1. Blue Leather Boots

Blue leather is made from the treated hides of displacer beasts, and it is known to have a variety of valuable properties. The most obvious is the luster of the blue-black leather, but when made into boots by a master cobbler or bootmaker, this creates a set of footwear that boosts the wearer's base movement.

Basic Boots - +5 base movement

Regular Boots - +10 base movement

Good Boots - +20 base movement

Superior Boots - +30 base movement, +2 Charisma

Epic Boots - +40 base movement, +1 free action, +3 Charisma

Legendary Boots - +50 base movement, +2 free actions, +5 Charisma

2. Rosy Amulet

The Rosy Amulet is a magic charm that has a vampiric effect. When the wearer slays an opponent, the amulet will steal what remaining mana/essence they had before death, and then a bit more. There is a belief that these charms are shredding the spirits and souls of the defeated, preventing them from being reincarnated within the world. If the opponent was slain with a powered ability, spell, or otherwise badass finishing move, the mana recovered is doubled. The amulets are made of elgechal, a stone similar to malachite or serpentine but trade green and black for pink, purple, and colors between that have correspondences more with reproductive organs, meat, and other organic hues. (Rhodochrosite, or Rosinca, a manganese carbonate crystal associated with silver mining, and hydrothermal vents.)

Rosy Amulets are not shredding or devouring souls, they are capturing the primal mana released on death, functionally gathering the disintegrating bio-etheric energy of the body. Functionally, this is a major function of the dungeon itself, acting as a massive mana collector. The difference is the same as comparing a child's spycraft directional microphone with the radio telescope in Arecibo, Puerto Rico. The Rosy Amulent and similar charms and gimmicks are only able to touch the most violent and powerful of mana releases, such as capturing spells, around the destruction of magic items, or mortal death, where the dungeon can gather the mana released by emotional exchanges, passions, grief, and the appreciation of art, and the rest of the slice of life genre.

Basic Amulet - Gain 5% mana after defeating a foe

Regular Amulet - Gain 10% mana after defeating a foe

Good Amulet - Gain 20% mana after defeating a worthy foe

Superior Amulet - Gain 35% mana after defeating a worthy foe

Epic Amulet - Refill mana after defeating a powerful foe

Legendary Amulet - double mana capacity, regain 100% mana after defeating a Mighty foe

3. Rosy Earring

A large rose gold earring set with an elgechal cut stone, the Rosy Earring is a sought after accessory because it allows a magic user to have greater power when casting their spells. These appear as higher quality versions in dungeon drops, while the lower end versions can be purchased in Terrasquestone, or looted from regular Wight magic users in dungeon battles (as opposed to monster fights).

Basic Rosy Earring - when figuring damage, reroll the lowest die

Regular Rosy Earring - when figuring damage, reroll the two lowest die. For non-damage spells, add a ghost level to the power of the spell (a first level caster would roll their non-damage spells like a 2nd level caster)

Good Rosy Earring - when figuring damage, reroll the two lowest die, but go up one step in dice, turning D4 into D6, D10 into D12, etc. Add two ghost levels for non-damage spells.

Superior Rosy Earring - when figuring damage, raise all the dice to the next step up, and reroll the two lowest die. Add three ghost levels for non-damage spells.

Epic Rosy Earring - these tend to be well known and named, with their specific elgechal stones being considered prime examples of the best pink stones ever seen. When figuring damage, reroll any dice you feel like, all dice are stepped up one step, and add five ghost levels to non-damage spells.

Legendary Rosy Earring - These rest in the collections of royals and nobility, and the thought of using them is considered deeply offensive, no matter how ludicrous their might.

4. Ring of Bravery

These rings are HIGHLY sought after. They are made of dungeon gold, set with kaathire (dungeon garnet) or vregneth(dungeon aquamarine) and the motif of the ring is the head of a highly dangerous and aggressive monster, typically with the dungeon gems set as its eyes, or clamped in its jaws. They are typically known as a Ring of the (monster on the ring) but their effects are all pretty much the same, increased damage. Rings for magic users have vregneth, while melee users will need the kaathire version. The lesser versions can be bought in the market, while the middle and higher tier versions drop in the dungeon, and the type depends on who dealt the last strike, so melee fighters don't find the mage version and vice versa. As a general rule of thumb, kaathire rings have mammals, and vregneth rings are cold-blooded animals.

Basic Ring - Reroll lowest damage die

Regular Ring - reroll two lowest die

Good Ring - reroll three lowest die, any dice that roll max, roll again, and count this as bonus damage (open ended damage potential)

Superior Ring - Reroll three lowest die, all max successes are open ended, and step up rerolled die to the next dice size

Epic Ring - as per the superior ring, but add dice equal to the wearer's prime stat bonus. This works regardless of the class, so rogues would add their dex bonus, sorcerers would use charisma, clerics wisdom, etc.

