overflowing with energy!
Effect: All Mana income is increased by 100% for 16 turns.
Tectonic Shift
Background: A vast earthquake shakes the ground as great underground tectonic plates are shifting. Fortunately, none of your cities have been affected. However, the vast physical forces unleashed are causing the Earth Shards to glow with power.
Effect: For every 2 Earth Shard powers that you control, you gain another 1 Earth Shard power. This effect lasts for 16 turns.
Time of Heroes
Background: The Time of Heroes has begun! The next four-year period will enter your history books as the high-point of adventures in your culture when legendary heroes came forward and performed many famous deeds. Exactly why this happened, the historians will dispute for centuries. Regardless, acts of bravery and acts beneficial to your society will be commonplace.
Effect: For each completed quest you gain +1 permanent Faction Prestige. All units that have a bonus to their experience from battles have that particular bonus doubled. For example, the trait Potential 1 for heroes increases experience by 15% for that unit - this bonus doubles that to 30%. Both these effects last for 16 seasons.
The Burning Man
Background: The Burning Man is a humanoid ever-burning entity that seeks the destruction of all things. Before he became the Burning Man, he was a witch hunter named Lucius. Lucius spent his days finding witches where there were none to be found, and without his knowledge he had become more feared by the farmers than the witches he seeked to burn. Lucius believed that the fire would burn away all sins. One day, Lucius happened upon a real witch that he attempted to burn. Alas, witches do not burn as well as humans do, so when Lucius stood next to the fire reciting his holy texts to supress the witch, the witch stepped out of the fire and threw him into it, shouting "Now YOUR sins will burn!".
Effect: The Burning Man is now in the world. He is very dangerous, but killing him grants a trophy and a Reliquary item.
Vengeful Dead
Background: The Elemental world is covered in battlefields with the unburied dead. Recent fluctuations in the balance between Life and Death magic has caused them to come back to life, seeking vengeance for their poor treatment after dying.
Effect: Skeleton armies have spawned all over the world. Some carry Reliquary items, but more importantly they really want to kill you.
Artifacts
Uncommon and Rare items drop like normal items in the world. Reliquary items drop only from Wildland bosses, high-end events and special quests. Trophies also drop in special ways.
Ambrosia
Type: On Use
Rarity: Rare
Description: Reliquary Item #84. A green apple that didn't go rotten along with the other ones in the same basket. It is unknown how the Ambrosia ended up in that basket in the first place. It was first noticed by the basket's owner that put it up for display in his home. Eventually it came to the attention of local priests that correctly identified it as Ambrosia - food of the gods. Eating of it is said to heal any injury and even grant immortality to the imbiber. Some myths even hold that eating of it can make someone a god. Depending on what myth is read, various curses and ill things are promised by the gods if a mortal should ever eat of it as they would consider it stolen. Hosten's note: "Despite the obvious appeal, I have chosen not to consume the Ambrosia. I have to believe that there is someone more worthy than me out there - someone more able to fight the Titans than I am. I will keep it until then." Additional note by unknown writer: "Hosten passed away from old age before the war against the Titans."
When used, imbiber has all Injuries healed. In addition, the imbiber will forever count as Immortal and a God
Imbiber also always fulfill the special circumstance necessary to Lift a Hex if it has been Hexed
If an Elf champion eats the Ambrosia it can never suffer the Waning Potential Injury
(Waning Potential is an Elf-only Injury that removes its Immortality)
A Champion may only eat of the Ambrosia once
Ancient Stoneaxe of Wrath
Type: Axe (One-handed)
Rarity: Uncommon
Required Level: 5
Description: Reliquary item #116. An ancient stoneaxe of appropriately crude design. The head is fastened to a wooden grip. The weapon has been dated back to the time when the first humans evolved from tree-dwellers and started walking upright. Both the head and the wooden grip possess a strange quality. Despite visually suffering from any physical damage applied to the axe, no matter how much one cuts away wood or chips away stone it will remain roughly the same shape and size. It exhibits a sort of visual paradox. The other effect is that anyone who holds the axe will feel an overwhelming urge to do violent things to his enemies. For a human the experience is the same as regressing through tens of thousands of years of evolution.
5 Weight
+13 Cutting attack
25% chance that unit will act on its own in tactical battle (re-rolled each round)
After performing a normal attack, there is a 50% chance that the wearer will begin to Maul its target. When Mauling a target, the wearer continues to strike until it misses at -15 Accuracy for each swing
Anglachel
Type: Sword (One-handed)
Rarity: Rare
Required Level: 8
Description: Reliquary Item #33. The sword is surrounded by a white aura. One of the few magical swords in the world that no one in their right mind wishes to possess. Its wielders, without fail, end up living excruciatingly tragic lives. The fate of each wielder is recounted in the book "Paths to Doom", written by Kal. Only a dozen copies of the book remain, and each time the life of a wielder ends, the story will magically appear in the end of each of the books. Kal crafted the sword himself, and thus his story is the first in the books. Ironically, the 74th story is of a wielder who read the book hoping to glimpse his own fate, and killed himself as the tragedy of all the stories and the realization that he would share their fate overwhelmed him.
7 Weight
+6 Cutting attack
+2 Initiative
+20 Arcane Attack
+2 Arcane Attack per user level
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
Anvil of Creation
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #91. An anvil made out of an undetermined white metal. The base of the anvil seemingly depicts a face with two eyes, a nose, a mouth, and a non-human limb covering the mouth. When using the anvil to forge equipment, it appears as if there is always spare metal, either from scrap to be melted or resources that were already used reappearing. The anvil appears to have the ability to create the resources used out of thin air although none will ever be observed actually appearing. Mythology contains many such myths of various gods and giants forging the entire world or sometimes the stars using a magical anvil. It is possible that there is some truth to those myths after all - or it could simply be a coincidence.
Units in Target city have cost of Armor and Weapons reduced by 10% for metal and crystal
Arrowguard
Type: Accessory
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #5. Using highly complex mechanical and chemical formulas, when activated the wearer becomes protected from all arrows for a brief time. The difficult task to activate it makes it impractical to use in combat, and it is instead activated before battle is commenced. Sought after by bodyguards and caravan owners, it is considered by nobility to be one of the most valuable items in existence. It was made using unknown methods in another age.
+15 Ranged Dodge
Axe of Duality
Type: Axe
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #87. When noone is touching the axe it appears to be a normal hand-axe with a round edge. Its various magical qualities will display themselves when picked up by a person. The metal appears to be a manner of alloy capable of feeling empathy. The axe will thus adopt to its user's morality. A relatively pure-hearted person may find it glowing white with an inner light, whereas a more barbarian type of person may find it glowing and dripping with a dark power. Even the blade of the axe alters its form in a similar manner. Various magical effects have also been recorded depending on who uses the axe and for what purpose (see table below). If two people touch the axe at the same time, whoever touched it first will take precedence in "ownership". The axe has proven difficult to track backwards in history due to its shapeshifting nature. Indeed, when it first came to the attention of Hosten the axe was already inside the Reliquary being used by craftsmen to manufacture a wooden pedestal. However, it can be said with some certainty that the object did not first gain its magical properties inside the Reliquary. Hosten's note: If the axe is left alone with noone touching it for an extended period of time, it begins to glow in various colours as diverse as the rainbow, rather than the white and black it normally displays. Is it picking up emotions from nearby magical artifacts, or perhaps from extradimensional entities beyond my mortal sight? And what does it say about our morality if all we can imagine is black and white, when there appears to be so much more?
9 Weight
+10 Cutting Attack
If user is Empire race and target isn't: +2 hitpoint when enemy is killed
If user is Kingdom race and attacker isn't: +5 dodge
If user is Celestial and target isn't: +1 arcane attack per user level
If user is Demon and target isn't: Ignores 25% of target defense
Backswing- If the attack misses the unit gets a second attack against the same target
Backpack of Useful Things
Type: Counts as Cloak
Rarity: Uncommon
Required Level: 2
Description: Reliquary Item #41. Although it appears to be a normal backpack, its true function is made clear whenever its user is in dire danger. Items will then appear out of nowhere in the backpack. Although the objects are always useful, their purpose may not be suited for the danger faced. Objects range from food to potions, and even teaching books will appear occasionally. Whether these items are manifested from inside the backpack, or simply stolen from somewhere and teleported into the backpack is unknown. Possibly, somewhere in the world, there is a very angry witch or alchemist. One must also entertain the idea that the backpack will simply "run out" one day. Another thought to consider is that these objects can be sold at the market - if the wearer has no qualms about facing constant danger, it could be a decent source of income.
When struck in combat, there is a low (2%) chance that various items spawn for wearer, such as potions
User can never Regenerate life in tactical combat. Other effects, such as Heal and Potions, still work
Bag of Sweets
Type: Accessory
Rarity: Rare
Required Level: 5
Description: Reliquary Item #53. A paper bag filled with sweets of a minty flavour. The paper will reconstitute itself if damaged, and the bag also re-fills itself with sweets when consumed. If the sweets are eaten by the person currently holding the bag, they will cause the imbiber to grow slightly, both in size and strength, but they will also become more clumsy. If a sweet is eaten by anyone but the bag-holder, no effect occurs. Thankfully, only humanoids seem to be affected by the sweets, feeding them to pets or dragons would have no effect. The bag has some text imprinted on the bottom, which reads "Happy Fun Time! Celebrate with all your friends, then murder them in their Folly! A product brought to you by the Golden Factory #95". No record of such a factory exists, nor has there been a record of any other similar bags of sweets.
Unlocks Combat ability: Growth (self)
Growth (self) - casts Growth on self (+50% Attack, -20 Dodge)
Bag of Wind
Type: On Use
Rarity: Uncommon
Description: Reliquary Item #50. A pouch that has somehow been enchanted to contain one of the deadly northern winds. Those winds are infamous for being more than just winds, and most folklore depicts them as practically living air elementals. This bag holds an incredible force inside it and if released slowly and with great care, that power can be harnessed.
When Used, the user produces +1 Air Shard power for 100 turns
Battleplate of the Immortal
Type: Torso Armor
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #30. It is an ancient battle armor. The breastplate has two effects. First, it assists the wearer to greatly focus on one thing, and one thing only. As such, it is frequently used by spellcasters to enable them to cast spells more efficiently. However, the added focus is forced, and it demands great strength of will to turn away from a train of thought once initiated. For that reason, the armor is rarely used without servants to assist, as the focus forces a tunnel vision upon the wearer, making him ignore nearby dangers. It is rumored that a previous owner took an arrow in the eye, and completely ignored the fatal wound for a full minute before dropping dead to the ground. The second effect is activated should the wearer become greatly injured in combat. When that happens, the wearer will through magical means slowly begin to heal those wounds until his condition is no longer volatile. The armor is also said to protect the wearer from the tyranny of time, but that is harder to verify as its heavy weight makes it impractical to wear all the time.
12 Weight
11 Defense
+5 Blunt defense
-15% mana cost for tactical spells
Unit counts as Immortal
+3 Tactical Health Regeneration when under 33% Hit Points
+3 Strategic Health Regeneration when under 50% Hit Points
Bell of Atonement
Type: Accessory
Rarity: Rare
Required Level: 6
Description: Reliquary Item #57. A neatly polished bronze bell, covered in a thin layer of gold. It has an inscription on the inside that reads "The bell tolls for all". When the bell is continuously rung, it causes an effect on a large area around the user. Any humanoid that is within hearing range, and is opposed to whatever cause the user supports, will suffer visions of an eternal after-life spent in some manner of Hell. Those affected will also - temporarily - get the overpowering sensation that their own cause is truly unjust, and that this judgement has been rightfully earned by their past actions. Although the bell's effect will only occasionally work against the young, those who have been at war seem much more prone to suffer its effects. Anyone who follows a similar faith or cause as the wearer will not suffer the effects, and this is perhaps fortunate, otherwise it would be difficult indeed to ring. The bell was used by an order of monks to surpress the local population, and to weed out traitors in their midst. The bell was lost when their monastery was burned to the ground in the riots that followed many years of opression.
Unlocks Combat Ability - Judgement Calling
All enemy units suffer chance to lose next round equal to 5% per their level, only affects humanoids. Demons suffer an extra 20%.
Hexed targets are always affected, no matter level. This ability can be resisted.
Blight Ring
Type: Accessory
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #89. A ring of gold, embedded with sick-looking green emeralds. The power of the ring can be activated by pressing down on the ring with one's finger while swinging a close-combat weapon of any kind. The effect will activate, and the user along with whoever is struck by the weapon will immediately suffer an attack of poison, as if bitten by a venomous snake. The damage appears instantly after which the poison becomes inactive, unlike normal poison that can linger for days in a body. The ring is very much a "double-edged sword" since it harms both the wearer and whoever it is fighting. The power seems to be contained in the emeralds embedded in the ring, although the golden ring itself may also be magical. Carefully separating them from each other will make the effect disappear. The ring appears in a fable from ancient history where a young squire had become so filled with hatred that he desired only to kill his enemy, no longer fearing for his own life. The fable has been discussed by philosophers for centuries, some claiming it shows the self-destructive nature of hate, others saying it simply demonstrates what someone with true conviction must be ready to suffer to reach his or her goals.
When user strikes a target in melee, target suffers 3-6 Poison attack
When user strikes a target in melee, user suffers 3-6 Poison attack
Blinking Buckler
Type: Shield
Rarity: Rare
Required Level: 11
Description: Reliquary Item #115. A buckler made out of a heavily deteriorated metal. The buckler is a prison for an eye-demon bound within it. Wearing the shield causes mental fatigue immediately, the user will become drowsy or sleepy. No rest can alleviate this effect, but releasing the shield will cause the effect to dissipate over a few days. If the shield is held up and used to defend with, anyone who attempts to attack the wearer will feel that the eye-demon within the shield is staring them down. Only the most strong-willed will proceed with the attack after that.
The shield is of unknown origin. It was brought to the Reliquary by a solitary Angel who died from lethal wounds before she could tell the story of the shield.
1 Weight
3 Defense
+5 Dodge
-15 Spell Resist
At the start of combat, unit gains Cloak of Fear (any who attempts to attack the unit must first pass a Spell Mastery vs wearer's Spell Resist or automatically miss its attack)
+5 Defense when defending
Blooddrinker
Type: Axe
Rarity: Rare
Required Level: 7
Description: Reliquary Item #49. Also known as the "Axe-that-cannot-be-trained-with". The axe cannot be sheathed once drawn from its scabbard, until it has tasted blood. The wielder is possessed by an unconquerable psychic urge to not sheathe it unless the axe has been blooded first. If the axe is sheathed with force by others without drawing blood, the user will be grievously cut somewhere on his or her person, through any armor. Myth has it that the axe will not accept the blood of the Fallen. Anyone who is cut by the weapon will not bleed from the wound, and the wound will refuse to heal by ordinary means. Lady Umber herself once said that it was "the perfect power, that which cannot be used and must be used". The origins are unknown, supposedly demonic.
