Magic Items of Farland
Level | Magic Item | Item Slot/Category |
2+ | Crossbow of Wawmar | Weapon (Crossbow) |
3+ | Traveler's Staff | Staff |
8+ | Shield of Anchoring | Arms |
8 | Shield of Redounding | Arms |
10 | Earring of Neltak | Head |
12 | Executioner's Hood | Head |
14+ | Wyvernslayer Armor | Armor (Chain, Scale, Plate) |
14 | The Blacksword | Weapon (Longsword) |
21 | Helm of Fire Dominion | Head |
Artifact | The Amulet of Evernight | Neck |
Artifact | The Crown of Elven Kings | Head |
Artifact | The Staff of Aelfar | Off-hand staff |
Amulet of Evernight Epic Artifact |
Created many millenia ago by the Drow to help them wage their wars of envy against the surface elves to retake the lands of the sun, this darkly beautiful platinum amulet looks like a stylized crescent moon with a skull face. A tiny platinum serpent is looped around the top crescent. Legends say that this amulet was stolen from the dark elves by creatures of the deeps even more horrible, and thus it passed from the histories. |
Tier: Epic Item Slot: Neck Enhancement: +6 Fortitude, Reflex, and Will Property: You gain resist 15 radiant. |
Power (Encounter): Immediate interrupt. Trigger: An enemy scores a critical hit on you using an attack that has the radiant key word. Effect: Turn that critical hit against you into a normal hit. Power (Daily * Zone): Minor action. Create a zone of dim light (close burst 15) that lasts until the end of the encounter. Bright light created or brought within the zone is reduced to dim light while within the zone. Power (Daily * Zone): Standard action. Create a roiling dark cloud over your head that lasts for 24 hours. Under the cloud is a zone (close burst 300) that protects anything within the zone from the effects of natural sunlight. The zone has no other effects. You must be above ground and out of doors to use this power. |
The Blacksword (Intelligent Soul Level 15 Drinker Longsword +3) |
This longsword, forged in the furnaces of the Nameless City out of an otherwordly metal, throbs for the blood-- indeed the very souls-- of its opponents. |
Weapon: Longsword 25,000 Enhancement: +3 attack rolls and damage rolls Critical: +3d6 necrotic damage |
Property: If any undead are within 6 squares of you, you deal an extra 1d6 damage with the Blacksword. Power (Encounter, Necrotic): Free. Trigger: You hit an enemy with the weapon. Effect: You deal 2d10 extra necrotic damage to that enemy. If this hit doesn't reduce that enemy to 0 hitpoints, you take 1d10 damage. Communication: The sword communicates its basic feelings and urges, such as pleasure, displeasure, anger, or bloodlust, to its current wielder. Persona: The Blacksword wants nothing more than to serve the cause of evil by dealing death and destruction, particularly to innocents. It is a very violent weapon, and its bloodlust is easily aroused. In fact, once it is drawn, its thirst for blood can rage out of control. Otherwise, it generally lies dormant, although occasionally it will prod its wielder toward evil deeds. Alignment:Evil Skills: The blacksword grants a +2 bonus to skill checks related to necromancy, undead, and history of the Wintervale or the Nameless City. Special: If the wielder of the sword does not use its encounter power in each combat in which he has dealt damage with the Blacksword, he automatically takes 2d12 damage at the end of the combat, as the sword punishes him for not slaking its thirst for death. |
Crossbow of Wawmar Level 2+ |
Crafted under the hammers of the most expert metalsmiths in the world, the dwarves of Wawmar, this steel crossbow stops your foes in their tracks. |
Lvl 2 +1 520 Lvl 17 +4 65,000 Lvl 7 +2 2,600 Lvl 22 +5 325,000 Lvl 12 +3 13,000 Lvl 27 +6 1,625,000 |
Weapon: Crossbow Enhancement: Attack rolls and damage Critical: +1d6 damage per plus Power (Daily): Free Action. Use this power when you hit with this weapon. The target is immobilized until the end of your next turn. |
Crown of Elven Kings, Epic Artifact Elebtale, the "Browstar" |
This beautiful crown is formed by a circlet of mithril set with a luminous diamond carved to look like a star. It helps the Elvenking in the Summervale to hide his lands and people from the eyes of evil. |
Tier: Epic Item Slot: head Property: You gain a +2 item bonus to bluff, insight, and perception and a +5 item bonus to saving throws against illusions. |
Power (At will): Minor action. You can use ghost sound (Wizard class feature) as a minor action. |
Power (Encounter): Standard Action. You can use mire the mind (Warlock 7). |
Power (Daily): Standard action. You can use veil (bard 10). Power (Weekly): You can cast the ritual Guards and Wards (whether or not you know the ritual), but the component cost is only 2500 and 3 healing surges. |
