[merged] Reliquary 0.7 for FE 0.86

 

This mod has been merged into the Stormworld mod pack. This topic will not be updated.

 

Reliquary 0.7

 

 

Reliquary is an item mod that adds more items of various strength and quality to the general item pool. That means that these items can be found when questing or searching goodiehuts or killing powerful monsters.


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 a while, 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. Since then, 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.


Version 0.7: Updated to UnitStat Background mod version D

Version 0.6: Updated to UnitStat Background mod version C, which allows modded items to drop. Reduced flesh club damage from 28 to 22. Added support for Angels, Living Stone and Greenskin from the ExpandedFactions mod.

Version 0.5: changed Fleeing Statue to a static value of +3 gildar per season "for a while". Fixed Shield of Mist giving +50% lightning vulnerability instead of the intended +25%. Added 7 more items (45-51). See *this* post for a list.

Version 0.4: Renamed Wineshield to Vineshield. Fixed the Fire's heart effect. Added 8 more items (36-44). See *this* post for a list.

Version 0.3: Added 7 more items (28-35). See *this* post for a list. Anyone who downloaded 0.2 might want to open their A_LIB_UnitStat_BG_vB folder and delete the following folders: example_BattlebornTrait, example_GreyMasterTrait, example_HateAndFear. They were not intended for gameplay, and may be slightly unbalanced.

Version 0.2: Added 11 more items (#17-27). See *this* post for a list.

Version 0.1: First 16 items released. See *this* post for a list.

 


 

Credits: Much inspiration was had from The SCP Foundation, a de facto go-to guide for high quality science fiction.


Reliquary is released under Creative Commons Attribution-ShareAlike 3.0 http://creativecommons.org/licenses/by-sa/3.0/

 

 

30,491 views 52 replies
Reply #1 Top

Item 1. Of-The-Earth
Description: A weird stone parasite, this is the only one known in all of existance. 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, the parasite can be transferred to a new host.

Type: takes up Cloak slot
Level Requirement: 5
Weight: 10
+2 Defense
-1 Dodge
+3 Constitution
Unit counts as Monster
Item is Magical (100)

Item 2. Demonheart
Description: 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 existance.

Type: Accessory
Level Requirement: 2
+5 Magic Resistance
-1 Health Regeneration
Item is Magical (100)


Item 3. Elementium Hauberk
Description: 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 strenghten itself over time. Thus, the defensive properties of the hauberk is directly dependant on the power of whoever wears it.

Type: Chest armor
Level Requirement: 9
Weight: 12*
+13 Defense
+2 Blunt defense
+1 weight per user level
+1 Blunt defense per user level
+0.5 Cutting defense per user level
+0.5 Pierce defense per user level
Armor Type: Plate (+2)
Item is Magical (225)

Item 4. Ogre's Hauberk
Description: 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 armorpieces, 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.

Type: Chest armor
Level Requirement: 7
Weight: 7
+13 Defense
+6 Cutting defense
Wearer grows by 30% in battle
-3 Intelligence
+30 Weight Capacity
Armor Type: Chainmail (+2)
Item is Magical (100)


Item 5. Arrowguard
Description: 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 existance. It was made using unknown methods in another age.

Type: Accessory
Level Requirement: 3
+18 Ranged Dodge for this unit's first two turns in combat


Item 6. Fire's Heart
Description: 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.

Type: Chest armor
Level Requirement: 4
Weight: 7
+8 Defense
When struck in combat, loses 1 hitpoint, and gains +5 Dodge until its next action. This effect stacks.
Armor Type: Leather (+2)
Item is Magical (100)

Item 7. Fate's Reward
Description: 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".

Type: Boots
Level Requirement: 3
Weight: 4
+5 Defense
+2 Blunt defense
+2 Dodge
Armor Type: Plate (+1)
Item is Magical (25)

Item 8. Whisperhelm
Description: 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 sword -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.

Type: Helm
Level Requirement: 4
Weight: 5
+9 Defense
+4 Blunt Defense
+10% Experience gained
Armor Type: Plate (+1)
Item is Magical (100)

Item 9. Shield of Mirrors
Description: 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 blade 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.

Type: Shield
Level Requirement: 8
Weight: 8
+5 Defense
+14 Dodge
Shieldblind - can use shield to blind enemies
Unit counts as wearing a Tower Shield
Item is Magical (150)

Item 10. Fleeing Statue
Description: 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 inhabits. 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 unusual success in any financial dealings.