9 Weight
+14 Cutting attack
+2 Initiative
+1 Critical Chance
+30% Cutting Attack vs Damaged Opponents
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
User can never Regenerate life in tactical combat. Other effects, such as Heal and Potions, still work
Anyone struck by this weapon cannot Regenerate life in tactical combat. Other effects, such as Heal and Potions, still work. Lasts until end of combat
Anyone struck by this weapon also suffers undefendable damage equal to 3 per Injury
Bonesword
Type: Sword (One-handed)
Rarity: Uncommon
Required Level: 5
Description: Reliquary item #118. A standard hilt fitted with a strange-looking bonepiece for a blade. The bone is well sharpened and functions like a normal blade made out of metal would. It has suffered severe damage over the years from plenty of use, and the blade is significantly smaller than when it was first recorded in history. Although not alive or sentient in any way, the blade has some sort of curse or enchantment on it. It will wobble in mid-air and strike from unsuspected angles, making it extremely difficult to parry. The downside of this is that it is quite hard to handle, often leading to the user striking himself as well in the process.
5 Weight
+14 Cutting attack
+1 Counterattack per round
Unit gains +25% to its current Accuracy
After performing a normal attack, there is a 1/10 chance that the wearer will attack itself accidentally, suffering a full attack (but not any effect that results from that attack such as Poisoned)
Boots of a Forgotten Memory
Type: Boots
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #13. Whoever wears these boots will occasionally end up reminiscing about a specific memory. In this memory, the person, a boy, has found a wounded crow on the ground and is running to his parents for help. The boy is running through a forest, as fast as he possibly can. Praying and begging and hoping and believing that it won't be too late. The crow is clumsy in his hands, and croaks silently, and is certainly soon to die. So he runs for all his life's worth, with a wounded crow in his arms. Running towards safety and warmth, for all that is right and true. The boy runs with tears in his eyes on tired legs. He knows it is right what his father says, "If it moves it is never too late". Slowly agony fills his limbs, then misery his heart and horror his mind. Still he runs, believing that there's somebody who can help him, that someone has answers for this. His chest drumming, he collapses on the ground, and gives up at last, because he already knows that there was never time enough. The wearer of these boots will, as long as he wears these boots, distinctly remember this memory as his own, and considers it a crucial part of him "growing up". If worn by females, the memory is still of a boy, and that can occasionally confuse the wearer. For some people it is not a crow but some other bird, although there seems to be no pattern to who sees what kind of bird. One prince who wore them proudly declared that he saw "an eagle, majestic and powerful, soaring over my father's lands", and then refused to ever wear them again.
1 Weight
+4 Defense
+7 Dodge
When struck in combat, 10% chance that the wearer will Reminisce. If the wearer is Female, she loses her next round.
Bottled Time
Type: On Use
Rarity: Rare
Description: Reliquary Item #65. An almost unfathomably valuable artifact, a glass orb with a single drop of a clear liquid hovering in its center. The liquid is captured time. When the orb is smashed, the person that does the smashing "gains a minute of time", as if the rest of the world had simply paused and he alone is free to act during this occurance. How these orbs are made is a mystery but most say it is a gift from one of the Gods for some great service or honourable action taken. Hosten's note: "Time enough to say goodbye to a loved one. Time enough to set a wrongful action right. Time enough to save a life or take one. Time to live and time to die - a minute of time, no more, no less."
When used in combat, user instantly gains 4 actions after breaking the orb
After drinking potion and using the extra actions, unit may lose several round
Bound Cold
Type: Shield
Rarity: Rare
Required Level: 8
Description: Reliquary Item #108. A shield with a rather unique design, made partially of dark metal and partially of an unknown material capable of binding the elements to it. There is at least 3 known variants of the shield - cold, fire and death bound to the unknown material. They were made during the latter parts of the Age of Wonders by a collaboration of human and elven magicians to assist the war effort against the Greenskin.
When the Titans captured the magic in the world into the shards, these shields lost most of their power. However, it was since discovered that when near one of those shards they would re-gain some of their former strength - at least temporarily.
9 Weight
6 Defense
+6 Dodge
-25 Cold resistance
When struck in combat, enemy suffers 5(+2 per wearer Water shard) Cold attack
+10 Defense when defending
Bound Death
Type: Shield
Rarity: Rare
Required Level: 8
Description: Reliquary Item #110. A shield with a rather unique design, made partially of dark metal and partially of an unknown material capable of binding the elements to it. There is at least 3 known variants of the shield - cold, fire and death bound to the unknown material. They were made during the latter parts of the Age of Wonders by a collaboration of human and elven magicians to assist the war effort against the Greenskin.
When the Titans captured the magic in the world into the shards, these shields lost most of their power. However, it was since discovered that when near one of those shards they would re-gain some of their former strength - at least temporarily.
9 Weight
6 Defense
+6 Dodge
-25 Poison resistance
When struck in combat, enemy suffers 5(+2 per wearer Death shard) Poison attack
+10 Defense when defending
Bound Fire
Type: Shield
Rarity: Rare
Required Level: 8
Description: Reliquary Item #109. A shield with a rather unique design, made partially of dark metal and partially of an unknown material capable of binding the elements to it. There is at least 3 known variants of the shield - cold, fire and death bound to the unknown material. They were made during the latter parts of the Age of Wonders by a collaboration of human and elven magicians to assist the war effort against the Greenskin.
When the Titans captured the magic in the world into the shards, these shields lost most of their power. However, it was since discovered that when near one of those shards they would re-gain some of their former strength - at least temporarily.
9 Weight
6 Defense
+6 Dodge
-25 Fire resistance
When struck in combat, enemy suffers 5(+2 per wearer Fire shard) Fire attack
+10 Defense when defending
Broken Shrill Lord
Type: Mount
Rarity: Rare
Description: Reliquary item #47. This is a Shrill Lord that has been completely broken by the use of some magical spell. Everything that was the Shrill Lord's conscious mind has been completely replaced. There is no known spell that can accomplish something with such devastating results. The spell has turned what used to be one of the deadliest creatures known to this world into a docile mount. It appears to survive by consuming the magical energies in the air around it. When not in use, the Shrill Lord will roll up in a ball and maintain only a minimal heartbeat to conserve energy. Because of this, the Shrill Lord could theoretically be left in storage for years on end without suffering any damage. The exoskeleton of the Shrill Lord helps to protect its rider from cutting damage.
+25 Dodge against Ranged
+2 Moves
+30 Carrying Capacity
+10 Cutting resistance
Unit counts as Mounted
Burned Witch
Type: Accessory
Rarity: Uncommon
Required Level: 8
Description: Reliquary Item #69. The remains of a burned witch. This is frequently named in potion repicees to greatly increase the potion's power but it can also be carried as a charm to aid in spellcasting. For these particular ashes, the burning took place after the witch was killed by a crossbow bolt in the back. The witch had grown infamous in the parts where she lived and the baron of the lands decided to act before fear turned his subjects into fanatical followers of the witch. The witch was captured by the baron's guardsmen who imprisoned her in wait of the dawn when she would be burned. The witch declared that "witches do not burn in fire". When presented with the many cases of witch burning that occured throughout history, the witch stated that they "burned a lot of old women, never any witch". Taking the witch at her word, the baron then shot her in the back with a crossbow which killed her.
Mana Cost of Tactical spells reduced by 10%
Mana upkeep of any Enchantment on this unit reduced by 10%
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
Certainty
Type: Bracers
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #21. These bracers are engraved with what appears to be a slowly changing map, at first glance. They were created by the wanderer Bolr from before the Cataclysm, to aid him in finding ways around the world, and to keep him safe from danger. However, rather than display a map of the area, it displays choices the wearer must make and paths that he will follow as a result. Local legend has it that Bolr discarded the bracers at the time of his death, saying that they had shown him nothing but "roads without end" throughout his life. His dying words were that he "must now go where Certainty cannot guide me".
3 Weight
2 Defense
+1 Sight
Cloak of Different Colours
Type: Cloak
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #16. A cloak made of unknown fabric, it will appear near transparent to the wearer. However, everyone who watches the wearer will, if asked, describe the cloak of a different colour. Furthermore, that answer will change every time the onlooker looks away and then back at the cloak. There is no difference when viewed through a mirror. The cloak will through apparent fortune entangle enemy attacks or block their blows. The cloak has passed unnoticed throughout history. The only tidbit that is known for sure is that someone at some point performed three miraculous acts in a wager to obtain it from a friend.
+2 Pierce Defense
User gains +10 resistance to ALL damage, magical and physical
Collar of Firebreathing
Type: Accessory
Rarity: Uncommon
Required Level: 7
Description: Reliquary Item #42. A black collar intended for human use, possibly slavery judging by its crude manufacture. When locked around a person's neck, the collar will float around its wearer's neck rather than rest against the skin. The collar makes the person wearing it unable to speak more than a few syllables without getting a coarse throat. As long as the collar is worn, its wearer is able to breathe fire like dragons. Doing this gives the user a throatburn and it cannot be performed again for at least an hour.
Unlocks Combat Ability - Breathe Fire
Breathe Fire - One adjacent enemy target suffers 18 Fire attack. If the target has multiple members, each additional member beyond the first adds +4 Fire attack. Cannot be resisted.
If user is Hexed, fire attack damage is halved
Confusing Flower
Type: Accessory
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #92. A white flower with dark sprouts in the middle. It does not need to be planted in any soil but rather feeds off magical energy in the air around it. The pollen from the flower causes severe hallucinations for anyone that breathes it in. The species was almost wiped out when the Titans captured the magic in the shards, but at least this specimen survived. Without another specimen the flowers cannot reproduce. According to certain historians, the flower was used as a drug in ancient times.
Unlocks Combat Ability - Confusing Flower
Confusing Flower - target has 25%(-2% per target level) chance to attack an adjacent ally instead of its intended target in melee.
The first effect does not stack with similar effects
Target also suffer -5 Dodge. This second effect stacks with similar effects
Targets that count as Not Alive ignore both effects from this ability. One use per combat. Range: 1. Can be resisted.
Cornucopia
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #56. A large, spiralling horn, made from the tusk of an ancient animal that no longer walks the world. It emits a constant source of foods, such as fruits, nuts, meat and even beverages of various types in sealed mugs. The amount of food emitted is enough to feed a large number of people permanently. The types of food will alter depending on the race and culture of whoever is in possession of it, and is able to produce smaller living entities such as insects or rats (these appear to be entirely normal). The horn has no obvious power source, nor does it drain energy from the world around it. When anything is inserted into the horn, such as a string of metal, it will reach much farther than should be logically possible given the size of the horn. It is possible that the horn is connected to some other dimension, or even just another place in our reality where someone is constantly dropping food (a temple perhaps?). Myth claims the horn was created by a thunder god, by accident, when he broke the horn off the goat used to feed him.
+100 Food to target city
Crown of Thorns
Type: Helm
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #85. A white thistle or thornbush of some kind, fashioned into a crown with the thorns pointing outwards. The weed is almost impervious to damage and will regrow any actual damage caused over a few days. Wearing the crown on one's head has two effects. First, the wearer will be compelled to shave any hair on its head and remove any other objects such as helms or facial rings. If a helm is forcibly placed underneath or on top of the crown, the wearer will be unable to take any other action than attempt to remove it until it is removed (this can be fatal to the wearer as it stops breathing as well). Second, the crown exerts a magical aura causing anyone attempting to hurt the wearer to also suffer a smaller, similar wound themselves. The crown is of unkown past, brought to the Reliquary by an order of monks. The crown was previously used in a religious ritual where one priest would wear the crown and others would whip the wearer. This was intended to instill a cautiousness of passing judgement on others, as well as being mindful of how one's actions can hurt another.
1 Weight
User reflects 25% of melee damage taken back to attacker
+2 Defense
Cursed Entry
Type: Unknown
Rarity:
Required Level: Unknown
Description: Reliquary Item #39. At some point, someone has cursed this entry. Although it clearly contains text, it is impossible for anyone to remember what the text said after reading it. This effect is present in all copies of the index, and any attempt to reproduce the index through magical means or any other way will have similar results. If the text is spoken aloud while reading it, the spoken words will also be forgotten by anyone or anything that attempts to remember or write down the words.
Unknown
Cutlass of the Elements
Type: Sword (One-handed)
Rarity: Uncommon
Required Level: 4
Description: Reliquary item #117. A larger-than-average cutlass. It has four gems embedded in it at the part farthest away from the grip. Three spikes are situated near the grip on the upper side of the blade. When the blade strikes anyone, one of the four gems will flare up and unleash a magical strike in addition to the damage caused by the blade. The cutlass was recovered from captured pirates.
5 Weight
+12 Cutting attack
+1 Counterattack per round
Each time wearer strikes an enemy the target suffers an attack of of either 4 Cold, 4 Fire, 4 Lightning or 4 Poison
Demonheart
Type: Accessory
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #2. A heart that was cut out during autopsy from a man deemed irrevocably insane. The man had torn his own eyes out long ago, but kept screaming how "the eye opens and shuts", and how "it sees nothing but eternal darkness". The heart appears to be any ordinary heart, but right in the middle of it is embedded what appears to be the eye of a demon. Even though the heart was cut from the body many years ago, it remains alive and beating, and the eye remains active, blinking and focusing on nearby things.
It is hypothesized that a demon tried to possess the man, but through some magic mishap ended up only in his heart instead - perhaps it was the only sinful part of him. Communication is not possible with the heart. Whoever holds the heart will feel as if all the duties and pressures of the world is weighing down on him. It is sometimes carried as a good-luck charm, as some believe that the demon will protect the wearer in order to protect its own rather vulnerable existence.
7 Spell Resistance
+1 Tactical Health Regeneration
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
Demonslayers
Type: Dual-wielded Scythes
Rarity: Rare
Required Level: 8
Description: Reliquary Item #72. Two small scythes. The handles are adorned with what appears to be human spines and the handleknobs have tiny skulls attached to them, possibly shrunk human skulls but small variations in the structure imply that they are demonic in origin. The scythes once belonged to a heroic Slayer from the Gnome kingdom. The Slayer devoted her life to seeking out evil in all its forms in order to restore her honor which had been tarnished in the past. The Slayer was so successful in her endeavours that her name, Gorita, became incorporated into children's tales. Some even said that the weapons had become feared by the demons of the other worlds, although that is likely not true. What is true, however, is that the scythes have a special ability that makes them useful when fighting demons. Even being near the weapons will cause demons discomfort, and if they are struck by the scythes a charged energybolt will strike them from the blades causing significant damage. Hosten's note: "I must admit that I have a conflict of emotions storing these in the Reliquary. I wonder if the world would not be better off if these were out in the world, doing what they do best."
