These are a major part of Dungeon Master, most characters will have several items for each character, some are so magical that they physically bond with a character and are permanently enchanted and cannot be removed.
These come in many forms swords, scrolls, rings, paperweights, etc Some may only be used by certain classes, some by certain races, but most are usable by all according to level (see below for level of items)
How many Magic Items can I have?
Those classes that can cast magic can carry / use more magic items than non-casters and those who rely on magic as a way of life can carry even more.
Warriors, Assassins and Rangers can take up to 4 Magic Items into a game.
Paladins, Shamans and Clerics can take up to 6 Magic Items into a game.
Sorcerers, Healers and Mages can take up to 7 Magic Items into a game.
There is no limit to the number of Magic Items a character can own, but taking more than the designated number into a game may well result in one or more Magic Items exploding, damaging the character.
How will I know if I see a Magic Item?
Due to the nature of magic all magical items will glow slightly, you will notice it. (A ref will tell you if it is glowing if it does not have a lammie obviously attached)
Therefore all Magical Items will have a lammie. Most will be attached to the item with a number on it, any item that is too small or difficult to hang a lammie on will be painted bright yellow to show it is glowing, a lammie will be underneath it if found or in the pocket of the user.
All magical items have a time limit on them (usually six months) this is indicated on the lammie.
I want one ... but where do I get one?
Most are found in game, high level opponents will probably be using them against you, so kill it and knick the items!
Some are found in treasure chests (beware of traps)
Some are given as rewards for doing certain things or completing missions
You can always buy a magic item from GC, although these will be more expensive than taking it off a dead dragon you just slew.
Stealing off other players in game is allowed, but please note that anyone doing so will gain a reputation for this and no one will want to play with you –anyone taking the wee over this might have random fireballs from the sky fall down on their head killing their character
I found one … but I don’t want it?
You can sell or give it to another player who is playing with you at a game (you cannot give it to another one of your characters)
You can leave it on the floor and walk away
You can sell it to GC
If you are a Paladin and you decide not to keep it you will give it to a suitable good cause (GC is a good cause, another player isn't, a family of refugees is)
Magical Items that are “known” to be in the world
Rings, weapons, amulets, shields, bows / x-bows, scrolls (these loose their magic ability if cast – one use only), potions (one use only), necklaces, silmarilion, crystals of power (power fades over time), armour, books (similar to scrolls but have several spells inside), staffs (limited number of charges), wands (limited number of charges), orbs, religious icons / relics, shamanistic items, jewels ….
Restricted items
Some magic items may only be used by certain classes, some by certain races (these are called restricted items), but most magic items are usable by all, according to level.
If you are not of that race or class of the restricted item then you cannot use the magical abilities of the item. The item can be sold / given to another player or to Games Control for Gold.
Examples (1) a Paladin sword of destroy undead is picked up by a dwarf ranger, the item is restricted and does not bind to the dwarf ((a) he is not human and (b) he is not a paladin). The dwarf can use the weapon as a sword but does not get the destroy undead bonus.
Example (2) An Orc Sorcerer level 3 finds a ring of the Orcs (a restricted item) and decides to wear it, he gains the bonus of the ring (+ 5 global hit points) as this item needs no knowledge to make it work and he is an Orc.
Level of item
All Magical Items have a minimum level on them (starting at level 1). If your character is not of the same level or higher then they cannot use the magical properties of the item.
Example: A level 2 mage picks up a wand of + 4 spell rips (a level 3 item). The mage cannot use the item as he is not high enough level. He therefore decides to sell it in game to a level 3 Cleric, and she buys the knowledge on how it works from GC. However, The Mage could keep hold of it and use it when he becomes level 3
How does a magic item work?
All magical items will have an operating procedure to use its magical properties (usually just concentrating on its powers in a certain way will be enough) – any item bought will have its operating procedure explained to you, those found in game most probably won’t and you will either have to find out by asking the person who it belongs to (if they know or wish to tell you) or paying 10% of the value of the item in gold to games control. (An expert will determine its effects and powers for you) Just concentrating on a found item will probably not work, but is well worth the effort of finding out. Some items just work when you use them (rings of + XYZ to stats) eg a necklace of + 5 Global Hit Points.
Example: A Human Cleric (level 5) finds a Relic of power (level 4). The previous owner is lying dead on the floor with the cleric’s dagger between his ribs. As he is unable to discover how the item works he keeps it and pays GC to work it out for him.
Example: A Mage (level 2) finds an Orb of fireball level 2 (level 1) and using his Detect Magic level 1 spell (costing 1 rip) he determines how to use the item (asks a ref) and the proceeds to deal out fireballs to the hordes of giant snakes attacking the party using the Orb’s powers.
Example: a breastplate of sixth sense (level 3) is picked up by a level 3 elf, the item is level 3 and so the elf decides to use the item and gains the bonus as this item needs no knowledge to make it work.
Known Magical Item bonuses in the game
Any item may have a/or several skills that are available to any class at any level (the higher the level of spell the higher the level of the item)
Talk to the dead (level 3)
This is the same as the Shaman skill. Talk to the dead – The shaman chants over a recently dead target and calling upon the spirits can ask the recently departed 3 questions. These must be answered truthfully.