Legendary - these rings are named and are kept secret, but the Ring of Hubris, owned by Zaghevorra the Proud allegedly allowed the high elf to roll all D20s for damage, reroll anything under 10s, added intelligence bonus as more dice, and if it was NBD, consider all the die to be 10s and no roll required. It is known as the Ring of Hubris because Zaghevorra had a good run with the ring, dominating the colosseum, raiding other dungeons, and slaying dragons, demons, and fell beasts, but them being absolutely clowned by a rogue who slit her throat, and then flurry of blows stabbed her in the lungs, kidneys, stomach, and heart before snapping the blade off, having used a hollow dagger for maximum bleed damage with the heart shot. Dealing max DPS has zero effect on tanking a murder hobo sneak attack cranked up on speed and strength potions.

5. Rosy Gorget

A Rosy Gorget is a collar or neck guard made from a sheet of dragonbrass, dungeon gold, or rose gold, set with elgachel stones, and decorated with an art nouveau motif that demonstrates strength through adversity. These are also known as Martyr's Shields or Gorgets of Defiance. These accessories are notable for boosting a wearer's stats and abilities, but only after they have been bloodied and are near the point of defeat.

Basic Rosy Gorget - +2 to the wearer's power stat, but only after they have been bloodied (reduced to 1/3rd or 30% health)

Regular Rosy Gorget - +4 to the wearer's power stat, but only after they have been bloodied. They also gain Damage Resistance/standard, all non-magical/non-elemental sources of damage are halved.

Good Rosy Gorget - +6 to the wearer's power stat, +2 to their second highest stat, but only after they have been bloodied. Damage resistance/standard remains

Superior Rosy Gorget - +8 to the wearer's power stat, +4 to their second highest stat, but only after they have been bloodied. Damage resistance/improved, raising damage reduction to 75%.

Epic Rosy Gorget - +12 to the wearer's power stat, +4 to their second highest stat, +2 to all other stats, but only after they have been bloodied. Rendered immune to non-magical damage for the duration of the scene/battle, damage resistance to magical and elemental damage.

Legendary Rosy Gorget - unknown, but the dungeon wight High Lady Starre Moonslaughter, Consort of Fury, wore a rosy gorget set with elgechals the size of lemons, in a mantle of dungeon rose gold, and survived being run through with a dragons tail, and then subjected to a face full of dragon's fire and then managed to 'shake it off' and rebounded to hack a wing off, then behead the dragon, and then in an act of extreme hostility and violence, castrated the dragon's corpse and left with its testicles like they were a weekend Gucci travel bag, leaving a trail of blood behind from her gaping abdominal wound.

6. Misty Amulet

The Misty Amulet makes the wearer more difficult to focus on, making them more difficult to attack and more difficult to target with magic spells. These amulets tend to be made of dungeon silver and are set with ulninas (dungeon sapphire)

Basic Amulet - +10 Evasion

Regular Amulet - +10 Evasion

Good Amulet - +20 Evasion, +2 Charisma

Superior Amulet +40 Evasion, +4 Charisma, -2 Wisdom Debuff (targeted individual has their effective WIS score reduced outside of combat situations)

Epic Amulet - +60 Evasion, +6 Charisma, -4 Wisdom Debuff (as above)

Legendary Amulet - +100 Evasion, double charisma score, 50% Wisdom debuff. The Dark Elf Silresah Shardcleaver had a Legendary Misty Amulet and is remembered as the most beautiful creature to visit Understone, slew two Wight Underlords, sat the Undercouncil for a year, and spent a year as a Mistress of the Core before leaving, presumably carrying the seed of the Dungeon itself somewhere else to spawn a new dungeon.

7. Crude Belt

This belt is made of exotic leather, typically dragon, hydra, chimera, or even terrasque. It raises the wearer's strength, to the detriment of their other attributes. Wights will use these belts to turn their berzerkers and warriors into unstoppable war engines because they don't horribly care about the side effects.

Basic Belt - +2 Strength, -2 Intelligence

Regular Belt - +4 Strength, -3 Intelligence, -1 Charisma

Good Belt - +6 Strength, -4 Intelligence, -2 Charisma

Superior Belt - Double Strength, half intelligence or -8 intelligence, whichever is more, half charisma, reduce Wisdom by a quarter

Epic Belt - Triple strength, reduce intelligence to 3/minimum, reduce charisma to one quarter, reduce wisdom by half.

Legendary Belt - the Belt of the Master Blaster allegedly increases the wearer's strength by 500%, at the cost of reducing their intelligence, charisma, and wisdom to 3/minumum, and basically requires a handler to tell them what to do.

8. Ochred Leather Boots

Ocherd Leather is made from the hide of the dungeon filth eating monster, the otyugh. These quadrupedal monsters are known for their tentacles, flower like jaws, and their penchant for eating not carrion but the waste left in the dungeon, be it remains of corpses, discarded equipment, or most disgustingly, feces. Their yellowed hides are thick and durable, and given their size, their corpses yield a large amount of noxious meat and leather. The hides are tanned into ochre leather which is beneficial for boosting stamina/endurance stats, but at a cost. Within the dungeon, wights only equip forced conscripts, slaves, and prisoners with ochre leather goods. On the surface, ochre leather is used for menial laborers, prisoners, and the like. It is well suited to making boots, shields, and armor for its toughness.