9 Weight
+18 Cutting attack
+3 Critical Chance
+30 Arcane damage against Demons unless wielder is also Demon
+10 Dodge against attacks from Demons unless wielder is also Demon
Backswing- If the attack misses the unit gets a second attack against the same target
Dragon's Horror
Type: Helm
Rarity: Rare
Required Level: 8
Description: Reliquary Item #35. A red oddly shaped helm. The "Dragon's Horror" is aptly named, for it was crafted using the plates of a living red dragonling. The poor creature's suffering was imprinted on the helm, and anyone who wears it will suffer nightmares of dragons and tremble at the mere sight of any of the dragonkin. However, it makes its wearer extremely resistant to any fire attacks, and even helps protect against cold damage.
4 Weight
8 Defense
+2 Blunt defense
+50 Fire resistance
+20 Cold resistance
Unit loses 3/4ths of its accuracy when trying to attack any Dragon
Unit loses 3/4ths of its Spell Mastery when trying to cast spells on any Dragon
Dumbroot
Type: Mace (One-handed)
Rarity: Uncommon
Required Level: 4
Description: Reliquary item #120. A wooden root fashioned into a mace. The root has several growths on it of an unknown fungi. The "Dumbroot" as it is called has the odd effect of causing a noticeable degradation in intelligence for whoever is struck by it. The effect lasts roughly a day, but being struck multiple times by it seems to have no additional effect. It was forcibly recovered after its effect was observed in a school near the Reliquary. A teacher was using the Dumbroot to bump any student who excelled on the head to bring him or her down to the average. The teacher firmly believed that everyone should be treated the same, and the logical approach was to make everyone the same. Unfortunately, while the magical effects of the Dumbroot vanished as expected, several students showed signs of long-term brain damage as a result of being struck in the head over and over for months.
6 Weight
+12 Blunt attack
-4 Initiative
Bash- Has a chance equal to the damage done of knocking the victim prone
Any enemy struck by this blade suffers -10 Spell Mastery. Does not stack with itself, but stacks with other similar effects.
Dunewalker's Cloak
Type: Cloak
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #95. A cloak with several extra layers of padding around the shoulders and neck. It appears to be made out of the skin of an Umbran Boar and retains its yellow colour. The skin used has been enhanced using an unknown method, which has rendered the cloak infinitely finer than that of any normal boar's skin. The cloak displays a remarkable ability to resist elemental forces and even magical attacks. It was located in the deep desert next to a humanoid skeleton half-buried in the sand. The artifact was named the Dunewalker's Cloak since it is well suited to an adventurer traversing a desert, with its ability to render the wearer nearly immune to the scorching sun and the freezing nights that can be found there.
+User gains +10 resistance to ALL magical damage (Cold, Fire, Lightning, Poison, Arcane)
Earthshakers
Type: Boots
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #32. Brown plate boots of poor grade, they are clearly lacking in quality and are quite uncomfortable to wear. They are easy to identify due to causing a low rumble in the earth underneath the boots whenever they are worn by a person. Their true strength is revealed only in battle. It is unclear exactly how the effect is achieved but it is believed that the boots somehow gather or accrue momentum from attacks against its wearer. After suffering blows in battle, this kinetic energy can be unleashed, causing a shockwave to emit from underneath the user, damaging enemies nearby.
5 Weight
+5 Defense
+1 Blunt Defense
-3 Dodge
When struck in combat, gain 1 stored energy. This effect does not apply if the attack is Blocked, but does apply if Clinked. When energy stored has reached 5, Shockwave may be cast for free
Elementium Hauberk
Type: Torso Armor
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #3. Far tougher than any non-magic metal, Elementium was found in the age before the Titans, deep beneath the surface of the world. Items made from Elementium are inherently magical, unlike most other magical items that have either been enchanted, cursed, or are from another world. Inherently magical materials are exceedingly rare, and practically immune to the tyranny of time - they will not rust or break down over time. Items crafted from such materials will draw power from the surrounding world in order to repair itself, or even strengthen itself over time. Thus, the defensive properties of the hauberk is directly dependent on the power of whoever wears it.
12 Weight
12 Defense
+3 Blunt defense
+1 Blunt Defense per level
+0.5 Cutting Defense per level
+0.5 Pierce Defense per level
Erased Entry
Type: Unknown
Rarity:
Required Level: Unknown
Description: Reliquary Item #29. This entry has been erased. Hosten's note: 'Do not seek this object, no matter the urgency. Better to end the world.'
Unknown
Fantastic Sword
Type: Sword (One-handed weapon)
Rarity: Uncommon
Description: Reliquary Item #101. A broadsword of a curious design. The blade is unusually unwieldly and weighs more than a normal broadsword. The sword is believed to have been created by someone who has never seen a real sword, possibly after reading a storybook about some ancient myth. Regardless of the intentions, the result can only be deemed a total success. The sword, while impractical to use, is inredibly sharp and can even send its user into a fury, unleashing blow after blow. As if this was all part of a story, this effect will only manifest itself after the wielder has suffered - or dealt - sufficient setbacks in battle.
15 weight
+14 Cutting Attack
+1 Counterattack per round
Each time this sword strikes an enemy, 1 Fury is generated
Each time this unit is struck by an enemy, 1 Fury is generated
When 10 Fury have been generated, may perform combat ability Limit Break (expending 10 Fury)
Limit Break - one enemy target is attacked 3 times
Fury is reduced to 0 at end of battle
Fate's Reaper
Type: Two-handed weapon (Scythe)
Rarity: Rare
Required Level: 8
Description: Reliquary Item #90. What appears to be a normal scythe used for farming. The blade is extraordinarily thick, and has a slight rust on the surface. The artifact is believed to be thousands of years old, according to local folklore at least. The story goes that Death himself came to visit a family one night to collect the souls of a family's children who were terminally ill. The family was so exhausted and consumed by taking care of their children that they did not notice Death had come. Therefore, they treated him like they would any normal guest - they offered food and a bed for the night. Death, the story continues, was so overwhelmed by the family's hospitality, something he had never before experienced (for who welcomes Death into their home?). However, he was bound by laws of terrible purpose and could not avoid his Duty, thus the children were ended. At that moment, Death suffered a terrible crisis of personality, regretting the deed that he had performed against such gentle humans so immensely that he - for a fleeting moment - put down his scythe and left the family to grieve. The family all but collapsed from exhaustion but in the morning when they awoke, they found the scythe in their home. Recognizing it for Death's scythe, they took it to a nearby temple where it was said that Death could not enter - perhaps seeking revenge for Death taking their children from them. The story ends there, but the scythe is real, brought to the Reliquary by the monks in the temple. Supposedly it is protected by powerful enchantments that prevents Death from finding it. More likely, Death (if he is even real) has simply made a new scythe and no longer searches for this one.
The scythe has an odd power, especially for what appears to be a farmer's tool. There is a fair chance that anyone attacked by the scythe suffers an experience that can best be described as a "personality crisis". The person will feel his or her life choices becoming increasingly narrow, as if many potential futures had closed their doors on them. Due to the difficulty of studying the long-term effects of this experience, it can only be assumed that the feeling is somewhat accurate at least. Presumably, the scythe does not hold the same power as it would in Death's hands. Or perhaps the power has simply been reduced due to not being used, or being left alone for a very long time.
15 Weight
+26 Cutting Attack
All targets struck by this weapon have a 25% chance to suffer the Reaped Fate trait
Reaped Fate - Unit may only choose from 4 options at level-up, the fifth is extremely likely to be "Nothing at all"
If "Nothing at all" is selected once, the unit will return to getting 5 options at level-up
Reaped Fate does not count as an Injury and cannot be removed with any method that removes Injuries
Fate's Reward
Type: Boots
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #7. These bright plate boots have survived unscathed for over 300 years, with a line of wielders that can be traced back to Arber the Smith, who made it for an unknown purpose. Despite their deep history they are only distinguishable from any average plate boots by the engravings on each boot. One boot says "Rise to power" and the other says "Fall from glory".
4 Weight
5 Defense
+2 Blunt defense
+8 Dodge
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
Fire's Heart
Type: Torso Armor
Rarity: Uncommon
Required Level: 7
Description: Reliquary Item #6. An orange-tinted leather armour. Whenever struck in combat, it produces a temporary adrenaline rush for the wearer. This boost helps the wearer avoid future attacks for a very short while. The extra adrenaline pushes the body past its peak performance, and hurts the user. It has sometimes been used to cheat in jousting tournaments, and in at least one recorded event led to the death of the wearer.
3 Weight
8 Defense
When struck in combat gains +10 Dodge until its next action. This effect stacks.
When struck in combat has a 50% chance of losing 1 hitpoint
Firebrand
Type: Sword (One-handed)
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #19. This longsword glows with an everlasting fire that surrounds the weapon. Although the flame will remain harmless for most of the time, whenever the sword draws blood from a target the fire will explode in size, burning all nearby enemies. The wearer seems to be protected from this effect. This sword is possibly related to the Frostbrand weapon, although no definitive link has been established.
7 Weight
+9 Cutting attack
+2 Initiative
+1 Counterattack per round
Any enemy struck suffers 2 Fire damage. This damage multiplied by target Troopcount.
Flamebracers
Type: Bracers
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #113. A pair of bracers heavily scarred by fire. Each bracer has three red gemstones embedded in it. When the bracers are held near a candle or any fire they will cause the fire to increase in size and strength. They were initially used by a potter to make sure his pottery reached the necessary degree of heat during production.
3 Weight
2 Defense
-10 Fire resistance
Wearer has its passive Fire attack increased by 25% (from sources such as item Burning Axe and spell Burning Blade) (does not affect spells cast by wearer such as Fireball)
Fleeing Statue
Type: On Use
Rarity: Uncommon
Description: Reliquary Item #10. A statue depicting a snake god. The statue appears to be made completely out of gold, but it weighs at least twice as much as a gold statue of the same size would. The statue has obtained its nickname the "Fleeing statue" due to the two odd properties it exhibits. First, the statue is difficult to keep in one's possession - it will frequently become misplaced or lost, even from the most secure locations. Even though the statue has never been observed to move on its own, logic dictates that it must have the ability. It is not uncommon to place it in one location, then have it disappear from that place and appear somewhere else in mere minutes. The statue will escape from the most tightly sealed coffer, and no container - magic, metal or other, can keep it in one place. Because of this, the owner usually employ a team of servants for the job of observing the statue. This seems to prevent it from moving (but, of course, servants have on occassion stolen it and escaped, on their own initiative). The second property is that whoever owns it will find small amounts of gildar coins in his surroundings.
When Used, the user finds 3 Gildar per turn. For a while.
Fleshclub
Type: Mace (One-handed)
Rarity: Uncommon
Required Level: 7
Description: Reliquary item #23. By far one of the stranger artifacts in the world. Instead of materials made from wood and metal, this club appears to be a living thing in itself, with organs, bonestructures and muscles. The bones are aligned and shaped in such a way that it can mimic the effects of a club effectively. Occasionally, hitting with the weapon will produce an audible "Oomph" or a quiet scream, but no mouth can be seen on its surface. Although the club appears sentient, it does not communicate with its wielders. Several owners have remarked how long-time usage has led their own body to deteriorate, and some believe it to be a type of parasite. Rong-etk, the Baron of the Wastes, apparently found a dagger-like object next to the club one day. Distraught, he threw the dagger into a fire. The next time he tried to wield the Fleshclub, his skull was cracked open in a "training accident". Unknown origin. The club is unusually good at causing blunt damage. This may be the result of a symbiotic relationship between the club or its wielder. Or it may be that the club understands its prey through some esoteric method.
8 Weight
+17 Blunt attack
Bash- Has a chance equal to the damage done of knocking the victim prone
-5 Hitpoints
User has a small chance to find another Fleshclub after a battle
Frostbrand
Type: Sword (One-handed)
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #20. This longsword glows with an everlasting icy aura that surrounds the weapon. Although the ice will remain harmless for most of the time, whenever the sword draws blood from a target the ice will explode in size, covering all nearby enemies. The wearer seems to be protected from this effect. This sword is possibly related to the Firebrand weapon, although no definitive link has been established. Hosten's note: "How curious! It appears that the Frostbrand and Firebrand swords contain some kind of memetic effect that causes anyone who describes them to describe them with almost identical words."
7 Weight
+9 Cutting attack
+2 Initiative
+1 Counterattack per round
Any enemy struck suffers 2 Cold damage. This damage multiplied by target Troopcount.
Giant's Skull
Type: Helm
Rarity: Rare
Required Level: 7
Description: Reliquary Item #82. This is a helmet made out of the skull of a giant. The bone is almost an inch thick in all places. Holes have been drilled in four places, and horns have been grafted onto the skull. The effect of this artifact is activated whenever someone attempts to attack the wearer. Occasionally, the attacker will feel an immense sense of terror which has its source in the helmet. This terror is so overpowering that it completely shuts down the attacker, who will simply freeze in place for a while. It is not known why the effect only occurs sometimes. The magic itself is a natural part of the skull, rather than it being enchanted after the giant was slain. Indeed, it is recorded that the giant to whom it belonged often had the same effect on those who seeked to kill him. It was by chance that the lucky adventurer that succeeded in defeating the giant discovered the effects of wearing the skull on his head. The adventurer and his cronies were celebrating after the fight, the adventurer put the skull on his head as a joke and ended up in a fistfight with a friend. And so the effect was initially discovered.
6 Weight
6 Defense
+6 Blunt defense
Attacking this unit causes the attacker to have a 25% chance to lose their next attack
Gnomeking's Helm Etro
Type: Helm
Rarity: Rare
Required Level: 9
Description: Reliquary Item #105. One of the four legendary helmets crafted by the first Gnomeking more than 20 000 years ago. At his election all five clans voted unanimously for him to be the first King. To show his appreciation he made four helmets, one for each of the other clan leaders, to symbolize the eternal bond between all Gnomes. The Gnomeking bound within each helmet a part of what defined each clan. They provide an interesting insight into how armour looked back then.