Power (Monthly): You can cast the ritual Deceive Sensor (whether or not you know the ritual), but the component cost is only 22,500 and 3 healing surges. |
Earring of Neltak Level 10 |
These earrings are tiny golden upside-down axes; they are holy to the god Neltak, Lord of Law. |
Item Slot: Head 5,000 Property: Gain a +2 item bonus to insight checks to discern any untruths spoken in your presence. |
Power (Daily, Divine, Radiant): Standard Action. You call down Neltak's judgment on a target. Make an attack: Ranged 5; +14 vs. Will; on a hit, the target is dazed until the end of your next turn. If within the last 5 minutes you discerned the target as having spoken an untruth in your presence, the target is stunned instead of dazed. |
Executioner's Hood Level 12 |
This intimidating cowl, originally worn by the executioners of Farland, helps you decapitate your enemies. |
Item Slot: Head 13,000 Property: Gain a +2 item bonus to intimidate checks. |
Power (Daily): Free Action. Use this power when you are wielding an axe and when you make a melee basic attack or use an at-will melee attack power against a foe that is immobilized, helpless, or restrained. You are dazed until the end of your next turn. If your attack hits, you automatically score a critical hit. |
Helm of Fire Dominion Level 21 |
This powerful helm, crafted for the High King of the Kingdom of Farland in its heyday, is intricately carved and polished; flames are perpetually reflected in the burgeoned surfaces of the helm even when the wearer is not near fire. |
Item Slot: Head 225,000 Property: Gain resist 10 fire |
Power (Daily): Minor Action. Make an attack against a monster with the Fire keyword: Ranged 10; +24 vs. Will; on a hit, you dominate the monster until the start of your next turn. |
Shield of Anchoring Level 8+ |
Created for the dwarven hero Thetak, this shield blazes with arcane runes that root enemies to the spot. |
Lvl 8 3400 Lvl 18 85,000 |
Item Slot: Arms Power (Daily): Free Action. Use this power when you score a critical hit. The target is immobilized (save ends). Level 18: The target is restrained instead of immobilized. |
Shield of Redounding Level 8 |
The Dwarf King Walin II used this mirrored shield to reflect his foes' force back against them. |
Lvl 8 3400 |
Item Slot: Arms Shield: Heavy Power (Daily): Immediate reaction. You can use this power after you are hit by a power that has a push effect. The foe that pushed you is pushed the same number of squares. |
Staff of Aelfar Paragon Artifact |
This ancient ironwood staff, shod in bronze and crowned by a holy symbol of Heshtail, dates back to c. 2600 F.R., the time of ancient Aelfar. It once belonged to the mightiest priest of Aelfar and is rumored to have been given to him by Heshtail himself. The staff, like ancient Aelfar, is now lost. |
Tier: Paragon Item Slot: Off-hand Special: If you have line of sight to an actual, living dragon, the powers and properties of the Staff of Aelfar do not function in any way. Critical: +4d6 Enhancement: +4 attack rolls and damage rolls Property: You gain resist 10 necrotic. |
Power (Encounter * Healing): Minor Action. An ally of your choice gains an additional 2d6 hit points next time he spends a healing surge. Power (Daily * Healing): Free action. Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points. Effect: One ally within 5 squares of you can spend a healing surge. Power (Weekly): Free action. Trigger: An ally within 5 squares of you is reduced to 0 or fewer hit points. Effect: That ally regains hit points as if he had spent a healing surge. |
Traveler's Staff Level 3+ |
The head of this comfortable walking stick is always carved to look like a natural animal or beast of the wilderness. A leather thong hangs out of its mouth and wraps around the traveler's wrist. The staff makes one more sensitive to the ways of nature |
Lvl 3 +1 680 Lvl 18 +4 85,000 Lvl 8 +2 3,400 Lvl 23 +5 425,000 Lvl 13 +3 17,000 Lvl 28 +6 2,125,000 |
Implement (Staff) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: You gain a +2 item bonus to nature checks. Power (Daily): Free Action. Until the end of your next turn, all of your movement forms are increased by 2 squares, and you are not hindered by difficult terrain; you may also shift 2 extra squares. |
Wyvernslayer Armor Level 14+ |
First created by Zestor Half-Elven, also known as Zestor Wyvernslayer, an ancient King of the lands of Kelerak, this armor helps you both resist and hunt Wyverns and other flying pests. |
Lvl 14 +3 21,000 Lvl 24 +5 525,000 Lvl 19 +4 105,000 Lvl 29 +6 2,625,000 |
Armor: Chain, Scale, Plate Enhancement: AC Property: Resist 10 poison Level 24 or 29: Resist 15 poison Power (Daily): Minor Action. Pick a creature that possesses a fly speed. That creature takes a -1 penalty to all of its defenses against your attacks until the end of the encounter. Level 24 and 29: The penalty increases to -2. |