Basic Boots - +2 Endurance, -2 Charisma

Regular Boots - +4 Endurance, pain penalties reduced by a quarter, -4 Charisma

Good Boots - +6 Endurance, pain penalties reduced by half, -6 Charisma

Superior Boots - Double Endurance, pain penalties reduced by three quarters, encumbrance limit increased by half, Charisma reduced to 3/minimum

Epic Boots - Triple Endurance, Inability to feel pain at all (functional leprosy), Charmisa functionally 0

Legendary Boots - none known, who would put this much effort into slave gear?

9. Circlet of the Mind

Circlets of the Mind are thin and delicate things, made of dungeon silver/mithril wire and set with bekanan, or dungeon amethyst. These items are heavily sought out by magic users as they boost intelligence and be default increase the power of wizardly magic.

Basic Circlet - +2 Intelligence

Regular Circlet - +4 Intelligence, research, and other mental rolls reroll their lowest die. This is not applicable in combat for accuracy or damage purposes.

Good Circlet - +6 Intelligence, research, and other mental rolls reroll their two lowest die, and again, this is not applicable in combat.

Superior Circlet - Double Intelligence, research, and other mental rolls are open ended on critical successes, and automatically reroll any critical failures, still not applicable in combat.

Epic Circlet - Triple Intelligence, research rolls are open-ended, reroll critical failures, or the wearer can take their time and get automatic success by doing so, it just takes longer.

Legendary Circlet - the only legendary circlet was claimed by the dragon-shifter Thanaka Everroar, who upon donning the circlet, exploded into a full draconic form, and then seemingly transcended into a dragon demigoddess and vanished from the DungeonVerse.

10. Gorget of the Overmind

Gorgets of the Overmind are broad and ornate in their design, made of mithril and set with luminous zahars, dungeon topazes. The gorget increases the wearers intelligence attribute, and the expense of their other attributes, and there are negative side effects beyond that. These are still sought out and favored by the magical research community. While very obviously inferior to the Circlet of the Mind, these gorgets are more common than the circles, and more easy to find in the dungeon, especially by middling intellect magic users. The dungeon enjoys giving them this item, just to watch them lose everything to the pursuit of their ego and spiraling insanity.

Basic Gorget - +2 Intelligence, -2 Strength, -2 Stamina

Regular Gorget - +3 Intelligence, -4 Strenth, -4 Stamina, -1 Wisdom

Good Gorget - +5 Intelligence, -6 Strength, -6 Stamina, -3 Wisdom, the wearer gains an obsession with keeping the gorget on, as well as a phobia, philia, or area of extreme focus for their interest.

Superior Gorget - +7 Intelligence, -8 Strength, -8 Stamina, -5 Wisdom, wearer gains phobia of being separated from the gorget, and gains a number of phobias, philias, or other mental flaws equal to their wisdom modifier, which has a good chance of being a good negative number with -5 Wis from the gorget.

Epic Gorget - +9 Intelligence, Strength, and Stamina reduced to minimum value, -7 Wisdom, and side effects as per the Superior Gorget.

Legendary Gorget - +11 Intelligence, Strength, and Stamina reduced to 1, even if this is below the minimums of the system being used, Wisdom reduced to the minimum level.

11. Salamander's Eye

A Salamander's Eye is a magic orb that a dungeoneer equips as an item, typically as a removable part of a staff, carried with a chain like a censer, within a later, or a few stronger magic users can cause the Eye to orbit their body like an ioun stone. The average Eye is the size of a softball or grapefruit and is dense. It is typically hot to the touch and produces light equal to a lit torch.

Basic Eye - Allows the user to convert simple elemental spells to have the fire type

Regular Eye - Allows the user to convert any elemental spell to have the fire type, +1 Charisma

Good Eye - Allows the user to convert any low tier spell to have the fire type, even if it isn't a damage spell. Creatures with a vulnerability to fire will not take damage from a fire type hold monster spell, but the spell will put them at a severe disadvantage to resist. Animate dead creates burning zombies, as another example. +2 Charisma

Superior Eye - as per the Good Eye, but can affect low to middle tier magics, and regular fire based elemental spells gain the Penetrating ability (reducing the effectiveness of armor, magic and mundane), +3 Charisma

Epic Eye - as per the Good and Superior Eyes, the Epic Eye can convert any human tier magic spell to have the fire type, all elemental spells gain Penetration, and specifically fire type elemental spells deal 25% more damage. +5 Charisma

Legendary Eye - there are several of these, the most infamous being the Eye of Balor, Eye of the Hellkite, and the Eye of the Inferno. It is assumed that the bearer of one of these items would gain substantial gains to their charisma, the ability to set anything on fire, and possibly even unlock the secrets of the seven-fold flame. Balor was a furious emerald green and produced fae wyldfyre, the Hellkite produced for lack of a better term napalm, and the Inferno was evil/darkness flavored flame.