This particular helm was given to the Etro clan, a clan that specialized in alchemy to create gold, thus working with acids and posisons of all kinds. Doing so was hazardous and the clan members had the shortest lifespan of all the gnomes. The helm was designed to prevent contamination both from inhalation and from splashes to the face and shoulders. Its effect was magically enchanted to affect the entire body. Gnomes were able to walk unscathed through entire rivers of poison when wearing the helm (as long as their head was above the surface). Unlike the other three helmets made by the Gnomeking, this one was regularly passed around for all the clan to use in their pursuits. It was only worn by the clan leader when they marched to war in later ages.
All four helmets ended up in the Reliquary after the Titans themselves sent the helms to the human resistance. The Titans had captured the helms by killing the clan leaders and sent them to the humans as a warning that the same would befall them if they continued their struggle. When the Gnomes found out, they immediately demanded the return of these cultural symbols, but before that could be arranged the Reliquary disappeared.
9 Weight
7 Defense
+7 Blunt defense
+200 Poison Resist
If this helm is worn by any Gnome, the wearer will gain +10 Spell Resist against any enemy spellcaster that is not a Gnome
If this helm is worn by someone who is not a Gnome, all Gnomes gain +10 Accuracy against the wearer
Gnomeking's Helm Glass
Type: Helm
Rarity: Rare
Required Level: 9
Description: Reliquary Item #106. One of the four legendary helmets crafted by the first Gnomeking more than 20 000 years ago. At his election all five clans voted unanimously for him to be the first King. To show his appreciation he made four helmets, one for each of the other clan leaders, to symbolize the eternal bond between all Gnomes. The Gnomeking bound within each helmet a part of what defined each clan. They provide an interesting insight into how armour looked back then.
This particular helm was given to the Glass clan, a clan that were particularly adept at crafting magical jewels and crystals. Doing so required them to use extreme pressure and heat that would be absolutely blinding to the naked eye. The helm allowed the wearer to harden their body to resist the pressure, heat and the light. The effect would activate whenever the wearer was in danger.
All four helmets ended up in the Reliquary after the Titans themselves sent the helms to the human resistance. The Titans had captured the helms by killing the clan leaders and sent them to the humans as a warning that the same would befall them if they continued their struggle. When the Gnomes found out, they immediately demanded the return of these cultural symbols, but before that could be arranged the Reliquary disappeared.
9 Weight
7 Defense
+7 Blunt defense
When wearer is struck in combat, it gains +5 Defense until the end of its next turn. This effect stacks
If this helm is worn by any Gnome, the wearer will gain +10 Spell Resist against any enemy spellcaster that is not a Gnome
If this helm is worn by someone who is not a Gnome, all Gnomes gain +10 Accuracy against the wearer
Gnomeking's Helm Mok-az
Type: Helm
Rarity: Rare
Required Level: 9
Description: Reliquary Item #104. One of the four legendary helmets crafted by the first Gnomeking more than 20 000 years ago. At his election all five clans voted unanimously for him to be the first King. To show his appreciation he made four helmets, one for each of the other clan leaders, to symbolize the eternal bond between all Gnomes. The Gnomeking bound within each helmet a part of what defined each clan. They provide an interesting insight into how armour looked back then.
This particular helm was given to the Mok-az clan, a clan of Gnomes that were feared in battle by all others for their furious berzerkers. The helm enabled the wearer to "unleash the inner beast", endlessly striking the wearer's enemies.
All four helmets ended up in the Reliquary after the Titans themselves sent the helms to the human resistance. The Titans had captured the helms by killing the clan leaders and sent them to the humans as a warning that the same would befall them if they continued their struggle. When the Gnomes found out, they immediately demanded the return of these cultural symbols, but before that could be arranged the Reliquary disappeared.
9 Weight
7 Defense
+7 Blunt defense
After performing a normal attack, there is a 50% chance that the wearer will begin to Maul its target. When Mauling a target, the wearer continues to strike until it misses at -15 Accuracy for each swing
If this helm is worn by any Gnome, the wearer will gain +10 Spell Resist against any enemy spellcaster that is not a Gnome
If this helm is worn by someone who is not a Gnome, all Gnomes gain +10 Accuracy against the wearer
Gnomeking's Helm Ryzor
Type: Helm
Rarity: Rare
Required Level: 9
Description: Reliquary Item #103. One of the four legendary helmets crafted by the first Gnomeking more than 20 000 years ago. At his election all five clans voted unanimously for him to be the first King. To show his appreciation he made four helmets, one for each of the other clan leaders, to symbolize the eternal bond between all Gnomes. The Gnomeking bound within each helmet a part of what defined each clan. They provide an interesting insight into how armour looked back then.
This particular helm was given to the Ryzor clan, gnomes that were famous for their mastery of creating golems. The helm was made to call forth golems from the land underneath the wearer whenever he entered combat. Although the Ryzor clan was somewhat upset that the Gnomeking could wield their magic so well, they nevertheless recognized the helm as an immensely valuable gift. Their clan leader wore it proudly whenever not in his private quarters.
All four helmets ended up in the Reliquary after the Titans themselves sent the helms to the human resistance. The Titans had captured the helms by killing the clan leaders and sent them to the humans as a warning that the same would befall them if they continued their struggle. When the Gnomes found out, they immediately demanded the return of these cultural symbols, but before that could be arranged the Reliquary disappeared.
9 Weight
7 Defense
+7 Blunt defense
Wearer may once per battle, for free, summon 3 Scrap Golems (level = caster level). The golems cannot be controlled and will act independently
If this helm is worn by any Gnome, the wearer will gain +10 Spell Resist against any enemy spellcaster that is not a Gnome
If this helm is worn by someone who is not a Gnome, all Gnomes gain +10 Accuracy against the wearer
Godseed
Type: On Use
Rarity: Reliquary
Description: Reliquary Item #88. A white pouch with a plant that seems to be trying to escape its confines. The blades of the plant must be constantly pushed back into the pouch to prevent them from escaping. The pouch contains a seedling from one of the six Primordial Elemental gods - the aspect of life. Upon its release the seed will practically instantly grow into maturity, a young god in the making. The "Godseed" was supposedly handed down through the generations by a cult of elf worshippers. It was donated to the Reliquary by a group of solemn elves that simply stated that we would "know what to do when the time is right." They also warned that the godlike being awaiting birth inside the pouch would wane in power over time. Tens of thousands of years ago, they said, it would live a full life. But now? It will probably not last more than a day.
On use: Summons a Seedling God into tactical combat
Golden Ball
Type: Accessory
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #99. A golden ball with attached wings, the object is small enough to carry in one's hand or pocket. These objects were fairly common during the Age of Wonders where they were used in sports. Two teams would chase the object around and whoever catched it would win. The object is capable of flying on its own by flapping its wings quickly. It is purely mechanical but still possesses some type of cognition as it will attepmt to avoid anyone who tries to catch it.
The sport was extinguished when the Titans arrived as almost all nobility was wiped out. And with them gone, so too was the knowledge of how to make such objects. However some objects were still in circulation, and that is how this one survived to reach the Reliquary.
It should be noted that this Golden Ball has been modified to hide something inside it. When touched, the Golden Ball will display an inscription which translates to "I Open At the ClosE". A spell has been hidden inside this object, so that when its wearer faces certain death, the Golden Ball will open and unleash a healing spell.
If user is below 3% Hitpoints in combat, at the start of its next turn it will Regenerate 16 Hit Points until it is above 3% Hitpoints.
Grail
Type: Accessory
Rarity: Uncommon
Description: Reliquary Item #31. A red goblet that scratches easily. The user must take great care to avoid damage to it. It is said that drinking from a Grail over long periods of time will slowly heal any injury the imbiber has suffered. This goblet is considered more myth than fact, and although there are very few recorded injuries healing as a result of drinking from it, wars have started and nations ended for the mere rumor of someone possessing this object. The Low King Osrak tried to use it to heal her dying husband, but threw the goblet away after seeing no effect. It is unknown what the goblet may heal and why.
+1 to the Army's Strategic Health Regeneration
Wearer may Lift a Hex at level-up (rare chance)
Wearer counts as having 0 Injuries (prevents effects from taking advantage of Injuries)
Guiding Stone
Type: Accessory
Rarity: Rare
Description: Reliquary Item #83. A Guiding Stone is an amulet shaped like a star, with a teal gem embedded in the center. A Guiding Stone is a powerful tool for any magician. The user will focus his mind on the Guiding Stone, and the amulet will then assist the user in concentrating on any spells that the user casts after that. It was initially intended as a tool to aid those who were training in the mystical arts. Its true potential was soon realized - a way to reduce the mana necessary for any spell cast as long as the user was focusing on the stone. They were fairly frequent in the age before the Titans, but have since then been collected and disposed of by the Titans.
The clarity granted to whoever uses the stone is astonishing. Hosten theorized that if clarity and purpose of mind could reduce the necessity for mana in spells, then would there not be a theoretical point where a person was so supremely in tune with his surroundings that a spell could be completely free of the requirement for mana? If so it would be a very powerful tool against the Titans that controlled all the shards.
Unlocks Combat Ability - Guiding Stone
Guiding Stone - Any spell cast during the user's next action has its mana cost reduced by 50%. Does not stack with similar bonuses.
Until the end of its next action, this unit has its Dodge and bonus to Dodge against Ranged attacks set to 0. One user per Combat.
Helm of Shadows
Type: Helm
Rarity: Rare
Required Level: 9
Description: Reliquary Item #68. A helm that appears to be completely made out of shadows. Despite its appearance, the helm is completely solid and weightless. The helm was forged by the Shadows but unlike any other Shadowforged armor, this helm retains its shadowform when worn by other races. This is particularly beneficial because it grants the wearer the normal protection from such a helm but doesn't reduce visibility. The Shadows have tried many times to replicate this accidental helmet without success. Since the helm was found, all Shadowforged gear is now fitted on non-shadows first to test if that too displays the same properties as this helm.
0 Weight
8 Defense
+8 Blunt defense
+5 Accuracy
+5 Dodge
Helm of Superiority
Type: Helm
Rarity: Rare
Required Level: 8
Description: Reliquary Item #24. Crafted as a crowning achievement by an old battlesmith, the helmet causes anyone who wears it to refer to himself in the third person. Any speech spoken, text written any other form of communication while the helm is worn will display the same traits. After the helm is removed, the effect fades rapidly in minutes. It is believed that the effect was a mistake caused by the forger, who was well known for his over-inflated sense of worth.
5 Weight
7 Defense
+3 Blunt defense
+3 Attack vs opponents with a lower Initiative
+5 Dodge vs opponents with a lower Dodge
+5 Accuracy vs opponents with a lower Accuracy
+5 Spell Mastery vs opponents with a lower Spell Mastery
Helm of the Moon
Type: Helm
Rarity: Rare
Required Level: 8
Description: Reliquary Item #15. The helm grants its wearer the ability to slowly regenerate wounds suffered in battle. It is infamously known for giving the wearer a great bushy beard, for males and females alike. The beard can be cut, but will regrow in minutes. If the helm is removed, the beard will wither and fall off if the wearer is not generally capable of maintaining such an impressive piece of facial hair.
4 Weight
7 Defense
+3 Blunt defense
+2 Tactical Health Regeneration
Helmet of Abundant Hygiene
Type: Helm
Rarity: Rare
Required Level: 7
Description: Reliquary Item #25. In the Elemental world, it is not common to brush your teeth. However, from time to time a trend will sweep across the land where the nobility picks up the habit. This helm was crafted during one such sweeping trend. It washes the mouth of the wearer automatically, and will remove any poisons or other negative influences from the mouth. While the original purpose was to avoid having to wash your teeth, its ability to neutralize poisons quickly became the more well-known effect. It was worn day and night by the High Warrior Kruzizil, who feared death from assassins using poison. She caught a fever at her wedding night, having removed the helmet. Apparently, her body had not built an immune system over the years, and dirty bedsheets eventually became her doom.
3 Weight
5 Defense
+3 Blunt defense
+50 Poison resistance
Hordebreaker
Type: Mace (Two-handed)
Rarity: Rare
Required Level: 9
Description: Reliquary Item #37. A huge maul, permanently tinted red by blood that cannot be washed off, "by the blood of its victims" if you would ask in any tavern. The Hordebreaker is a weapon that exist in a state of complete infamy, and it is quite literally impossible to find a peasant who speaks well of the weapon or its wearer. The myth of the weapon may have become a living thing in and of itself, travelling from mind to mind, leaving an association of hate with the mace. The weapon has been enchanted to disperse great crowds of people in the most brutal way imaginable. Beyond that, it is still a formidable weapon in its own rights.
22 Weight
+27 Blunt attack
Bash- Has a chance equal to the damage done of knocking the victim prone
-6 Initiative
Any militia unit struck by this weapon is instantly killed
Equipping this item does nothing, but if used in any combat it will soon cause your faction prestige to decrease. Effect lasts 10 rounds, and is of varying power.
Horn Of Legends
Type: On Use
Rarity: Rare
Description: Reliquary Item #79. A black ram's horn. When blown, it produces a low tone that isn't particularly loud but can still carry for miles and miles. The Horn of Legends has the ability to fill its listener's heads with visions of past battles and glories effectively giving them a crash course in military tactics and battle. This effect will not apply to any enemy that hears the horn blow. The horn can only be blown once before it crumbles to dust. Unfortunately, while the process to make more Horns of Legends was known by Hosten, he chose not to write it down. Hosten explained that the process involved sacrificing an entire city's souls and that the knowledge was better left forgotten. The Horns of Legends have been blown at various times throughout history, although noone has of course claimed to have made one.
On use, user gains a level
On use, all trained units under your control gain a level
Horn Resounding
Type: On Use
Rarity: Reliquary
Description: Reliquary Item #124. The "Horn Resounding" is a magnificent horn the size of an ox. It is covered in runes in some language, although all efforts to translate it has so far failed. The horn is commonly mounted on a cart. The horn displays an effect that could in theory end the whole world, and it must not be blown for any reason at any time. When the horn is blown, regardless of how strong or well, a sound will build within the horn. It will continue to build in strength until it suddenly ends. The time of this build-up, and thus the strength of the sound, is increased each time the horn is blown.
Currently, the time it takes before the sound ends is approximately two minutes. After approximately 20 seconds into this time, the sound is equal to fireworks going off near one's ear (most likely causing permanent deafness). After approximately 40 seconds into this time, the "sound" (now more a pressure front) is capable of killing anyone who is close enough. After around 60 seconds the sound is capable of shattering stones miles away. Nearing the 2 minute mark, all nearby matter disintegrates into energy, a blinding light spreading out from the horn. When the effect is over, the horn will not have suffered any damage.