Type: on Use activation
When Used, the user finds 3 Gildar per turn. For a while.

Item 11. Orb of Justice
Description: 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. 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.

Type: Accessory
Level Requirement: 3
If equipped by a Kingdom champion, grants +7 spell resistance against Empire casters
If equipped by an Empire champion, grants +6 spell resistance against Kingdom casters
Item is Magical (100)


Item(s) 12. The Combined
Description: 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.

Type: Weaponry (both hands)
Level Requirement: 6
Weight: 4
+12 Cutting Attack
+6 Cold Attack
+6 Fire Attack
+3 Initiative
Unit counts as Melee
Unit counts as Dualwielding
Item is Magical (150)


Item 13. Boots of a Forgotten Memory
Description: 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 person 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.

Type: Boots
Level Requirement: 2
Weight: 1
+3 Dexterity
+4 Defense
When struck in combat, 10% chance that the wearer will Reminisce. If the wearer is Female, she loses her next turn.
Armor Type: Plate (+1)
Item is Magical (100)

Item 14. Quick
Description: 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 whoever 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. Afterwards, 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 manequins to create a sparring partner.

Type: Weaponry (one hand)
Level Requirement: 5
Weight: 8
+18 Cutting Attack
+2 Crit chance
Unit can counter-attack an infinite amount of times between each turn
Counter-attacks deal only 50% of a normal strike
Unit counts as Melee
Unit counts as using One-handed weapon
Item is Magical (100)

Item 15. Helm of the Moon
Description: 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.

Type: Helm
Level Requirement: 5
Weight: 4
+7 Defense
+3 Blunt defense
+2 Tactical Health Regeneration
Armor Type: Plate (+1)
Item is Magical (100)

Item 16. Cloak of Different Colours
Description: 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.

Type: Cloak
Level Requirement: 6
Wearer ignores 10% of all physical and magical damage
Item is Magical (300)








Reply #2 Top

Item 17. Shield of Mist
Description: A shield made of unusually solid mist. It was apparently created by accident when a powerful wizard by the name of Alar, in his drunken state, tried to nail mist to a wall. The next morning he awoke to find the mist solidly in place. He gathered the mist up, and brought it to a blacksmith, who managed to alter its form into that of a shield.

Type: Shield
Level Requirement: 2
Weight: 0
+4 Defense Blunt
+4 Defense Cutting
+4 Dodge
User takes 25% more damage from Lightning Attacks
Unit counts as wearing a Small Shield
Item is Magical (125)


Item 18. Wineshield
Description: 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 wines. Normally such a procedure would weaken the metal and make it shatter from any blow. But instead, these wines 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 wines.

Type: Shield
Level Requirement: 2
Weight: 4
+1 Defense
+3 Dodge
When struck in combat, enemy has a 10% chance to lose 1 movement and another 10% chance to lose 3 dodge. Lasts 1 turn.
Unit counts as wearing a Small Shield
Item is Magical (125)


Item 19. Firebrand
Description: 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.

Type: Weaponry (one-hand sword)
Level Requirement: 3
Weight: 7
+9 Cutting Attack
+2 Initiative
Any enemy struck suffers 1 fire damage. This damage multiplied by target Troopcount.
Unit counts as Melee
Unit counts as using a One-handed weapon
Item is Magical (175)

Item 20. Frostbrand
Description: 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."

Type: Weaponry (one-hand sword)
Level Requirement: 3
Weight: 7
+9 Cutting Attack
+2 Initiative
Any enemy struck suffers 1 cold damage. This damage multiplied by target Troopcount.
Unit counts as Melee
Unit counts as using a One-handed weapon
Item is Magical (175)


Item 21. Certainty
Description: 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".

Type: Bracers
Level Requirement: 3
Weight: 3
+4 Defense
+2 Cutting Defense
+1 Sight
Armor Type: Chainmail (+1)
Item is Magical (100)

Item 22. Shattered
Description: Appears to be an ordinary grey sword. The blade is discoloured, as if the metal it was crafted with was not pure. In fact, its appearances is due to its magical properties. The blade breaks very easily in battle, and requires constant repairs. However, once the sword is damaged, its owner cannot resist repairing the sword. Until the sword is repaired, its owner will think of noting else save food and warmth. It is impossible to determine the age of the sword for this reason. Theoretically, it could be several thousands of years old. The sword has one other unusual property: it appears to be drawn to armor made out of metal. Through expensive testing, it has been concluded that the sword seems to deal an unusual amount of damage against any chainmail or plate armor.