12. Gambler's Coin

The Gambler's Coin is a token of luck, which is interesting since almost all the systems I know generally don't have a Luck attribute. So long as a dungeoneer has the coin equipped, typically as a necklace or placed on their body in a secure place, they gain the Luck attribute.

Basic Coin - player can reroll one dice roll per session, or can spend their luck for one critical success on an attack roll and get critical damage on the follow through.

Regular Coin - The player can reroll one dice roll per scene, or can get one automatical critical success on an attack roll, and gain critical damage once per scene. Also, they may use their luck for a fortuitous incident, typically arranged with the DM, and relevant to the player's need. Down in the dungeon, and the party desperately needs a rope, KA-CHING, luck spent and the gambler finds a length of rope that is good enough for the bare minimum necessity.

Good Coin - The player can reroll one dice roll per scene, can get two automatic critical successes on attack and damage per scene, and twice per session can have gambler's luck kick in for a fortuitous incident. When finding treasure and loot, if dice are used the lowest die is rerolled, and dice that roll their max value are rolled again, open ended.

Superior Coin - Reroll two dice rolls per scene, three automatic crits per scene, three fortuitous incidents per session, treasure and supply finds have their dice rolls improved and made open ended, and loot dice are increased. The Mysterious Ranger begins to appear. Only visible to the bearer of the coin, there is a chance that during combat, the Mysterious Ranger will seemingly appear from nowhere, attack the enemy the gambler is fighting and hit them with an automatic headshot critical that deals maximum damage. This should kill almost any regular dungeon monster and severely injure any lieutenant, mini-boss, or superior type monster.

Epic Coin - fate and fortune weave a dance around the gambler, and they live a charmed life of good luck.

Legendary Coin - a bearer of a legendary coin can sidestep elven arrows, sneak up on shadows, and they discover the truth of the Mysterious Ranger.

THE COST

A gambler's coin is a powerful item, deliberately so. Luck runs hot and cold, and the gambler can win big, but they can also lose big. Randomly, the luck effect is reversed. Rerolled dice pick the lower of the two outcomes. Open ended dice rolls open the other way allowing critical failure to become horrific and terrifying failure. Automatic hits can automatically become friendly fire, or critically make the encounter worse. Treasure found can be tainted by bad luck, ranging from finding loot boxes empty, or finding the gold coins are actually brass, magic items found become cursed versions, and other wondrous and valuable things are either fakes or monkey's paw versions. The general rule of thumb is to observe how the player uses the luck, and if they play with the carefree reckless spirit of a gambler or if they are munchkinning the power. Reward mavericks, win big when it matters, bust big when it is funny. Munchkins, let them have it the other way.

13. Choker of the Dilettante

The Choker of the Dilettante is an exotic leather choker set with a gilded cameo made from elgechal (dungeon rhodochrosite). This item has an unusual function, as its operation is powered by the presence of gold, and other precious metals. The choker increases the wearer's attributes based on how much gold they have on their person, and the choker allows a magic user to literally burn gold to cast magic rather than using mana.

Basic Choker - +1 Power (character's main attribute) +1 Charisma so long as the character has at least 50 GP on their person

Regular Choker - +2 Power, +2 Charisma so long as they keep 100 GP on their person

Good Choker - +4 Power, +2 Charisma as long as they keep 200 GP on their person. They may cast spells by burning gold instead of mana at a rate of equivalent exchange, roughly 10 GP to 1 mana, or per level, but only up to 2nd level spells. If this reduces their GP carried beneath the limit for stat boost, this power is suspended.

Superior Choker - +6 Power, +4 Charisma as long as they keep 500 GP on their person. Spells can be powered by gold up to the 4th level.

Epic Choker - +10 Power, +6 Charisma as long as they keep 1000 GP on their person, spells up to the 6th level can be powered with gold.

Legendary Choker - Double power stat or +12, whichever is greater, +8 Charisma, as long as they keep 2,500 GP. The most famous Choker of the Dilettante was worn by Lady Nyreave Aldershadow, who was renowned for her whimsey, generosity, fantastic decolletage, and hosting the sort of parties that the Lords of Terrasquestone were incensed over never being invited.

14. Skullstone

Skullstones are functionally fossilized skulls, typically of humanoid species like elves, dwarves, humans, etc, rather than demihuman species that do not have hominid skulls. These items are equipped on the character typically part of a staff, worn attached to a necklace, belt, or censer. These have a very straightforward function, they increase damage dealt in combat and technically don't have a combat flaw. What they do have is a social stigma attached to them, because seeing someone use a skull as a weapon or accessory, a real one, is generally disturbing, more so than using skull motifs.