The time added each time the horn is blown appears to be around 10 seconds, which implies that the horn has been blown at least 10 times before. Two of these have been documented by scientists. If people continue to blow the horn, it is likely to cause the end of the world as we know it. Unfortunately, a rather popular myth has been circulated since the Titans arrived to this world. The myth says that the Horn Resounding must be blown as a matter of fate's course to defeat the Titans. Specifically, some now believe that the horn must be blown in order to fulfill its true purpose, to "awaken the gods" in order to save the world from the Titans.
Hosten's Note: "So what am I to make of this? In my possession is now a weapon of sorts that some believe to be acpable of defeating the Titans. No purpose can be more noble. And yet, the so-called Horn Resounding fills me with fear. Am I to continue to blow the horn until the gods awaken to vanquish the Titans? What if that is just a myth - what if the result is instead that I end the world? No, I dare not blow the horn. Hope has not yet so abandoned me that I would choose between the two."
If used causes untold destruction, permanently killing the user and all things around it for miles and miles
Hourglass of Ages
Type: Accessory
Rarity: Reliquary
Required Level: 9
Description: Reliquary Item #64. An hourglass filled with fine sand. The wood and the glass appears to be completely ordinary. There is a metal plate on the bottom with the inscription "The last and first Tyrant". When the Hourglass is turned, the effect of the artifact appears. All those whom the person that turned the hourglass was thinking about - as long as they are close by - will instantly age several months. As long as the sand is pouring through, no known force in the world can turn it again. Note that if power is applied in excess, the Hourglass will be damaged. When the sand has poured through, the process may be repeated for the same effect to occur again - it takes approximately 3 minutes, although the time differs. The Hourglass of Ages was first recorded in history when it was used as a siege weapon at Castle Reach. The castle's inhabitants refused to yield to the besieging army. Fearing defeat from attrition, the leader of the army walked alone up to the gates, where his mages and archers covered him from a distance. He then turned the Hourglass of Ages until the city surrendered. When the army entered the city, all they found was old people and rotting skeletons.
Unlocks Combat Ability - Toll of Days
Toll of Days - All enemy units lose 10% of their current Hitpoints. Immortal users are immune to the damage.
Immovable Artifact
Type: Accessory
Rarity: Reliquary
Required Level: 7
Description: Reliquary Item #59. A strange set of gem-stones that have been melted together in what appears to be a natural process. When its owner holds the artifact in his or her hand, and focuses all its attention on the artifact, it has the mind-boggling effect of becoming completely immovable and indestructible by physical forces. This effect will also extend to its user, as long as physical contact is maintained. It should be noted that the artifact is still technically moving, because the world spins, but for all intents and purposes it will remain in the place it is when the process has begun. No known physical force can move it when this occurs. The artifact can still be moved by magical means, however, and will also not protect the wearer from any magical attacks.
When Defending, unit gains 1000 Defense
Indestructible Gauntlets
Type: Gauntlets
Rarity: Reliquary
Required Level: 12
Description: Reliquary Item #78. A pair of green gauntlets made out of an unidentified type of scale. Where one would normally expect seams or bindings, the scales simply merge together. No known physical or magical force can damage or penetrate these gauntlets. Any kinetic force is simply absorbed as if the strongest blow had never occured. These gauntlets have no known history, so much will be assumptions. First, we must all hope that these scales do not come from any now living creature. A monster covered in these scales could potentially be unkillable. Second, if the scales are truly indestructible, how were the gauntlets made? It is unlikely that the shape of the gauntlets so coincide with what is practical for us humans to wear. Third, if someone did master the ability to craft these gauntlets, why were more not made? Imagine a man in full armor made out of these scales. Fourth, the likely scenario therefore seems to be that the gloves developed this power after they were crafted. Possibly by an alchemist or someone involved in dealing with lethal materials on a daily basis. Either magic was used frequently to reinforce the gloves, or they hardened to their indestructable nature by the constant exposure to harmful materials. Perhaps noteworthy is that the gloves were recovered inside a box of ordinary wood. The lid of the box had a burnt-in engraving on the inside which read "No weapon formed against me shall prosper". Hosten's note: "If we could learn how to make such armor, the Titans would all be defeated within a year. Alas… for now we must simply accept that the gauntlets only cover a small portion of our body and cannot make us immortal yet."
3 Weight
+5 Defense
User gains +10 resistance to ALL damage, magical and physical
Infinite Healing Potion
Type: Accessory
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #40. Every adventurer's secret wish: a healing potion that refills itself by mystical means at the end of every battle. However, it may not be the perfect item after all. It appears that the energy required to refill the potion is actually drained from the user, shortening his or her lifespan and weakening their constitution. One must consider the possibility that this object is a living thing in and of itself, a sort of parasite that drains life force and gives back health potions.
Unlocks Combat Ability - Infinite Healing Potion
User heals 11+level hitpoints, may be used once every battle
Each time drunk, max hitpoints of the inbiber is permanently reduced by 1 at the end of battle. This does not apply to Immortal users
Jar of Musk
Type: Accessory
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #54. A glass jar inside a smaller glass jar. The larger glass jar is filled with water as well. Both jars are sealed with some sort of wax. The smaller jar contains the real artifact - distilled musk from an unknown animal. Whatever the animal was, the effect of smearing a tiny part of it on your body is that any beast will think twice and thrice before coming near you. Although potential users are warned, the musk will not go away for many days, more if regularly used. It is quite potent indeed, and not only will it ward the user from beasts, but it also appears to have an undocumented ability to drive off potential partners.
+15 Dodge against Beasts unless user is beast
Kingkiller
Type: Dagger
Rarity: Reliquary
Required Level: 12
Description: Reliquary item #71. A small grey dagger. It was made by the Brotherhood of Revolution in order to overthrow their tyrant king. The method used in its creation is unknown. The dagger was rumored to be specifically crafted to kill the king and was given to the Brotherhood's top assassin for the task. The king was killed in short order, however the country fell into ruin as the remaining nobles killed each other off in the ensuing struggle for power. There is no mention of the Brotherhood in the history books after those wars. The dagger was saved as a memorabilia by the surviving noble that eventually conquered the land. The noble was then in turn murdered in his sleep by a slighted servant, despite the wound the noble suffered was a minor thing. It was after that established that the dagger had special properties that enabled it to cause significant damage against any king or leader of a larger population.
6 Weight
+18 Cutting Attack
+5 Chance to Crit
+4 Initiative
+1 Counterattack per round
Ignores half the Victim's defense
Strikes are guaranteed to hit vs Sovereigns unless user is Sovereign
Strikes ignore 75% Defense vs Sovereigns unless user is Sovereign
Strikes gain +10 Cutting attack vs Sovereigns unless user is Sovereign
Lucky Dice
Type: Accessory
Rarity: Rare
Required Level: 6
Description: Reliquary Item #45. Two dice, one black and one white. They are marked with symbols that resemble a numeric system, but it is impossible to tell which corresponds with which. The black dice has one side without any symbol - that side never come up if the dice are rolled. If that dice is manually placed with that particular side up, the white one will start rolling in its place no matter the distance between the two objects. Whoever has these dice on their person will feel unreasonably lucky in all things, and the dice also directly affect the probability of "lucky" things for the wearer happening in the proximity. The sense of luck and actual "luck" will not manifest if the dice are separated.
+5 Dodge against Ranged attacks
+5 Accuracy
+5 Spell Resistance
+5 Spell Mastery
+2 Critical Chance
Machinelord's Bracers
Type: Bracers
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #111. A pair of bracers that contain delicate machinery. They contain their own power source, and the machinery can be heard loudly when the bracers are worn and activated by pressing a button on their sides. The bracers contain various counter-weights and other mechanical gadgets to assist the wearer's hands in performing tasks by stabilizing them or causing the hands to move by themselves. The bracers seem to get their instructions straight from the mind of the wearer rather than the hands, which indicates that the machinery also contain some parts that are able to read intentions from the wearer's mind. They break easily but are fairly easy to repair. Despite this, attempting to reproduce them has yielded no results. Possibly there are hidden magics that are difficult to detect at work inside the bracers.
The bracers were made by an engineer during the Age of Wonders. According to the scholars at the time, it was considered somewhat of a miracle because the engineer was not capable of using magic. The bracers were initially made to assist him in his work but were eventually sold to an adventurer passing through and thus saw its first use in battle.
4 Weight
2 Defense
If wearer attacks a target in melee and misses there is a 20% chance that wearer may re-roll the attack. This effect will not trigger if the wearer has equipped a weapon with Backswing
When struck in combat has a 20% chance of losing the previous bonus for the rest of the battle
Memory
Type: Helm
Rarity: Uncommon
Required Level: 2
Description: Reliquary Item #34. "I was owned by Arliden, who used me to kill Belar. I was owned by Eath, who fell trying to avenge his parents. I was owned by Robert, captain of the Manyguard, as he betrayed his king and friend for gold. I was stolen by a thief named Quick who lost me in a cave, and was then found by his sister who again left me in the dark." These are the things, and more, that anyone who wears the chain coif will instantly know upon placing it on their head. In all, there are 211 names that are remembered, not including the latest owner who will be added in time. It is unclear if the chain coif had this ability from the start, or simply acquired it over time. Listening to the name of the houses and the history of battles, it can be estimated to be around two thousand years old, by far one of the oldest artifacts known to men.
2 Weight
3 Defense
+1 Cutting defense
+10 Spell Mastery
Mindthief
Type: Sword
Rarity: Rare
Required Level: 7
Description: Reliquary Item #76. What looks like an ordinary Scinan broadword. The sword has the incredible effect of "stealing" thoughts from whoever it cuts. The thoughts will appear in the wielder's mind as if he or she had thought it themselves, but still easily identifiable as belonging to someone else. The person who has the thoughts stolen experience severe discomfort, some say it even wounds their soul temporarily. The person who wields the sword may also experience a slight increase in intelligence briefly. Theoretically the sword holds an omnious power - in the wrong hands it could be used as a tyrant's tool. When used in combat, mostly things happen too fast for the stolen thoughts to be of any use to the wielder.
10 Weight
+17 Cutting attack
+2 Initiative
Each time this weapon strikes an enemy target, target loses 10% of its current Spell Resist and Spell Mastery for 10 turns. Wearer gains +3 Spell Resist and Spell Mastery for 10 turns. Both these effects stack.
Mistgenerator
Type: Shield
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #22. An old heavily rusted shield designed like a triangle. The front of the shield has bars covering the sensitive mechanics inside the shield. A quiet droning can constantly be heard from the operating parts. A tube stretches from the back of the shield to the lower front part, although it curiously appears to serve no discernable function. The shield emits a thin layer of mist when its wearer enters combat. The mist will surround the wearer's opponents, making it more difficult for them to parry or avoid blows.
1 Weight
3 Defense
+5 Dodge
When struck in melee combat, attacker suffers -10 Dodge for 3 rounds. Does not stack with itself, but stacks with similar effects.
+5 Defense when defending
Modified Flying Carpet
Type: Accessory
Rarity: Uncommon
Description: Reliquary Item #75. A well-used carpet with colorful patterns. This carpet is a flying carpet, although with some modifications. Normally, histories tell of flying carpets that would carry its owner wherever the owner wished. This carpet differs from the tales of legend in two significant ways. First, the carpet is only able to fly somewhere within the lands controlled by the owner's faction. Second, the carpet increases in size when activated. If handled right, it can carry an entire army on its back. History records that this carpet was modified by a powerful magician and given to his daughter so that she would be able to travel anywhere within his domains accompanied by her guardians. The limitation of not being able to travel outside his domain was intentionally added so that she could not be put in danger by adventurous folly.
Unlocks the Fly Carpet ability, an ability that teleports the user's army to any friendly strategic tile. Costs 60 mana to use.
Of-The-Earth
Type: Counts as Cloak
Rarity: Uncommon
Required Level: 7
Description: Reliquary Item #1. A weird stone parasite, this is the only one known in all of existence. It will bond with any person, greatly reinforcing their physical fortitude but slowing down their actions. The parasite will cover the back, the right shoulder and the right arm of whoever wears it, and two dagger-like objects will emerge from the right temple on the head of any person it merges with.
It is capable of mentally communicating with its host, although it has only a very rudimentary grasp of language and is fairly dumb compared to a human. The parasite refers to itself as "Of-the-Earth", and has no knowledge of its own past or why it is alone in the world. Through a conscious effort that causes a great amount of pain to the old host, but no permanent damage, the parasite can be transferred to a new host.
3 Weight
+2 Defense
-5 Dodge
+1 Hitpoints per level
Ogre's Hauberk
Type: Torso Armor
Rarity: Rare
Required Level: 9
Description: Reliquary Item #4. A crudely crafted yellow-tinted chain shirt, it magically grows its wearer when its time to do the fighting. This also causes any other worn armor pieces, weapons and even mounts, to increase in size to fit the new physique. Once the hauberk is removed, or the fighting ends, the person shrinks again. Any item that has been similarly increased in size will also shrink if the armor is removed, or if the item is dropped. As a result of growing its user, the hauberk enhances a person's ability to carry weight in combat.
7 Weight
10 Defense
+6 Cutting defense
Champion grows in tactical combat
-15 Spell Mastery
+20 Carrying Capacity
Orb of Justice
Type: Accessory
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #11. This transparent orb contains a small dose of pure justice. It was distilled out of thin air by the philosopher Amane, who was famous for his weekly speeches on the value of free thinking and the responsibilities it entailed. One of his colleagues tried to argue that morality and ethics are the same as religious beliefs, imposed by a culture onto each child as it grows up. The colleague argued, "Take the universe and grind it down to the finest powder and sieve it through the finest sieve, and then show me one atom of justice, one molecule of mercy." It was in response to this that Amane supposedly created the artifact.
The orb itself is made from a material that cannot be destroyed by any means. The container will glow blue while in the hands of anyone who follows the Kingdom ideology, and glows red in the hands of anyone who follows the Empire ideology.
If equipped by a Kingdom champion, grants +12 spell resistance against Empire casters
If equipped by an Empire champion, grants +11 spell resistance against Kingdom casters
Pants of No Gender
Type: Pants
Rarity: Uncommon
Description: Reliquary Item #80. A pair of dark pants, rough to the touch with the similar defensive properties as hardened leather. When worn, the wearer will become asexual. His or her body will physically change to no longer have any genitalia. Note that this also prevents urination which can be deeply discomforting if worn for too long and be dangerous, potentially lethal, if worn for days on end. Other than the mental distress caused by realizing one's genitalia are gone, the transformation causes no pain to the wearer. Other distinct features that are associated with the two genders also fade over the following minutes (such as beards, breasts - even cultural details such as piercings or tattoos). There will also be a noticeable shift in character. Taking the pants off will return physiology and mental state to "normal". The Pants of No Gender were supposedly crafted on the request of a noble lady who wished her daughter's virginity to be above all reproach.