Sixth Sense (level 3)
A ref may give the user a warning about something about to happen (once per day)
Toughness (restricted to Rangers, Paladins and Warriors) (level Unknown)
Gives immunity to bolts, arrows and thrown weapons.
Teleportation (level 3)
Physically move in line of sight up to 50 feet. Must take 10 seconds of roleplay to teleport port in/out.
Determination (level 3 and above)
Gives immunity to Terror and/or Fear depending on items level (equivalent to warrior level of resistance)
Tell Truth (level 4)
Must engage target in conversation for 60 seconds. Victim must then reveal truth.
Camouflage (level 1)
Can blend with any outdoor or underground surrounding. Identical to Elf or Dwarf racial bonus.
Stamina + XYZ (from level 1)
Global Hit Point Bonus. Bonus amount dependent on level of item.
Spell Rips + XYZ (from level 1) Number of spell rips given per day bonus
Fireball (level dependent on level of item)- A number of times a day the item can cast on it’s own (by the will of the owner) Fireball Spells (level of spell is determinate of the level of the item). Item must be touched by the owner for it to work.
Tradeable Items (from other players on the game you are on or Games Control)
Herbs – Only herbs you can use in healing treatments at present is Silverbloom
Potions – many varied but usually weaker than magical items
All potions, poisons will have a note to show the victim with details on it
All potions, poisons (lethal and non-lethal) including antidotes are a 1 time use only. If the 1st victim is immune the second is not affected at all. All potions, poisons decay over time if released from their container and remain effective for 1 hour
Healing Potions
Must be referred by their number. E.g. I give you a healing potion level 5, therefore everyone knows what it does if passed around if you refer to it by it’s name as well. Healing Potions are a one time use and heal instantly.
Current market prices are:-
Each HP a potion heals costs 50 gold
Example a level 5 healing potion will heal 5 HP instantly and cost 250 Gold
Potions cannot currently be made above level 9
Poisons (non-lethal)
These are the currently available non-lethal poisons on the open market. Prices may fluctuate. Note that many creatures around the world will have immunities to some or all of these, so GC does not guarantee that they will work – no refunds given! Only Rangers (depending on level) can effectively use these on weapons. They can treat someone else’s weapon and then give them to others to use, otherwise all other classes must make victim drink them.
Mute – victim is unable to cast magic or speak for 3 mins Current Cost 1000
Slow – victim moves, fights and speaks etc half speed for 3 mins Current Cost 1500
Weakness – victim has no energy to use any skill other than basic weapon use for 3 mins (all weapon hits do only 1 point of damage – regardless of anything special the victim has skill wise eg Double etc) Current Cost 2000
Confused – victim cannot concentrate enough to use any skill (including fight or cast offensive magic) except parry or cast defensive magic for themselves for 3 mins (eg sanctuary or shield or healing) Current Cost 2000
Calming – the Victim will not fight offensively or provoke a fight (if they enter combat they will only defend) – duration 3 mins Current Cost 2000
Sleep – victim falls asleep for 3 mins (and is un-wakeable) Current Cost 3000
Poisons (lethal)
These are the currently available lethal poisons on the black market. Prices may fluctuate as demand rises and falls. Paladins are refused from using these. Note that many creatures around the world will have immunities to some or all of these, so the assassin’s guild (via GC) does not guarantee that they will work – no refunds given! Only Assassins (depending on level) can effectively use these on weapons. They can treat someone else’s weapon and then give them to others to use, otherwise all other classes must make victim drink them.
Damage dealing poisons
1 hp loss through to 8 hp loss costs 1000 gold per hp level caused
Potion of death – kills outright costs 20000
Time lag poisons
1hp every 10 mins for 60 mins – costs 8000
2hp every 10 mins for 60 mins – costs 20000
Bonus for these is that the culprit can be many miles away before the poison is detected as being deadly
There are rumoured to be other poisons in the world but you have not heard more of this. Try asking the Assassins Guild you belong to. If you are not a member then you don’t value your life by asking!
Antidotes
Due to the risk of assassination in the world many nobles and those of a more affluent nature have a constant supply of antidotes, it is even rumoured than some poisons can be made permanent ineffective with a costly treatment.
Antidote of non-lethal potions – costs 800 (antidote lasts 1 hour and user is immune to all non-lethal poisons for that time)
Antidote for lethal poisons costs 3000 (antidote lasts 1 hour and user is immune to all lethal poisons for that time)
Permanent immunities are rumoured to cost between 10 and 30 times this.
Potion of resurrection
This works in the same way as resurrect for a healer level 7. See their notes on this. Costs 20000 and 1 person use as normal. Any undead, demonic or ghostly thing using this will have no-effect.
Holy Water
A cleric buys this from a temple of choice. How to use see Cleric notes and only a cleric of a usable level can buy it. Costs 500 each, but costs vary wildly. Note that many creatures around the world will have immunities to some or all of these, so GC does not guarantee that they will work – no refunds given!
Holy Relics
A worthy Paladin is gifted these by his temple, they are restricted to Paladins only and always bind to that paladin. They have no intrinsic value to anyone else.
Artefacts of power
A very rare item to appear on sale, but it has been known to happen. Ask GC if you have a few spare thousand lying around