Basic Skullstone - reroll the lowest dice rolled on a damage roll.

Regular Skullstone - reroll the two lowest dice on a damage roll.

Good Skullstone - reroll the three lowest dice on a damage roll, and increase the rerolled dice to the next step up.

Superior Skullstone - increase all damage dice to the next step up, reroll up to three damage dice, and step those dice up one more step (D4 would become D8 using both step ups)

Epic Skullstone - As per the superior skullstone, but add damage dice equal to the character's power attribute bonus

Legendary - As per the epic skullstone, but double the number of dice rolled in total. I hope you have a dice tower, and prepare to obliterate trolls with magic missiles, and reduce ogres to ash with Burning Hands.

The Drawback

Outside of combat, displaying a skullstone reduces a characters effective charisma. The stat is not actually reduced, but NPCs will react poorly, shopkeepers and merchants will either refuse to deal, or will overcharge. Innkeepers will claim there are no more rooms, the brothel will say all their girls have the gripes, and the civic guards will be shadowing the character constantly. This flaw doesn't exist on the Wight side of the equation, and Wight warriors displaying skullstones are considered badass mofos that get free drinks, free lapdances, and get to cut in line at the shops.

15. Ring of Restoration

The Ring of Restoration doesn't actually do any healing, rather, it makes all healing magics and healing potions work more effectively on the wearer. These are common items, and very popular among new dungeoneers, nobility, and others who delve into dangerous professions.

Basic Ring - Healing spells and items restore +1 health

Regular Ring - Healing spells and items restore 10% more health

Good Ring - healing spells and items restore 25% more health

Superior Ring - healing spells and items restore 50% more health

Epic Ring - healing spells and items restore double the amount of health

Legendary Ring - Healing spells and items fully restore the wearer's health regardless of how damage taken

16. Heroic Amulet

The Heroic Amulet improves a wearer's combat proficiency, and many are used in training grounds and drills so that martial characters improve their combat capability. Low level amulets are treated with contempt, as they are seen as training wheels or an aid for the unworthy. High level amulets are sought out by high level martial characters for their ability to turn a fighter into an unstoppable force of violence and precision.

Basic Amulet - allows basic proficiency in martial melee weapons

Regular Amulet - allows basic proficiency in martial melee weapons, plus a bonus attack or block

Good Amulet - allows advanced proficiency in martial melee weapons, plus a bonus attack and a bonus block/parry

Superior Amulet - allows advance proficiency in martial melee weapons, two bonus attacks, or blocking is a free action, not both, +1 Dexterity

Epic Amulet - allows expert proficiency in martial melee weapons, three bonus attacks, blocking is a free action, and +2 Strength, +2 Dexterity

Legendary Amulet - allows master proficiency in martial melee weapons, can attack of opportunity as a free action, block as a free action, dual wield with no penalty.

17. Amaranthine Chatelaine

A chatelaine is a belt hook that traditionally was worn to carry keys, sewing notions, and other tools relevant to the mistress of a chateau, the head housekeeper not the whips and adultery sort. In the Gyre, chatelaines have made a resurgence, where they are used to carry a specific set of items and a book that allows the wearer to cast spells through the object, negating the need for most of the verbal, somantic, and material components of the spell. Some require material components to be refilled, but those are spell specific, and most are made with utilitarian spells rather than offensive or elemental based magics.

The Amaranthine Chatelaine allows the wearer to cast restorative magic without being a cleric or white mage. The power and potency of the chatelaine depends on its quality.

Basic Chatelaine - wearer can Cure Minor Wounds 1/day

Regular Chatelaine - wearer can Cure Minor Wounds 3/day, Cure Regular Wounds 1/day

Good Chatelaine - wearer can cast Cure Minor Wounds at will, Cure Regular Wounds 3/day, and Cure Disease 1/day

Superior Chatelaine - wearer can cast Cure Minor and Regular Wounds at will, Cure Serious Wounds 1/day, Cure Disease 3/day, and Restore 1/day (negate status ailment)

Epic Chatelaine - wearer can cast all versions of Cure Wounds spells at will, Remove Disease at will, and Restore 3/day. Wearer can also Remove Curse 3/day, and Revive 1/month

Legendary Chatelaine - wearer can remove all injury, remove all disease, and can raise the dead so long as the body is whole and death has been very recent.

18. Heroic Potion

Also known as dungeon whiskey, dragonspit, and liquid fury, the Heroic Potion is a consumable drop generally found in single-serving size flasks or bottles, generally the size of a perfume bottle, with a wax-sealed cork stopper. The potion is a greenish-brown color and has a strong scent and an equally strong taste. Some adventurers have found entire bottles and barrels of the stuff, and this is the sort of luck that lets a hero pay off their debts and retire in relative comfort.

