Copyright (c) 1996 by "David Pidcock" The Shield of Valour. This shield is an ancient relic of the Order of Valour, the Knights of Alluran. It was said to be the shield of one of the Orders greatest Knights - Rohan Vanguard. Blazoned with a Winged Golden Greatsword blade down on a white background, it provides its bearer MR+10, PD+2, HT +1 . The Shield only functions in the hands of a Valourous Knight. If its wielder acts in a cowardly manner, the shield will fail to provide *any* protection until he acts in a brave manner once more. It is said, should a knight prove more valourous than Rohan Vanguard, the shield will change its blazon to show that knights coat of arms. The Radiant Surcoat Based on the Radiant Gipon in Magic Items II, the Radiant Surcoat is a pure white tabard to be worn over armour. The tabards device is a large many rayed Sun, from which a beam of intense sunlight may strike outward on command of the wearer. This ray does 1d damage to undead and beings of darkness in its 1 hex wide path per turn. In addition the wearer can Share HT with others, and every night it is worn, the wearer has Healing Slumber cast on them. It never becomes soiled, and the wearer, even if he slept in his armour, always feels renewed at dawnbreak. The Ogre Club The Ogre Club is a bizarre item. The club is fashioned of a wood none can identify. It is a large two-handed club that does damage as a maul. It weighs fifteen pounds, but is treated as if it weighed thirty for weapon breakage (enabling it to break even greatswords when parried). If the wielder desires, he may be enlarged to double normal size as per the Enlarge Spell (must be holding the club to do so). The club can then be used one handed with either Axe/Mace or Broadsword skill. Unfortunately, only normal clothes, and not armour, grow with the subject - so don't do it when you're in plate mail. The Ever Ready Flail. This weapon is a +1/+1 flail with Electric Weapon, Loyal Weapon, and QuickDraw. It also has Sparkstorm and Power 2. This means it can be used every turn without having to pause to re-ready it. The Sparkstorm is activated by whirling the flail around the head for the duration of the effect (one cannot also attack with the flail while using the Sparkstorm) The Amulet of Belstah. Belstah is the Goddess of Luck and Magic. It is no wonder then that this extremely rare item grants its wearer the Luck (15) advantage. It also casts Reflect at 15, and is a 20 point Powerstone. It is granted only to those high in standing of the Order of Belstah. 'Arduous' a VF Bastard Sword (+3/+3, Defender+3, Resist Pain, Shatterproof, +2 Strong Will) Armour of The Errant - A serviceable suit of armour crafted for a knight who intends to spend a long time wandering the wilderness alone. (+4 Fatigue, +2 ST, +2 HT, Resist Disease, Stop Bleeding, Lend St, Monk's banquet, Recover ST, Vigil, PD+3, DR+5, Power 4) Armour of the Noonday Sun - A radiant suit of golden arrmour designed specifically for one of the Borasic Knights, the Armour of the Noonday sun gains power from the rays of the Sun. While the armour is in sunlight, the wearer gains +1 ST, +1 HT, +1 DX. During the hours of 11am to 1 pm, this increases to +2 in each. The Armour is PD +1, DR+1. For each hour between 8 and noon, the armour increases PD, DR, Will and MR by +1 to a maximum of 5 in each. For each hour afterwards it drops them at the same rate, till 5 pm. It also is lightened, and has the Flaming Armour enchantment. The Sunshield The Sunshield is able to cast Turn Spirit-15, Flash-15, and casts Bright vision on its weilder. It is also Shatterproofed + Power 2. Flaming Spear This Flaming Spear is more than an ordinary "Flaming Weapon" - it also has Quick-Aim -4, Penetrating Weapon-3, Loyal Sword, and enables the wielder to cast Bravery (power 4) Holy Armour of Oros The Holy Armour of Oros is constructed of a dull grey, granite-like substance. The armour is reputed to have been worn by the God of Earth and Time himself when he walked the planets surface eons ago. While wearing it one cannot be knocked down and is immune to Earth spells and unnatural aging. The armour is PD+2, DR+5, and gives the wearer +6 hps. In addition, the wearer can turn into a Body of Stone form that can Walk Though Earth (this ability absorbs the armour into it, becoming part of the body) Granite Sledge The Granite Sledge is a large maul made of pure rock. It pulverises anything it touches, punching its way through stone, rock, metal, anything. Any being struck with this weapon will most probably be crippled. (+3/+3, Shatter, Explode, Paralyze Limb, Power 4, Speed) The Helm of Truth The Helm of Truth reveals all. It enhances the senses into the realms of magic. The wearer has the following spells available to him - Truthsayer, Know Illusion, See Invisible, See Secrets, Dark Vision, Rear Vision, Alertness+5, Glass Wall, Great Voices. (the wearer also gains PD+4, DR+5) The Helm has Power 3. 'Caldrissan' an Elven Longsword of ancient power. The Elves created it to fight the baneful spirits of lies and misdirection. It was later gifted to a human, and enhanced to enable him to live more comfortably with the Elves. It has been passed down through many hands, making its way back to the Elven community. (+3/+3, Dispel Illusion, Dispel Creation, +4 vs feints, Ghost weapon, Astral Vision, Aura. Power 3, Walk through plants, Walk through Wood, Perfect Balance, Tracking+4, Beast Soother, Loyal sword, Shatterproof.) 'Crystal Drake' a VF broadsword The Crystal Drake is a broadsword made of a clear crystal. There are rumors that it is constructed of Essential Ice, and these are not unsubstantiated by its powers. Whatever it is made of, it is a powerful weapon. The vibration of the blade in the air produces strange, alien tones, like tinkling music, but more alien. Sometimes the music seems to have lyrics, but in a long forgotten tongue. The weilder can focus this music into a shrill burst of sound, stunning opponents. The clarity of the crystal can be extended to the weilder, such that both he and the sword become invisible. The sword is also an Icy Weapon, and can even encase opponents in a block of ice. The weilder can shoot off slivers of the blade into opponents like icy daggers. While holding the weapon, one is immune to cold, and plunging its icy blade into a fire extinguishes it. Finally, the Crystal Drake has the ability to cast Body of Ice on its weilder. (+3/+3, Shatterproof, Invisibility, Sound Jet, Voices, Resist Cold, Icy Weapon, Extinguish Fire, Icy Touch, Ice Daggers, Body of Ice, Power 3) Armour of Command The Armour of Command enhances a leaders potential on the battlefield. The wearer is endowed with Charisma +2, ST+1 and Strategy+4. In addition his voice can be heard by any who can see him, as he desires. The Armour itself has enchanced defensive properties (PD+3, DR+5, Missile Shield).. This particular suit also has the Fascinate spell - to confound opponents who may find their way to the commanders presence. (Power 2) Gauntlet of Eagles The Gauntlet of Eagles is a strange item focussing on the power of the Eagle. The glove itself is a comfortable perch for birds, despite its metal plates. The wearer gains a magical affinity with birds, particularly birds of prey. He may summon birds, and converse with them. He may also cast Beast Possession and Rider Within on them. He himself gains Hawk Vision, and DX +1. The Gauntlett may also Create an Eagle to serve the wearer. By grasping the talons of any bird, the wearer may also fly (if the bird is not under his control through Beast Possession or whatever, then the wearer moves where the bird wants, not where he wants, unless he can convince it otherwise - this is not a problem for the Created Eagle of course). That's it for now. Dave Occams Razor: There is no need to assume the existance of more things than are logically necessary But Damn is it fun! ! Send replies to s156209@student.uq.edu.au !