Type: Weaponry (one-handed sword)
Level Requirement: 4
Weight: 8
+14 Cutting Attack
Ignores 50% of the victim's Defense
Deals undefendable damage against units with Armor type Chainmail (1 per) and Plate (2 per)
Unit counts as Melee
Unit counts as using a One-handed weapon
Item is Magical (125)

Item 23. Fleshclub
Description:  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 mimick 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 fleshsword 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 esotheric method.

Type: Weaponry (one-handed club)
Level Requirement: 5
Weight: 8
+28 Blunt Attack
-2 Constitution
Unit counts as Melee
Unit counts as using a One-handed weapon
Item is Magical (150)


Item 24. Helmet of Superiority
Description: 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.

Type: Helm
Level Requirement: 6
Weight: 5
-1 Initiative
+7 Defense
+3 Blunt Defense
+3 Attack vs opponents with a lower Strength
+2 Dodge vs opponents with a lower Dexterity
+2 Spell Resist vs opponents with a lower Intelligence
+4 Spell Mastery vs opponents with a lower Magical stat
Armor Type: Plate (+1)
Item is Magical (125)

Item 25. Helmet of Abundant Hygiene
Description: 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 fewer at her wedding night, having removed the helmet. Apparently, her body had not built any immune system over the years, and dirty bedsheets eventually became her doom.

Type: Helm
Level Requirement: 5
Weight: 3
+5 Defense
+3 Blunt Defense
+50% resistance against poison damage
Armor Type: Plate (+1)

Item 26. Skystrike
Description: 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.

Type: Bow
Level Requirement: 9
Weight: 11
+32 Pierce Attack
Unlocks the Skystrike ability, which shoots arrows on targets in your domain, dealing deadly damage
Unit counts as Ranged
Unit counts as using a Bow

Item 27. Possessed Mace
Description: With no known name, the mace is just refered 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.

Type: Weaponry (Two-handed mace)
Level Requirement: 6
Weight: 30
-6 Initiative
+26 Blunt Attack
+4 Strength
+100% Strength Mod
50% chance that unit will act on its own in tactical battle
Unit counts as Melee
Unit counts as using a Two-Handed weapon
Item is Magical (150)

Reply #3 Top

Item 28. Shield of Many Fates
Description: 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.

Type: Shield
Level Requirement: 7
Weight: 7
+5 Defense
+7 Dodge
When struck in combat, defender or attacker suffers random effect of varying power
Unit counts as wearing a Small Shield
Item is Magical (300)

Item 29. ???
Description: This entry has been erased. Hosten's note: "Do not seek this object, no matter the urgency. Better to end the world."


Item 30. Battleplate of the Immortal
Description: 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 staff 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.

Type: Chest armor
Level Requirement: 9
Weight: 16
-1 Initiative
+11 Defense
+4 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
Armor Type: Plate (+2)
Item is Magical (225)


Item 31. Grail
Description:   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 inbiber 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.

Type: Accessory
Level Requirement: none
A champion with this Grail equipped may sometimes heal injuries as a choice at level-up
Unit counts as having 0 injuries
Item is Magical (200)


Item 32. Earthshakers
Description: Brown plate boots of low quality, 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 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 wearers. After suffering blows in battle, this kinetic energy can be unleashed, causing a shockwave to emit from underneath the user damaging enemies nearby.

Type: Boots
Level Requirement: 3
Weight: 5
-1 Initiative
+5 Defense
+1 Blunt defense
-1 Dexterity
When struck in combat, gain 1 stored energy. When user has 5 stored energies, may cast Shockwave for 5 stored energy
All stored energy is released at end of combat
Armor Type: Plate (+1)
Item is Magical (150)

Item 33. Anglachel
Description: The sword is surrounded by a white aura. One of the few magical swords in the world that noone 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.

Type: Weaponry (one-hand sword)
Level Requirement: 6
Weight: 7
+6 Cutting Attack
+2 Initiative
+20 Divine Attack, Spell Resist works like armor against it
+1 Divine Attack per user level, Spell Resist works like armor against it
Unit counts as Melee
Unit counts as using a One-handed weapon
Item is Magical (200)

Item 34. Memory
Description:  "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 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. All 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.

Type: Helm
Level Requirement: 2
Weight: 2
+3 Defense
+1 Cutting Defense
+4 Intelligence
Armor Type: Chainmail (+1)
Item is Magical (100)

Item 35. Dragon's Horror
Description:   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. On the plus side, it makes its wearer extremely resistant to any fire attacks, and even helps protect against cold damage.