Basic Potion  - +2 Strength, +2 Dexterity, +2 Endurance for one scene

Regular Potion - +4 Strength, +2 Dexterity, +3 Endurance for one scene

Good Potion - +5 Strength, +3 Dexterity, +4 Endurance for one scene, pain penalties reduced by half

Superior Potion - +6 Strength, +4 Dexterity, +5 Endurance for one scene, pain penalties reduced by three-quarters

Epic Potion - Double Strength, +5 Dexterity, Double Endurance for one scene, no pain penalties, sense of invulnerability and gain 10% to max HP which vanishes at the end of a scene, if this takes the character to below their normal health, check for coma or even sudden death

Legendary Potion - Wanna slap God?

19. Magic Ribbon

Magic Ribbon is used to make a large bow to be worn in a woman's hair, and there are many styles of knots that can be tied, and the position of the bow on a woman's hair has specific meanings in different cultures. Typically in Terrasquestone, a bow worn directly on top of the head indicates active interest in looking for a partner, and if worn on the back of the head, it means the opposite, active disinterest and a desire to be left alone. A bow worn on the right side of the head indicates that the wearer is committed and in love, while on the left side means the wearer is seeing someone but its not so serious.

Reference for standard Status Ailments: Poison, Blind, Silence, Slow, Paralyze, Berzerk, Confusion, Petrification, Doom, Sleep

Basic Ribbon - Prevent 1 status ailment

Regular Ribbon - Prevent 3 status ailments (most common is Poison/Blind/Silence for spellcasters)

Good Ribbon - Prevent 5 Status Ailments

Superior Ribbon - Prevent 7 status ailments

Epic Ribbon - +10% Evasion, Prevent all status ailments

Legendary Ribbon - +25% Evasion, +10% Armor Rating, Prevent all Status Ailments, Prevent Death/Instant Death (any magic attack that would kill the character instead reduces them to 10% health)

20. Guardian's Epaulet

An epaulet is a tasseled or fringed shoulder piece worn on a dress uniform, and that is about all the Guardian's Epaulet has in common with it. The epaulet is technically an armor piece and replaces the pauldron or contemporary piece in non-metallic armor. The item boosts the wearer's armor protection while not burdening them down with heavier armor, or drawing in the other flaws associated with metal armors, or the weaknesses inherent to wearing leather. Terrasquestone epaulets are derogatorily known as Honey Buns, due to their overall appearance, and the fact that manufacturered epaulets are inferior to dungeon drops. Understone/Wight epaulets incorporate a skull motif into their appearance, and true dungeon drops can have any motif, though the core does have a sense of style, so there are epaulets with flowers, animal claws, and plenty of other stylistic choices.

Basic Epaulet - +5% Armor

Regular Epaulet - +10% Armor

Good Epaulet - +15% Armor

Superior Epaulet - +20% Armor

Epic Epaulet - +30% Armor, +10% Evasion

Legendary Epaulet - +50% Armor, +25% Evasion, +2 Charisma

21. Radiant Ring

Radiant Rings are highly valued and sought after relics from the dungeon. They allow a wearer to regenerate lost health and more powerful rings have even greater powers.

Basic Ring - wearer requires 25% less sleep, doubles effectiveness of natural rest/healing

Regular Ring - wearer requires 33% less sleep, triples effectiveness of natural rest/healing

Good Ring - wearer requires 50% less sleep, triples effectiveness of natural rest/healing, regain 1D4 health 1/day, any disease has 20% chance of being cured, missing limbs have 10% of regrowing after a long rest

Superior Ring - wearer requires 75% less sleep, regain full health after a long rest, any disease has a 50% chance of being cured, missing limbs have 50% of regrowing after a long rest

Legendary Ring - wearer no longer requires rest, health restores 1D6/round, any disease has 75% chance of being cured, missing limbs have 75% of regrowing after a long rest, if slain, the corpse of the wearer has a 50% chance to regenerate and reanimate so long as the ring has not been removed from the body, even if all that remains is the ring around a single finger.

22. Lich Ring

The relics of the Gyre definitely favor women, with many of them either being only usable by women, or only having effects relevant to women. While the bias is known in Terrasquestone, it is not common knowledge that the core in the dungeon in masculine and likes powerful women. Noticing this bias itself, the core created the Lich Rings, a magical item that is intended for men to use. Given its bias, women can also use it, so it largely failed in addressing this imbalance, though, the ring has powers, it is most definitely a cursed relic.

Basic Ring - wearer becomes undead and gains all undead weaknesses and strengths, but retains their identity and sense of self, nor do they start rotting.