3 Weight
+1 Defense
Wearer counts as Genderless
All effects that specifically target a certain gender are ineffective against the wearer
Phoenix Egg
Type: Accessory
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #94. An egg the size of a grown man's fist. There is a strange optical illusion taking place around the egg, as if it is impossible to look directly at its edges. It is the egg of a Phoenix that is in a state of constant rebirth. A Phoenix is a mythological bird made out of fire that can never die, its ashes will forever bring it back to life. The egg is switching between two states. The first one is the calm state, wherein the Phoenix is still in the egg. At this time the egg will feel extremely hot, and the firebird can be seen moving within the egg. When it is born, it will explode, causing disastrous fire burns on everyone in its presence. Shortly after, the Phoenix will die, causing it to revert to its egg state. It is currently unknown why the Phoenix almost instantly dies when it is born - legend tells us that it should live for decades. Some blame the death of the Phoenix on the fact that the shards have drained all the magic from the world, possibly making it impossible for the Phoenix to survive for more than a few seconds. Despite this, the cycle of the ever-dying Phoenix continues with no apparent end in sight.
Carrying the egg on one's person, although obviously extremely risky, is believed to grant the wearer temporary immunity from death's grasp in battle. At least as long as the Phoenix favours the wearer. One can only guess how that is achieved - perhaps it is simply looking for a channeler powerful enough to give it a chance to live a little longer.
If unit falls in combat, it is resurrected with half its Hit Points returned
Pipe Of Banishment
Type: Accessory
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #44. A brownish pipe crafted by an old monk who had the duty of going outside his temple's grounds and visiting the nearby villages to banish intruding elementals and demons. He had the idea to craft this pipe when he grew tired of carrying around a bowl of incense. The pipe must be lit and must be placed in the user's mouth for its effect to activate. Any smoke that would normally be exhaled will appear as invisible. Once activated, it will emit some sort of energy waves that repell any creature the old monk would consider "an intruder to our reality".
Gain 15 dodge against any enemy that is Summoned, unless wearer is also Summoned
Gain 10 dodge against any enemy that is Demon, unless wearer is also Demon
Gain 20 dodge against any enemy that is Hexed, unless wearer is also Hexed
These bonuses stack where applicable
Poisonous Bracers
Type: Bracers
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #112. A pair of bracers made of an unknown metal. There is a poisonous vine living inside the metal, which likely has a big part to play in the effect wearing the bracers bestows on the user. When wearing the bracers, any held weapon or object will over a couple of minutes develop an invisible coat of poison. If the object is released the poison will fade from it within half a minute. The origin of the bracers is unknown, although the species of vine has been spotted in the wild in Swamps.
3 Weight
2 Defense
+4 Poison attack
Pollaxe of the Executioner
Type: Pollaxe (Two-handed weapon)
Rarity: Uncommon
Description: Reliquary Item # 100. A pollaxe of the highest quality. Pollaxes were ancient weaponry used as both spears against cavalry, and axes against infantry. Their expensive production compared to normal battleaxes saw it dwindle in warfare use, mostly used then by ceremonial guards. This particular pollaxe has been used by executioners for generations, and is now magically capable of severing heads easily.
20 weight
+18 Cutting Attack
+10 Chance to Crit
Immune to Counterattack
Backswing- If the attack misses the unit gets a second attack against the same target
Any target struck by this pollaxe has a 5% chance to be reduced to 0 hitpoints instantly. If target has multiple members, only one may be killed by this effect
Possessed Mace
Type: Mace (Two-handed)
Rarity: Rare
Required Level: 10
Description: Reliquary Item #27. With no known name, the mace is just referred to as the "Possessed mace". It sometimes causes the wearer to lose control in battle, as if possessed by some other entity. It is rarely used by those of the Kingdoms, as they value their free will immensely. At the other end of the spectrum, Empires who control it have been known to go out of their way to use it in combat. When possessed, the wearer will fight with extreme skill but will sometimes act in odd manners, casting magic or attacking strange targets. No communication is possible with the wearer once possessed. The wielder still recognizes foe from friend, and acts accordingly.
11 Weight
+35 Blunt attack
Bash- Has a chance equal to the damage done of knocking the victim prone
-5 Initiative
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
50% chance that unit will act on its own in tactical battle (re-rolled each round)
Potion of Power
Type: On Use
Rarity: Uncommon
Description: Reliquary Item #66. An ordinary vial with a red liquid inside. The liquid has somehow been bonded with mana, and drinking it grants the imbiber a great amount of power - enough power to cast any spell. The power burns out quickly and the person will feel as if there was a great hollow thing in his heart and mind afterwards. The method used to create these potions is unknown.
When used in combat, user requires no mana for any tactical spells for rest of battle
Quick
Type: Sword (One-handed)
Rarity: Uncommon
Required Level: 8
Description: Reliquary Item #14. Named after an old thief, the sword will instantly retaliate against any blow towards the wielder. Since the full power of the wielder is not behind the blow, it will often fall short of any real damage to whomever attacked. The sword will consider any humanoid thing a wielder, even if it is not alive. The sword will thus keep fighting, as long as it is not dropped, even if the owner is dead. The sword is known for killing Morsal, a professional duelist. Morsal defeated his enemy who was wearing the sword. Afterward, Morsal wanted to make sure his enemy was dead and slit his throat. The sword jumped from the ground and killed Morsal. The sword can also be placed on wooden practice mannequins to create a sparring partner.
8 Weight
+18 Cutting attack
+2 Crit chance
Unit can counter-attack an infinite amount of times between each round
Counter-attacks deal only 50% of a normal strike
Rage of Dragon
Type: Dual-wielded Daggers
Rarity: Reliquary
Required Level: 16
Description: Reliquary Item #73. Two daggers crafted by a true master of weaponsmithing. Their unique design is particularly noteworthy (see sketch). The two dragons on each dagger appear to be made out of pure gold but the daggers do not weigh as if they were. The daggers were recovered from a cult of dragonworshippers that had died out. Supposedly, their god-dragon had at some point come to believe that he was the last dragon alive and that his race had ended. The dragon then worked with a human weaponsmith to craft these daggers and they were left for his followers. After that, the dragon (according to the legend) pretty much flew off into the sunset never to be seen again. The daggers appear to be capable of cutting through essentially anything, and when the edges of the blades touch any material the daggers become superheated. Caution should be used when wearing the daggers near dragons. A part of the fury and rage that the god-dragon felt when learning he was alone has been instilled into the daggers. In the presence of any living dragons, they become enraged.
20 Weight
+32 Cutting attack
+15 Fire attack
+6 Critical Chance
+1 Counterattack per round
Attacks ignore 50% of the victim's Defense
Wearer suffers -10 Resistance to physical attacks by Dragons, unless wearer also counts as Dragon
If wearer counts as Dragon, all attacks gain +15 Cutting damage against any non-Dragon
Ring of Invisibility
Type: Accessory
Rarity: Rare
Required Level: 10
Description: Reliquary Item #58. A goldish ring with an embedded white gemstone. When worn, the ring disappears from the visible spectrum completely, although it can still be felt. The ring's true power activates when its user is attacked. In the eye of the attacker, and all those who wishes the user harm, the user will sometimes disappear out of sight for a short while. The effect ususally lasts until the user performs some action, but if he remains still the effect expires quickly. Further testing has shown that not only is the user made invisible to those who mean him harm, it also makes them fundamentally unable to perform attacking maneuvers in the direction of where the user was before vanishing. They will simply not try it, no matter the circumstance. It should be noted that although the user is protected from physical harm when the effect activates, he is still vulnerable to magical abilities, that remain unaffected. The ring was first worn by a knight who fought in the tournaments at the High Rise. He was undefeated for over a hundred battles, and was infamous for slaying all his opponents. Finally, his scheme was unveiled when he killed the King's son, and thus turned the King into an enemy, which in turn made the King observe the invisibility effect. The ring was discovered when the knight had his head chopped off, as it was no longer invisible then. Following these events, it has become customary to check the hands of all those who participate in tournaments in Elemental.
When user is struck in combat, has a 20% chance to gain 1000 Dodge until end of its next round
Seven Keys
Type: Unknown
Rarity: Reliquary
Description: Reliquary Item #55. Seven keys on a keychain. They are only notable because they are indestructible, and cannot be removed from the keychain with any amount of force. If they unlock something, it is not known what or where.
Unknown
Shattered
Type: Sword (Two-handed)
Rarity: Rare
Required Level: 8
Description: Reliquary Item #98. Appears to be a rather large grey sword. The blade is discoloured, as if the metal it was crafted with was not pure. In fact, its appearance is due to its magical properties. The blade breaks very easily in battle, and requires constant repairs. Once the sword has become damaged, its owner cannot resist repairing the sword. Until the sword is repaired, its owner will think of nothing else save food and warmth. It is impossible to determine the age of the sword for this reason. Theoretically, it could be several tens of thousands of years old. The sword has one other unusual property: it appears to be drawn to armor made out of metal. The sword also displays an unnatural ability to pass through any protective gearing, most notably that made out of metal.
8 Weight
+26 Cutting attack
Ignores 33% of the victim's Defense
For each attack dealt, has a 25% chance to cost user 1 Metal
Shellshield
Type: Shield
Rarity: Rare
Required Level: 12
Description: Reliquary Item #123. A huge shield formed using shells of an unknown animal or plant. It has several slits at its top, possibly to be used by archers or crossbowmen to shoot small projectiles through. This implies that the shield is part of a military formation rather than intended for use in single combat, although no species to use it like that has ever been encountered. The shellpieces are resistant to most types of damage but the mold holding the pieces together break fairly easy, often necessitating repairs after battle.
If used like a normal tower shield, this shield has the ability to calm down any constant attacker, such as berzerkers or bears that will swing endlessly until they miss or tire. There doesn't seem to be any clear correlation between why this happens and the origin or the design of the shield.
12 Weight
8 Defense
+8 Dodge
+20 Defense when defending
No attacker can perform Maul attacks against this unit
Shield Of Mirrors
Type: Shield
Rarity: Rare
Required Level: 10
Description: Reliquary Item #9. Possessing mirror-like qualities, the shield consists of perfectly blank, reflective surfaces. The mirrors, however, will not reflect either the sun or the moon, replacing one with the other should someone attempt to look at them through the mirror surfaces. Some say that the shield does not reflect anything at all, instead claiming it is a view to another world much like ours. Fighting against someone holding this shield is extremely difficult, as the mirrors inhibit depth perception and cause irrational reflexes to trigger.
8 Weight
5 Defense
+22 Dodge
+15 Defense when defending
Shieldblind - Can use shield to blind enemy
Shield Of the Oldest Struggle
Type: Shield
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #38. A heavily battered shield, no doubt to its supposedly old age and its innate power. The shield's effect is activated whenever two people of the opposite sexes are fighting. It will then guide the arm of the defender to more easily block any strikes or attacks. Although its history is unknown, it can be assumed that the shield was created as some sort of safeguard against domestic violence.
5 Weight
3 Defense
+7 Dodge
If used by a female, gains +12 dodge against male attackers
If used by a male, gains +12 dodge against female attackers
If wearer is Genderless, gain +12 Dodge against female and male attackers
+10 Defense when defending
Shield of Bravery
Type: Shield
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #51. A white shield made out of a material that appears to be obsidian. The shield grants great courage to its user whenever that person is facing a great challenge ahead of them. Unfortunately, the shield does not boost the defensive properties of the user, rather it makes them better at attacking their foe. As such, the shield is also uncommonly referred to as "Fool's Bane", since a great many of its users have gotten in way over their heads and ended up in a cemetery for it.
5 Weight
5 Defense
+8 Dodge
+10 Accuracy when fighting an enemy that is higher level
+10 Spell Mastery when fighting an enemy that is higher level
Shield of Many Fates
Type: Shield
Rarity: Rare
Required Level: 9
Description: Reliquary Item #28. The Shield of Many Fates must be considered one of the strongest magical objects known to man. It appears as a rusty old kite shield, but its visage betrays the viewer - the shield is made of a metal that cannot be destroyed. It will not heat up when put in a fire, nor will light or darkness change its appearance in any manner, forever staying the same rusty brown. The Shield of Many Fates has an exceptionally powerful enchantment cast on it, that causes random effects on its wearer or its attacker in battle. It must be used with the utmost caution in battle, as the effects are as likely to cause harm as anything else. The effects of the item appear to be temporary in nature, and will fade instantly after the battle is won or lost.
7 Weight
5 Defense
+12 Dodge
+15 Defense when defending
When struck in combat, defender or attacker suffers random effect of varying power
Shortbow of the Forest
Type: Shortbow
Rarity: Uncommon
Description: Reliquary Item #102. A shortbow of finest quality, it is partially surrounded by intricately woven cloth of unknown type. The origin was thought to be otherworldly at first, later proven not to be when a second bow identical to this one was found. Supposedly, these "Shortbows of the Forest" are gifts given by the consciousness of the forests whenever there is a significant threat against the forest. These shortbows will literally grow out of a mighty tree, to be collected by the first one that happens upon it. The shortbows themselves display remarkable abilities clearly intented to counter threats to the forests - it will strike that much harder when used to fire arrows against demons, or those stationed in cities, or even those who wield the fire elements. After approximately 100 years the bow will "die", losing its powers, and become just another shortbow. Given how these shortbows come to be, it can only be assumed that forests do indeed have some form of higher shared consciousness, as the magical power found in one of these shortbows far exceeds that which could be found in any one tree. The elves have refused to comment on the matter.
10 weight
+9 Pierce Attack
-4 Initiative
Ranged attack
If attacking any target stationed in a city, all attacks deal +9 extra damage
If attacking any Demon (and user is not Demon), all attacks deal +5 extra damage
If attacking any target that has more passive Fire attack than the user, all attacks deal +5 extra damage
Where applicable, these bonuses stack
Silverhorn
Type: On Use
Rarity: Rare
Description: Reliquary Item #81. A horn crafted in silver. The mouthpiece looks like an animal, possibly a deer of some kind. When blown, it makes a paltry sound which resembles that of a donkey. The Silverhorn is an artifact of great power. When blown, it will cause an adventurer or a champion of some sort to materialize within a day near whoever blew the horn. That person will be ready to serve without question. What makes the horn so powerful is that it is not just a matter of manipulating a hero - the hero is actually copied and materialized into the world. So it is perfectly possible that blowing the horn will create a copy of some known adventurer from a certain time in history. But for all intents and purposes the sumomned champion will be exactly the same as the one that was copied - with only one difference: it will never marry anyone or produce offspring. The summoned champion retains most non-specific knowledge of the copied hero, such as battle skills and spells, but any specific knowledge about the hero's life are lost, such as what he was doing before being summoned and secrets he was guarding.