Type: Helm
Level Requirement: 6
Weight: 4
+8 Defense
+2 Blunt Defense
+65 Fire resist
+20 Cold resist
Loses 70% accuracy when trying to attack any Dragon
Loses 70% Spell Mastery when trying to cast spells on any Dragon
Armor Type: Plate (+1)
Item is Magical (200)

 

Reply #4 Top

Let's hope the devs see your items and use the same level of creativity. Excellent work. 

 

Reply #5 Top

Quoting Heavenfall, reply 2
Item 18. Wineshield

Wineshield or Vineshield?  Vines would entangle enemies, Wine would make them drunk.  :P

Reply #6 Top

I'll change to Vine in next update.

Reply #7 Top

Hot damn I've said it before, and I'll say it again, you rock Heavenfall!

Reply #8 Top

For the possesed mace I think you have it backwards of those who value their free will more.

Reply #9 Top

How do you mean? If someone likes their free will, they are less inclined to use an item that takes it away.

Reply #10 Top

This is nice, I can't wait till you put the factions mod in FE.

Reply #11 Top

The factions mod will take a long time, and it's also low priority. There are a LOT more possibilities in FE when modding stuff than in E:wom, and I want to do a thorough job on the factions mod.

Reply #12 Top

Item 36. Wooden Sword
Description: 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 existance, 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 leading up to this day. Now it appears to have only one effect: to cause Earth Shards to bleed metal.

Type: on Use activation
When Used, unlocks Power of Earth spell
Power of Earth: A strategic spell that buffs a city connected to Earth Shards. For each Earth Shard connected, city produces +1 metal


Item 37. Hordebreaker
Description: A huge maul, permanently tinted red, "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 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.

Type: Weaponry (Two-handed mace)
Level Requirement: 7
Weight: 22
-6 Initiative
+24 Blunt Attack
+100% Strength Mod
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.
Unit counts as Melee
Unit counts as using a Two-Handed weapon
Item is Magical (150)


Item 38. Shield of the Oldest Struggle
Description: 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.

Type: Shield
Level Requirement: 3
Weight: 5
+3 Defense
+2 Dodge
When struck in combat, defender or attacker suffers random effect of varying power
If used by a female, gains +6 dodge against male attackers
If used by a male, gains +6 dodge against female attackers
Unit counts as wearing a Small Shield
Item is Magical (300)


Item 39. Cursed entry
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 dow n the words.

Item 40. Infinite Healing Potion
Description: 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 itself, a sort of parasite that drains life force and gives back health potions.

Type: Accessory
Level Requirement: 3
Unlocks Combat Ability - 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
Item is Magical (200)

Item 41. Backpack of Useful Things
Description: What 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.

Type: takes up Cloak slot
Level Requirement: 2
Weight: none
When struck in combat, there is a low (less than 8%) chance that various items spawn for wearer, such as potions
Item is Magical (125)

Item 42. Gladiator's Armor
Description: A group of plate armor pieces that, as a whole, are considered the "Gladiator's Armor". Despite not having any sort of visible protective object over the chest of the user, the armor functions like it does. Any strike against the chest will face equal resistance as it would towards the biceps or the groin. If the pieces are separated, any effect caused by it will not function. This magical item was custom-built for the Arena of Thomar, quite probably to allow its user maximum protection while still managing to show off as much flesh as possible. In addition, as its user becomes wounded, he or she will take more and more risks when attempting to defeat their enemies. That effect works at a subconcious level, and the user does not appear to be aware of it.

Type: Chest armor
Level Requirement: 8
Weight: 4
+16 Defense
+8 Blunt defense
+3 Critical Chance when under 50% Hit Points
-25% Dodge when under 50% Hit Points
+3 Critical Chance when under 35% Hit Points
-25% Dodge when under 35% Hit Points
+5 Critical Chance when under 15% Hit Points
-25% Dodge when under 15% Hit Points
Armor Type: Plate (+1)
Item is Magical (150)

Item 43. Urn of Ice
Description: 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.

Type: Accessory
Level Requirement: 5
Unlocks Combat Ability - One user per combat. User knocked prone and adjacent hostile units lose their next round. Hostile units take 60% less damage except from fire attacks for 1 turn
Item is Magical (200)

Item 44. Pipe of Banishment
Description: A browhish 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 it must be placed in the user's mouth for its effect to activate. Any smoke that would normally be excreted 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".