Regular Ring - wearer becomes undead, +2 Stamina

Good Ring - wearer becomes undead, +4 Stamina, +2 Strength, +25% resistance to non-fire elemental damage

Superior Ring - Undead, +6 Stamina, +4 Strength, +50% resistance to non-fire elemental damage

Epic Ring - Undead, Stamina stat no longer relevant, +8 Strength, 75% resistance to non-fire elemental damage, Cause Fear at will, Animate Dead 3/day

Legendary Ring - Undead, if destroyed will reincorporate in 24 hours from the place of their last rest/meditation, Stamina no longer relevant, double Strength, Immune to ice/cold, 90% resistance to all non-fire elemental damage, Greater Cause Fear, Mass Animate Dead 3/day


23. Ferronniere of the Elves

A ferronniere is a jewel attached to a very thin chain that is worn around the head so the jewel sits in the middle of the brow, and is common in medieval art where noble women are depicted wearing it. In the dungeon, these are rare drops that are sought out by magic users specifically, and women in general. Men can wear them, but this generally is seen as a non-heroic thing to do, and weird at best.

Basic Ferrionniere - +5% Evasion, +5% mana recovery +1 Agility

Regular Ferrionniere - +10% Evasion, +10% mana recovery, +2 Agility, +10% to Enchantments

Good Ferrionniere - +25% Evasion, +25% mana recovery, +3 Agility, +25% to Enchantments

Superior Ferrionniere - +33% Evasion, +33% mana recovery, +5 Agility, +33% to Enchantments, Innocent status (can only be targeted by attacks if there are no other members of the party)

Epic Ferrionniere - +50% Evasion, +50% mana recovery, +8 Agility, +50% to enchantments, Superior Innocent status (cannot be targeted or harmed by proximity, may be taken or harmed with non-lethal effects)

Legendary Ferrionniere - The Jewel of the Childlike Empress was alledged to give the wearer perfect evasion, near instant mana recovery, godlike agility, and the wearer cannot even be thought of in a negative manner while in their presence

24. Jeweled Talisman

A Jeweled Talisman is the name given to a piece of women''s body jewelry that consists of a belt and a collar made entirely of precious dungeon metals, set with dungeon gemstones, and focused around a central octagonal cut stone, generally of very high quality and value. The talisman is a massive boon for magic users, but it comes at a relatively high cost. When equipping, the jeweled talisman takes the place of whatever clothing the wearer would have in the torso slot, meaning that to wear and use the talisman, no armor on the chest or shoulders, and really, no clothing either, otherwise the talisman doesn''t work properly, or at all. Despite the power it offers, most are owned, and only used at great need, or by those with the rare courage and confidence to appear in dangerous places with their tits out.

Basic Talisman - manmade, +1 spellcaster level for the power and effect of cast spells, +1 Charisma, +1 Intelligence

Regular Talisman - manmade, +2 spellcaster levels, +2 Charisma, +2 Intelligence, Spells can be cast 25�ster

Good Talisman - manmade, +3 spellcaster levels, +3 Charisma, +3 Intelligence, Spells can be cast 33�ster

Superior Talisman - dungeon only, +5 spellcaster levels, +5 Charisma, +5 Intelligence, Spells can be cast 50�ster, Eshew material components (spells with materials casting less than 100 GP can be cast without them)

Epic Talisman - dungeon only, +8 spellcaster levels, +8 Charisma, +8 Intelligence, Spells can be cast 75�ster, Eschew materials up to 500 GP, Eschew somantic components, Aura of Awe (as per Aura of Fear, but viewers of the wearer are overpowered with awe instead of fear)

Legendary Talisman - the Talisman of the Goddess doubled the caster''s effective level for spellwork, tripled charisma, doubled intelligence, and they gained the ability to twincast, casting two spells at one time. The wearer also required no material, somantic, or verbal components. The High Lady who owned the Talisman of the Goddess was also known for her ability to cast a unique spell of terrible power, a blinding blue-white sphere of annihilation that dealt a staggering amount of damage and simply removed anything it touched (Ultima). High Lady Denayne Namera, along with her trove of treasures vanished years ago and no one knows what happened to her.

25. Dungeon Soul

Dungeon Souls are incredibly rare relics that cannot be manufactured or crafted, as it is a budded off piece of the dungeon's core, though that is something that isn't generally known. The power of the Soul is that it allows the wearer to access and directly channel the mana/essence in the dungeon, or from it. Accordingly, these generally don't end up in the hands of adventurers unless there is a very direct and specific reason the Core would want them to have a piece of itself and access to its mana supply. Generally in the past, this has been a way to equip the High Lord with more power when the city of Terrasquestone is imperiled, besieged, or otherwise requiring a large hammer. Wight Lords might have one of these to deal with OP adventurers, or giving it as a gift to a female the core has taken an interest in.

Basic Soul - appears as a trinket, like a charm on a bracelet, -5% to spell mana cost

Regular Soul - appears as a nice trinket, like a stone on a choker or earring, -10% spell mana cost

Good Soul - appears as an excellent trinket, the centerpiece of a necklace or cameo, -20% spell mana cost

Superior Soul - appears as a stunning trinket, a jewel worn on a chain, or the focus of a gorget, -33% to spell mana cost

Epic Soul - appears as a breathtaking trinket, a centerpiece of a tiara or crown, -50% to spell mana cost

Legendary Soul - appears as a supernatural trinket, a glowing stone that floats near the holder, -99% to spell mana cost

27. Obsidian Choker

Obsidian chokers are rare drops from the dungeon, and are sought out by charisma oriented character classes. The chokers have a mana/essence recovery boosting ability, improve stats, and provide protections from a limited number of status ailments. There is a negative social aspect, considering the number of such relics being used by rakish rogues, audacious bards, prostitutes, courtesans, and other people who show up and you absolutely know they are a hot mess and are going to ruin everything, but someone is going to get good head out of it first.