It is known that the Silverhorn has been blown many times throughout history. It appears to have lost most of its magic, and will probably only work a few more times.
When Used, summons a random level 5 Champion (Empire or Kingdom)
Simile Doll
Type: Accessory
Rarity: Uncommon
Required Level: 4
Description: Reliquary Item #61. A doll made of human skin, bound with a coarse string. It is filled with grain coloured green. The doll was created by a voodoo shaman to protect one of her clients from evil spirits. Unbeknownst to the shaman, her client had already been hexed before and the doll was thus unable to completely protect its owner as it was meant to. Although the doll had no effect on the already existing hex, it did protect its owners from new magic interacting with the hex - essentially hiding the hex from the world. When its owner died from natural causes, the doll came alive and searched for the nearest human being, which it became bound to unless the doll was specifically thrown away by its owner. The doll has the ability to bestow the same protection on anyone who carries it, as it did on its first owner. Curiously, it will begin to resemble its owner if worn for long periods of time. Presumably, the doll contains a powerful enchantment that hides the hexed essence of a man from other magic. It is also possible that the doll prevents interaction between spell and hex by redirecting some of the negative energy into itself, although none can be sensed or seen.
If unit is Hexed, it suffers no additional negative effects from spells or other sources as a result of being Hexed. Modifiers from trait Hexed still apply.
Wearing the Doll does NOT protect the user from being Hexed and does NOT give the user chance to Lift a Hex
Skystrike
Type: Bow
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #26. A wooden, oversized longbow. It has white runes along the sides and its front, the runes can be translated as a one-line poem; "The wind knows no duty". The bow is magically enchanted, and can be used to shoot arrows over great distances, reaching across many miles of land into any domain controlled by the wearer. If the bow is used in such a manner, the arrow will become a seeking missile, and will find its way to the intended target through forests and buildings alike. The arrow will cause great harm to whoever it hits, and the wielder of the bow will instantly know if the target was killed or not. Rightly feared, it grants the user great defensive military strength without forcing him into combat. Once the bow has been used in such a manner, it requires a long time to recharge its energies before it can be used that way again. The bow may also be used like any normal bow in combat, in which case it shoots ordinary arrows.
11 Weight
+32 Pierce attack
Unlocks the Skystrike ability, which shoots arrows on targets in your domain, dealing deadly damage
Son of Decay
Type: Two-handed Sword
Rarity: Reliquary
Required Level: 14
Description: Reliquary Item #77. A curved longsword. This weapon is commonly known as the "Son of Decay". Supposedly it was the prefered weapon of a higher demon lord that fell in battle when the Titans were clashing, but that story is of course impossible to confirm. A deadly weapon in its own right, its true power lies in the magical effects caused by it. Although the sword does not drip poison nor any sort of corrosive acid, anything it cuts will instantly react as if it had already suffered from the strongest poison for several minutes. A cut can cause whole limbs to turn into ashes and fall off. As if somehow to balance things, whoever wields the sword will suffer the same effect when someone is cut. This makes using the sword lethal for anyone, unless the utmost precautions are taken to protect against the poison using other magical solutions. The sword has small demonic runes inscribed on the handle which roughly translates to "Poison goes where poison's welcome."
20 Weight
+27 Cutting attack
+18 Poison attack
When wearer strikes an enemy target, that target suffers 4-12 Poison damage per round
When wearer strikes an enemy target, wearer suffers an 18 Poison attack
The damage caused to wearer is increased by +10 if wearer is Hexed, and +5 for each Injury suffered
Soothsayer's Cards
Type: Accessory
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #60. A deck of cards featuring the standard symbols used by Soothsayers who try to predict the future. This deck has been magically enchanted, and when mana is channeled into the deck of cards, whatever is on the card pulled from the deck will appear in the real world under the command of the channeler. Despite there being over 50 cards, the symbol for a bear, a group of wolves, a naja or a panther will always be drawn - regardless of how the deck is shuffled or stacked. If any card has been removed from the deck, all the cards will cease to function. One card features the end of the world. Perhaps it is fortunate that not any card in the deck can be drawn while its enchantment is being used.
Unlocks Combat Ability - Soothsayer's Cards
Soothsayer's Cards - One use per combat. Caster may for 20 mana summon a pack of wolves, a bear, a naja or a panther
Soul Contract
Type: On Use
Rarity: Uncommon
Description: Reliquary Item #63. An extremely rare artifact that occasionally appears and disappears throughout the history books. The contract details a "transferrance" of soul ownership from the signee to a demon. The details of what the signee gets in return are not publicly known. Some say it can be specified on a line underneath the signature - others say it will give you what your heart most desires. It is also possible that there are variations of the contract. This particular contract has only one line, for a name. Once the contract is signed, it will crumble to ashes. If it is not signed by free will, the signature has no effect and will fade from the contract. Whenever one of these contracts appear in the world, it usually leads to war to control it - some to have their wishes fulfilled, others to have it as a sign of potential power. It is unknown if these contracts are made in the world, or brought here through other means. Although the contract can be ripped to pieces easily, it will not burn from any normal or magical fire. Some say the contract is made out of human skin, but this is almost certainly false.
When Used, a Lower Death Demon is summoned, its level is half that of the caster's
When Used, user is Hexed. If the user has already been Hexed or Lifted a Hex, it may not read the Soul Contract
Stoneheart
Type: Accessory
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #67. A small token that looks like a red heart-shaped object being covered by stone on the outside. When held in one's possession it has the ability to diminish or completely eradicate all emotions of fear the user holds. Of course, this can be both a good and a bad thing. Fear keeps us alive but it also not always logical. The list of men that ran away when they could have won is surely as long as the list of men who died fighting odds they had no chance against. Carry this token with care. The effects vanish within days of removing the token.
Wearer is Immune to Fear (caused by certain high-level monsters)
Surgeon Beetle
Type: On Use
Rarity: Reliquary
Description: Reliquary Item #121. A living beetle the size of a child's fist, it's central body is beige and its other parts a light green. The so-called Surgeon Beetle is a rare prize for anyone to find, and worth a thousand times its weight in gold. The beetle is so sought after due to its abilities. It will crawl inside the skin of a target and live inside it for a period longer than ten years. During this time, the beetle will repair any damage the host body suffers in a matter of days. The beetle is capable of fully restoring lost appendixes and all brain damage, even recovering the memories the subject may have lost. The beetle can be visually seen crawling inside the host body during its stay, although the host will not feel any discomfort or pain when it does. The beetle cannot be removed from the host, it will first hide if an attempt is made, and if the removal is "successful" both the beetle and the host will immediately die.
Many believe that the beetle is not capable of reproduction, as putting two or more together have yielded no offspring. This is in fact a falsehood. The beetle reproduces asexually and is capable of doing so on its own without a mate from its species. Nearing the end of its stay in the host body, it will lay eggs inside the body that will escape after the parent beetle dies. Its last act in life is to purge the memory of the eggs hatching from the host's memories, and then it crawls outside the host's body with its infants and dies, leaving the host completely unharmed.
When used, champion has all Injuries healed
On Use champion gains trait Surgeon Beetle for 50 turns:
Surgeon Beetle - Champion gains +1 Strategic Health Regeneration and cannot suffer Injuries after falling in combat
On the 51th turn, champion can cast spell "Hatch Beetles" and gain 1 more Surgeon Beetle. If this exact turn is missed, the new beetle escapes and cannot be hatched
Sword of Nightmares
Type: Two-handed Sword
Rarity: Reliquary
Required Level: 15
Description: Reliquary Item #70. A dark greatsword with black runes etched into the blade. If the blade draws any blood from a victim, the victim will instantly suffer terrifying images about the sword's wielder. The images are designed in such a way as to make the wielder appear invulnerable or unconquerable by whoever is cut. Thus the images will differ from person to person. A holy man will see a demon - a demon will see a holy man. The Sword of Nightmares is believed to have "earned" this power as it was used in a great number of battles, slaying as much as a thousand people. When the power developed, it was taken out of military service and instead used as a tool of intimidation and torture. Captured enemies would be cut in insignificant ways for months on end to instill the wielder's dominance over them.
20 Weight
+34 Cutting Attack
+1 Counterattack per round
Enemy struck in melee has 50% chance to lose half Accuracy and Spell Mastery when trying to attack anyone holding a Sword of Nightmares. Lasts 1 round
User is holding a Sword of Nightmares
Sworn Dragon Egg
Type: On Use
Rarity: Reliquary
Description: Reliquary Item #12. A dragon egg is perhaps one of the most rare sights in the Elemental world. Rarer still are the Dragon Eggs that have been Sworn before they were hatched to serve whatever master that brought them to maturity. Such eggs were the result of a pact between dragon and man thousands of years ago. The parent dragons would make their egg Sworn in return for a great service from the other partner in the deal. The service would range from betraying your king to burning entire cities. Although the dragons that spawned such eggs have long since passed from the world, a few unhatched Sworn Dragon Eggs can still be found. The hatchling will sleep forever, safe in the egg, until a new master cracks the egg. Realistically, the hatchling will probably die after a few thousand years.
When Used, a Dragon is hatched that takes 150 turns to grow into maturity
After 150 turns, user may cast spell Dragon's Pride, summoning a Dragon mount - user must be at least level 6
Centaurs and Drota (or any hybrid unit with a "base") cannot ride Dragon Mounts, but Angels and Frost Giants can. If a Centaur or Drota (or any hybrid unit with a "base") is the user, the Dragon will die before maturity
Dragons come in various types such as Fell Dragons and Fire dragons and provide different bonuses
When the Dragon is first hatched, the user also gains trait Dragonrider (listed as "Dragonrider: Hatchling" for first 150 turns)
Dragonrider - As long as unit rides a Dragon, unit gains +25 Resistance to physical attacks, and gain +25 Dodge against any Beast
Symbiote
Type: Counts as Shield
Rarity: Uncommon
Required Level: 6
Description: Reliquary Item #86. A black and red worm-like symbiote. If the user is not cautious it will attach itself to a humanoid left arm. Although the process is completely painless, any attempt to remove it will result in extreme pain (although it is possible to remove it completely). The symbiote attaches itself to the bone structure of its host and even integrates itself into the nerves. There it will remain without causing discomfort for the user. Over time, the symbiote will begin to exert its will upon any user and the host may find that the arm acts on its own sometimes. The extreme durability of the symbiote means it can be used as a sort of organic shield. If the host is engaged in combat or is otherwise wounded, the symbiote will attempt to assert control over the host body. Thus, the host may seem "possessed" at times, acting in non-sensical ways to protect itself. Fortunately, the symbiote rarely maintains its grip over the host's mind for long, and will go back to its dormant state once the host heals its wounds or leaves the vicinity of the immediate danger. The symbiote was donated to the Reliquary as part of the will left behind by an adventurer. Where that adventurer found or obtained the symbiote is unknown.
10 Weight
+6 Defense
+4 Dodge
-25 Poison Resist
When under 66% Hitpoints has a 25% Chance to take control of user (re-rolled each round)
When under 33% Hitpoints has a 25% Chance to take control of user (re-rolled each round)
When under 66% Hitpoints user gains +5 Spell Resist
When under 66% Hitpoints user gains +5 Dodge
When under 33% Hitpoints user gains +5 Spell Resist
When under 33% Hitpoints user gains +5 Dodge
+15 Defense when Defending
Tear of the No-God
Type: Accessory
Rarity: Reliquary
Required Level: 8
Description: Reliquary Item #52. An amulet with accompanying chain, its size makes it practical to wear around the neck or wrapped around the wearer's arms. It appears to be made out of a silver alloy that can easily be scratched, so great caution must be taken not to destroy the artifact. Held in its centre is a dark, solid substance that is the source of the object's power. As long as the item is in physical contact with its wearer's skin, it grants the wearer great fortitude against magical attacks. In addition, it seems to cause some sort of anti-magic field that is extended whenever the wearer attacks someone in melee. This field, while harmless to the common man, is extremely damaging to anyone who has even the smallest modicum of magical knowledge in their mind. How exactly this works is unknown, but it is rumored that the power is similar to those wielded by the Magebanes. Although its true origin is unknown, legend has it that the amulet holds a single tear of the No-god, the demonlord who led the Death Legion before their arrival to Elemental.
+40 Spell Resistance
-20 Spell Mastery
When struck in melee combat, this unit has a 1% chance of getting the Hexed trait, a strong negative trait
Anyone attacked by this unit in melee suffers undefendable damage equal to (Target's Spellbook traits * 4)
Tempest Helm
Type: Helm
Rarity: Rare
Required Level: 8
Description: Reliquary Item #93. The so-called Tempest Helm is a crown-like helmet of ancient design with little protection for the neck or jaw. It has been embroided with golden decorations and is otherwise a strong yellow colour. The helm is believed to have been created by one of the many mad wizards that experimented with magic during mankind's Age of Wonders. Supposedly a wizard attempted to trap lightning in the helm by activating magic to protect himself just as lightning struck him. Not a brilliant plan, legend has it, as the wizard was promptly turned to ash. But she was successful in a way. Lightning now "lives" within the helm, as if it generates a constant electrical force - or perhaps it simply attracts it. The lightning force in the helm charges over time, and with the right magical manipulations can be unleashed. The helm has spent the last several centuries locked away in a museum storage box. How it ended up there is anyone's best guess, as it is quite impossible to miss the lightning coming off the helmet.
6 Weight
4 Defense
+4 Blunt defense
+3 Lightning Attack
-25 Lightning Resist
Unlocks Combat Ability - Chain Lightning
Chain Lightning - Creates a lightning storm which does up 18 lighting damage to all enemy units within the area of effect. 38 Mana, 1 cast time.
Terrifying Riding Crop
Type: Accessory
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #46. The item appears to be an ordinary riding crop made out of leather and an undetermined piece of wood. It belonged to an old count who was infamous for disciplining his servants and steeds with the utmost diligence. It is likely that some part of all that fear has imprinted onto the riding crop. Now, even holding it up in front of any mount (or the rabble militia that defend their homes with stick and stones) will often cause them to cower in fear. The object has no additional effects if it is actually used to beat someone, other than the expected sensation of pain.