Type: Accessory
Level Requirement: 3
Gain 10 dodge against any enemy that is Summoned
Item is Magical (100)

Reply #13 Top

Quoting Heavenfall, reply 12
Item 39. Cursed entry
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 dow n the words.

 

Hahahahahahahahahahaha!  :rofl:

Reply #14 Top

I do try! Can't take myself too seriously though.

Reply #15 Top

Gotta have humor in the modding business.

Reply #16 Top

TrUe that. Besides, everything can't be doom and gloom. It gets tiresome killing off everyone involved in every story.

I

Reply #17 Top

Quoting Heavenfall, reply 9
How do you mean? If someone likes their free will, they are less inclined to use an item that takes it away.

What I mean is I believe if either side actually values their free will more it would be the empires. They are after all the more individualistic society. Whereas the kingdoms are more focused on heirarchy in society and maintaining social order. I believe a member of the kingdoms would be more willing to use the mace as a kind of defense of the motherland whereas a fallen having been a former slave and greatly valuing their individuality would be less willing to give up their free will.

Reply #18 Top

I've heard that argument before, but I don't see it reflected in the lore. For example, the lore page on this site says about kingdoms: "The Kingdoms tend to believe in power of individuals to set their own destinies." and empires: "The Empires believe in the justice of raw strength and strive to increase their power."

In-game, we also find empire-only improvements such as sacrificial altars and slave pens.

Reply #19 Top

Item 45. Lucky Dice
Description: 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 will never ever 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.

Type: Accessory
Level Requirement: 4
+2 Dodge
+2 Dodge vs Ranged attacks
+2 Accuracy
+2 Spell Resist
+2 Spell Mastery
+1 Critical Chance
Item is Magical (150)

 

Item 46. Terrifying Riding Crop
Description: 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.

Type: Accessory
Level Requirement: 2
When attacking an enemy in melee, if the target is either Mounted or Militia, they have a 25% chance to lose their next turn
Item is Magical (100)


Item 47. Broken Shrill Lord
Description: 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.

Type: Mount
Level Requirement: None
+25 Weight Capacity
+1 Moves
+12 Dodge vs Ranged Attacks
+100 Prone Avoidance
+10 Cutting Damage resistance
Unit counts as Mounted
Item is Magical (250)


Item 48. Vorpal Sword
Description:  Also known as Kingkiller. 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.

Type: Weaponry (one hand)
Level Requirement: 7
Weight: 7
+9 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
Unit counts as Melee
Unit counts as using One-handed weapon
Item is Magical (100)

 

Item 49. Blooddrinker
Description: 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.

Type: Weaponry (one hand)
Level Requirement: 3
Weight: 9
+10 Cutting Attack
+1 Critical Chance
+30% Cutting Attack vs Damaged Opponents
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 War Injury
Unit counts as Melee
Unit counts as using One-handed weapon
Item is Magical (100)


Item 50. Bag of Wind
Description: An enchanted 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.

Type: on Use activation
When Used, the user produces +1 Air Shard power for 200 turns


Item 51. Shield of Bravery
Description:  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 refered to as "Fool's Bane", since a great many of its users have gotten in way over their heads and ended up in a cemetary for it.

Type: Shield
Level Requirement: 4
Weight: 5
+5 Defense
+8 Dodge
+40% Accuracy when fighting an enemy that is higher level
+40% Spell Mastery when fighting an enemy that is higher level
Unit counts as wearing a Small Shield
Item is Magical (125)

Reply #20 Top

Uhm... has anyone actually had any of these items DROP? Because I'm not getting any. And boy, if that's actually a modbug, that'd make me feel slightly stupid.

Reply #21 Top

Played for a few hours last night and never had any drop.  I did get to choose a vineshield from the sovereign creation screen however.

 

Reply #22 Top

I will check over the xml a bit to look for errors.  :drool:

Reply #23 Top

If anyone has actually found one of these items in the game, please post here. I'm going to stop adding items for now until I can actually see them appear in game.

Reply #24 Top

I was going to post the other night that I had yet to see one of these items drop or on another Sov/Champ.

Should all of these items be contained within a <GameItemTypes> tag?

Reply #25 Top

Is the intent to have them all only drop randomly? I have noticed that assigning items very low rates actually makes them very rare. I have not seen your items, I do not think, but in 20+ games, I have seen my items only one time, on an enemy sov, and he wasn't even following the level restriction.