Basic Choker - +5% mana recovery, +1 Charisma

Regular Choker - +10% mana recovery, Immune to Silence, +2 Charisma

Good Choker - +25% mana recovery, Immune to Silence, 25% poison resistance, +3 Charisma

Superior Choker - +33% mana recovery, Immunity to Silence, 33% poison resistance, +4 Charisma

Epic Choker - +50% mana recovery, Immunity to Silence, 50% poison resistance, 25% resistance to binding, +6 Charisma

Legendary Choker - +100% mana recovery, Immunity to Silence and Poison, Immunity to Binding, +8 Charisma

28. Venerated Collar

Venerated Collars are popular as a fashion statement in Terrasquestone, and commonly worn by clerics, lesser lords and ladies, and scholarly types. They appear as decorative gorgets (being a broad chest collar, but not an armor piece, jewelry). There are plenty of mundane such versions that display piety, wealth, veneration of elders, and so forth, but the real ones have certain things in common. Lesser collars can be made by the artisans of the city, and use yellow jade, regular jade, citrine, and other yellow or green stones, though never emerald or another dark green stone. The collars are designed to provide a number of passive protections, and have no evoked powers. The dungeon crafter collars always have xanthanite stones are are set in either dragonbrass or wightpewter (dungeon silver).

Basic Collar - +1 Charisma, +5% Evasion

Regular Collar - +1 Charisma, +1 Stamina, +10% Evasion, Sense Evil 1/day

Good Collar - +2 Charisma, +1 Stamina, +15% Evasion, Sense Evil 3/day

Superior Collar - +4 Charisma, +2 Stamina, +30% Evasion, Sense Evil 5/day

Epic Collar - +6 Charisma, +3 Stamina, +40% Evasion, Sense Evil at will

Legendary Collar - Double Charisma Stat or +8, whichever is more, +4 Stamina, +50% Evasion, Sense evil constant power

29. Chantage Oil

Chantage Oil is used as a perfume by women for its restorative effects. It commands exceptional prices on the market, and is highly sought after by midwives, healers, and the nobility for its use in aiding childbirth.

Basic Oil - +5% to regular health regeneration

Regular Oil - +10% to regular health regeneration

Good Oil - +25% to regular health regeneration

Superior Oil - +50% to regular health regeneration, if reduced to 0 HP, 50% chance to be restored to 1 HP and stabilized

Epic Oil - Double regular health regeneration, if reduced to 0 HP, 90% chance to be restored to 5 HP or 10% health, whichever is more, and stabilized.

Legendary Oil - Health restores as per the spell Regeneration, if reduced to 0 HP, automatic restoration to 25% health and stabilized.

30. Panoply of the Terrasque/Gyre

A Panoply of the Gyre is a full suit of clothing to be worn by a woman and consists of a backpiece, a gorget or collar, a sleeve (dress) and commonly has gloves, boots, a belt, and other accessories. These are a set, and if the set is incomplete, it doesn't work properly, or at all. These are relatively easy to manufacture, provided there is a skilled craftsman and has access to the material drops from the dungeon to make it. It is a general rule of thumb that a Panoply is going to be borderline scandalous to common standards, but not all that shocking in Terrasquestone. The city has a long history of strong women, and decolletage is mundane fashion, and tits out is not a rare occurrence.

Basic Panoply - made of mundane materials such as cow leather, brass, steel, etc - +1 Power attribute, +10% non-magical damage resistance

Regular Panoply - made of common dungeon materials such as displacer beast blue leather, dragonbrass, wightpewter, etc - +2 Power attribute, +25% non-magical damage resistance

Good Panoply - made of uncommon dungeon materials such as dungeon minotaur, tarasceen steel, dungeon gemstones, etc - +3 Power attribute, +33% non-magical damage resistance

Superior Panoply - made of rare dungeon materials such as hydra scale, and high grade dungeon metals and gems, etc - +5 Power attribute, +50% non-magical damage resistance

Epic Panoply - made of epic dungeon materials such as dragonscale, terrasque hide, dungeon soulstone, etc - +8 Power attribute, +75% non-magical damage resistance, 25% magic damage resistance

Legendary Panoply - made from unique dungeon materials by the dungeon for a specific wearer but one such panoply was made of terrasque hide, gold dragon scale, and glowed with dungeon topaz, and sapphire and was shockingly revealing. It doubled its wearer's power attribute, rendered them immune to non-magical damage, reduced magic damage by 50%, and could Command Person at will.

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