When attacking an enemy in melee, if the target is either Mounted or Militia, they have a 25% chance to lose their next round
The Combined
Type: Dual-wielded daggers
Rarity: Uncommon
Required Level: 7
Description: Reliquary Item #74. A pair of finely crafted daggers, one glowing with the power of the ice, and one with the power of the fire. They are rumored to have been crafted in completely different locations, then brought together by accident as two smiths were trying to impress a local lady. Legend has it that the lady then sold the weapons for a fortune and moved to far-off lands. If separated they will lose their magical properties and become no more powerful than a pair of decent kitchen knives. If brought together again, their properties will re-emerge.
4 Weight
+10 Cutting attack
+4 Fire attack
+4 Cold attack
+3 Initiative
Throne Of Bones
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #62. A throne made out of bones from a horned animal. The bones are bound together by small metal joints. A pelt is usually placed in the seat to make it comfortable. Although the throne does not appear magical at first sight, anyone who sits on the throne will seem threatening to others. The "threat" is specifically tailored for the mind of each viewer - a person who is afraid of spiders may feel that he or she is being threatened by spiders. Whatever the viewer thinks he is being threatened with, it is always the most likely thing to extort cooperation from him that is imagined. The effect of the throne is fairly limited and will begin to fade within hours of leaving the presence of the throne. When sitting on the throne, one must be extra cautious to not provoke a violent response from whoever feels threatened.
In target city: Unrest reduced by 10%, buildings finish 10% faster, Growth reduced by 25%
Tomahawk of Returning
Type: Axe (One-handed)
Rarity: Uncommon
Required Level: 4
Description: Reliquary item #122. A tomahawk used by centaur nomads, favoured by them for its low production cost and traditional value. It serves as both a general tool and a weapon of war. This particular tomahawk exhibits three magical effects. First, whenever the tomahawk is thrown it will return to the owner's hand after striking a target - this effect is instantaneous. Second, the tomahawk will when thrown land a blow on its target as if the tomahawk had been wielded in melee. Ordinarily thrown objects reach a certain limit of the damage they can deal to whatever they hit, but this limit is lifted for the thrown tomahawk using unknown methods. The third effect is that after the tomahawk is returned to its wielder's hand, it cannot be dropped or removed from the hand using any force for a period of around twenty seconds. Possibly this gives us a hint to its special "returning" properties - maybe the tomahawk is collecting kinetic energy during this period to use in order to power its teleportation.
Hosten's Note: "Be advised that attaching any other object to the tomahawk renders its teleportation effect inactive. So don't even think about binding it together with an object like the Tear of the No-god, or you'll be giving away your most prized artifacts to your enemy."
6 Weight
+9 Cutting attack
-2 Initiative
Unlocks Combat Ability - Throw Tomahawk
Throw Tomahawk - A target within 4 tiles suffers a normal attack from the wielder (no secondary effects such as poisoning the target applies). 3 turn cooldown.
Turtleshell Shield of Wisdom
Type: Shield
Rarity: Uncommon
Required Level: 2
Description: Reliquary Item #107. A shield made out of turtleshells. The shells have been bound together with a crude rope-like thread that is particularly sturdy. The shells are exceptionally light-weight, making the shield almost weightless, although this also robs it of some of the absorbing power a heavier shield would have. The shells themselves are as durable as iron.
Before the Cataclysm, these turtles were known as the most intelligent of all animals outside of civilization. They lived long lives and had great memory, even showing signs of intellect. Where they lived they were often revered as symbols of wisdom, usually cautioning against rash actions.
A part of this has somehow rubbed off on the shield, and anyone who carries the shield will feel a tremendous calm in their hearts. They are able to excert a high level of self-control and generally try to "think before they act". This has been known to prevent friendly injuries and the wearer going out of control in rage.
1 Weight
5 Defense
+3 Dodge
+25 Cold resistance
Wearer will ignore any effect that makes it attack friendly units instead of enemy units
Wearer will ignore any effect that makes the player lose control of the unit
+10 Defense when defending
Twosword
Type: Sword (Two-handed)
Rarity: Uncommon
Required Level: 6
Description: Reliquary item #119. A sword with a unique design, it has been fitted with two interlocked blades instead of the normal one. It is called the "Twosword" because when the weapon is used to strike, it will occasionally perform two strikes instead of one. The effect seems to be based on chance, but when it occurs the sword will teleport a short distance after landing the first strike and strike the target again from another angle and at another part of the body. The blade has become significantly dulled over the years and no longer lands the punch it used to. Attempts to sharpen the blade will not result in any improvement.
6 Weight
+13 Cutting attack
+1 Counterattack per round
Every time the wearer strikes a target with a normal or a counter-attack, there is a 33% chance this weapon will cause damage twice instead of once
Unique Object
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #97. The item refered to as the "Unique Object" exists. No further description can be made of the object, given its unique properties. The object is literally impossible to describe in specific terms. It is not exactly clear if the object can be observed or not, although that would be likely. Quoted below is an excerpt from the philosopher Amane's treatise on the object.
"I have now spent over two years studying the Unique Object and I can say with certainty that I am no closer today to describing it than where I was when I started out. Over time, I have formed a conclusion of why it is impossible to describe (and thus, I may be able to provide some insight into the object's nature). My work may allow others to follow in my footsteps in order to create a method of understanding the object. Consider all the swords in the world. There are many different swords, and sometimes it is difficult to distinguish those from long daggers, but nevertheless if you saw a sword you would be able to truthfully say "this is a sword". Then consider if you observed a totally unique sword - a king's sword forged by magic, studded with gems and of far superior quality. Perhaps you would be awestruck by seeing the sword. You would recognize on a cognitive level that this sword is unique in its own way. There is only one sword like it, and the odds of finding another one like it would be nearing the impossible. And yet, when seeing the sword, you will also be struck by a feeling that this is more than a sword, that saying "this is a sword" is simply not adequate to describe what you are seeing before you. This analogy could be used to describe any sufficiently unique artifact such as a helm or even a horse.
What I am hinting at here is that we humans use our references to define what is considered unique. We have an idea of what a sword is, but when we see its perfected unique form we recognize that and understand its uniqueness. I believe that this explains some of what the Unique Object that I have studied is. I believe that the Unique Object is an object that has no reference. It is unique to the second power. When someone attempts to describe it they are simply awestruck, realizing that this Unique Object is not just a perfected version of something else, but a totally unique part of reality itself. That no other part in reality can even come close to what the Unique Object is. That it dwarfs other so-called unique swords and helmets and horses, makes them look normal and boring.
Is it solid, fluid, in gasform? Does it emit energy, or suck it in? Does it have a colour? What happens when magic is channeled near it? Is it round, cubic? Does it cast a shadow? How large is it? What does it weigh? Does gravity affect it? Does it move around or stay still? I am in the presence of the Unique Object as I write this, and I can answer none of those questions. Any description would be wholly inadequate. It is like living in darkness my entire life, only to one day wake up to see every star next to me. It blinds my mind."
For obvious reasons the Unique Object has been extremely difficult to track throughout history. It appears to be used as a novelty attraction, perhaps a cause for pride for any noble that holds it. People will usually come from all around the world just to witness the Unique Object, although to date none have managed to describe it better than what Amane wrote.
As for how the Unique Object was created, who can even begin to guess?
Hosten's Note: "I can confirm that the Unique Object is now inside the Reliquary."
Unlocks trophy that grants +3 Growth in target city
Unstoppable Cogwheel
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #96. A cogwheel exactly one foot in diameter with inch-long teeth. There are two marks on the cogwheel, and a round hole in its center. The cogwheel is endlessly rotating at seven rotations per minute. No known physical or magical force can damage it or cause it to stop turning. It can be moved around like any normal object, except with the obvious excemption that it cannot be stopped from turning. The scientific cause that is making the cogwheel turn is not understood. It functions in a zone devoid of magic and in a vacuum, indicating that its power is generated from inside the cogwheel or using other forms of power. The object holds immense value to any thriving society where it can be used to power a large number of machines. A noble is quoted as asking one of his engineers "What can the blasted thing do for us?", to which the engineer famously replied "Everything."
The artifact was initially discovered during the Age of Wonders where it floated to the top of a volcano being studied by scholars. Given that it is impervious to any sort of damage, the cogwheel has likely been inside the world for many thousands of years. As such, it has become the subject of a rumor-mill where one outlandish idea is quickly trumped by something even more unbelievable. One of the most popular theories hold that the cogwheel was left by mistake inside the world at its creation - thus it would literally be one of the tools that the gods used to create the world. Others say it is merely the manifestation of a dimensional paradox, that the cogwheel for some reason exists outside our understanding of reality. And yet others believe it is what keeps the world spinning, a magical artifact so powerful that it turns the entire world around its axis. The cogwheel was lost (or hidden) with the arrival of the Titans, and was delivered to the Reliquary by an unknown benefactor.
Hosten's Note: "Under no circumstance can this object be allowed to come into contact with any other artifact that is temporarily or permanently indestructible. There is a very real risk that this can cause irreparable damage to one (or both) of the objects. It may also create a reality-breaking paradox."
Unlocks trophy that grants +50% Production in target city
Urn of ice
Type: Accessory
Rarity: Uncommon
Required Level: 5
Description: Reliquary Item #43. This urn contains the remains of a dead powerful Ice elemental. The urn is also specifically enchanted to contain its ashes. When the urn is closed, it will accumulate cold inside the urn. When the urn is opened, the cold will will be released, instantly freezing the air in a large area around the user into solid ice. After the urn has been opened, it takes a long time before it charges up enough cold to be used again - usually several days.
Unlocks Combat Ability - Urn of Ice
Urn of Ice - One user per combat. User knocked prone and adjacent hostile units lose their next round.
Hostile units gain +60 Resistance to all damage except from fire attacks for 1 round
Vineshield
Type: Shield
Rarity: Uncommon
Required Level: 2
Description: Reliquary Item # 18. One of the most common magical items found in the world. Although the means to create new ones has been lost, there are plenty to find around the world as they were mass-produced in an earlier age. The metal of the shield has somehow been fused with strong vines. Normally such a procedure would weaken the metal and make it shatter from any blow. But instead, these vines reinforce the shield's properties and even act as a secondary layer of defense by occasionally entangling anyone who lands a blow on it in in vines.
4 Weight
1 Defense
+5 Dodge
When struck in combat, enemy has a 10% chance to lose 1 movement and another 10% chance to lose 10 dodge. Lasts 1 turn.
+10 Defense when defending
Vorpal Sword
Type: Sword (One-handed)
Rarity: Rare
Required Level: 6
Description: Reliquary Item #48. A broadsword from another time when those mighty things flew in the sky that we call dragons and dungeons were explored almost on a weekly basis by brave adventurers. The sword has an unnatural ability to "leap for the throat" on anyone it strikes. As such, it is considered supremely dangerous because any blow may prove to be fatal, no matter the defensive abilities of whoever is struck by it. This effect only occurs against humanoid targets.
7 Weight
+17 Cutting attack
+2 Initiative
Any Humanoid struck by this blade has a 10% chance to be reduced to 0 hitpoints instantly. If target has multiple members, only one may be killed by this effect
Whisperhelm
Type: Helm
Rarity: Rare
Required Level: 6
Description: Reliquary Item #8. It is said that this helm becomes linked to its owner, and will constantly whisper advice to whoever wears it. Should the helm be lost it will whisper its location to the owner's mind until found. History records it being owned and worn by the Er-rel bloodline, but that house was lost along with the helm at the end of the world.
It is also recorded that the whispers of the helm will not cease until the owner finds the helm - on occasion driving its owner mad. As long as the owner survives, the helm will not link with another, but can still be used fully. The only exception is if the item is sold, or traded, in which case the bond will be broken. The helm is said to be screaming in terror when this happens.
5 Weight
9 Defense
+4 Blunt defense
+10% Experience
Woodcutter
Type: Axe
Rarity: Rare
Required Level: 8
Description: Reliquary Item #17. Its appearance is that of an ordinary axe intended for cutting wood. Although the handle can be scratched, the metal head cannot. The axe is incredibly sharp and is able to cut through any armor without suffering a dampening effect on the blow. The axe was long believed to be a myth but its existence was later veried. It was originally discovered in a lumber mill where it began showing signs of cutting through a tree much faster than other axes. Over time, this ability grew in strength until the axe was able to fell a tree in a single blow. It was then used to lay low entire forests, until it was stolen by bandits who used it in battle. Some believe that the axe continues to grow even sharper over time, while others believe that the effect which transformed the axe has reached its climax.
9 Weight
+18 Cutting attack
+1 Cutting attack per level
+2 Initiative
+1 Critical Chance
Backswing- If the attack misses the unit gets a second attack against the same target
Ignores 100% of the victim's Defense
If user is Hexed, any attack has a 10% chance to hit adjacent ally instead of enemy
Wooden Bracers
Type: Bracers
Rarity: Uncommon
Required Level: 3
Description: Reliquary Item #114. Bracers crafted by the Elves during their Age of Occupation (after the Titans arrived but before Hosten figured out how t access the magic in the shards). The bracers are made out of a special kind of wood that is almost as hard as iron. Any damage caused to the bracers will regrow on its own over several days. In addition to their native resistance to damage, their ability to protect their wearer is increased several times over when nearby an Earth shard. The elves brought these bracers to the Reliquary as soon as they have been made, although they were unable to repeat the process themselves.
Hosten's Note: "This is it! A magical artifact that isn't just storing some magical property. These bracers actively draw energy from the very shards that we are struggling to figure out. I am certain that the key to accessing the shards' powers lies in how these bracers function. Damn those elves for not writing down the procedure of how the bracers were made properly!"
1 Weight
2 Defense
Wearer gains +1 Pierce and Blunt Defense per its controlled Earth Shards at start of combat
Wooden Sword
Type: Trophy
Rarity: Trophy
Description: Reliquary Item #36. A sword made out of wood, it will regrow any damage caused to the blade instantly. The sword has been described by the most ancient historians as one of the most powerful objects in all of existence, perhaps even powerful enough to build worlds and destroy them. The historians also mention another sword which they call its "brother", a diamond sword, although no other record of such an object exists. Assuming the historians were telling the truth, the Wooden Sword must have lost almost all of its powers leading up to this day. Now it appears to have only one effect: to cause Earth Shards to bleed metal.
Unlocks trophy that grants +1 Metal per connected Earth Shard in target city