Skip to content

Items: Magical items

"Most enchantments are subtle. The flashy ones are usually traps."

The shape of it: Magical items are gear with a non-mundane effect - enchanted weapons and armor, focuses, charms, rings, amulets, and one-off curiosities. They're rare in common stock, common in faction-locked stock, and the bread-and-butter of dungeon loot tables. Identifying them is a real step; using them unidentified is a real risk.


At a glance

Categories enchanted weapons + armor, rings + amulets, charms + trinkets, focuses, cursed/unstable items
Where to find Collegium vendor (sanctioned), Thieves' fence (illicit), heist loot, dungeon drops, quest rewards
Cost tier mid (charm) → pricey (enchanted weapon) → expensive (named / legendary)
Identify required yes - unknown items hide their full effects until inspected
Class restrictions most are open-use; some focuses require caster class

How to read a magical item

/inventory shows the item's tag + rarity. examine <item> reveals whatever's visible to your current skill / class. Full reveal often needs Identify:

  • Apparent name - what it looks like ("a copper ring", "a humming blade") before you know.
  • Revealed name - what it actually is ("Ring of Light Step") after identification.
  • Effect - the mechanical thing it does. Stat bonus, on-hit trigger, periodic effect, passive aura.
  • Tier - minor / standard / greater / artifact.
  • Charges - some items have finite uses; others are passive.
  • Drawback - cursed items, attunement costs, alignment hits.
examine humming dagger
use scroll of identify
appraise ring

How identification works

Three legal paths to know what you're holding:

  1. Identify scroll - single-use, mid tier cost, anyone can read (with a small Arcana check; casters get a bonus). Reveals the item fully.
  2. Skill-based appraisal - appraise <item> if you have Lore / Arcana / Tinkering rank. Each tier reveals more (low-tier = name
  3. rarity; mid = effect; high = full math + drawbacks).
  4. Pay an expert - the Collegium runs a paid identify service. Pricier than a scroll, but guaranteed full reveal - no failed roll, no half-info.

Unidentified items work - you just don't know what they're doing. That ring might be making you lucky. It might also be slowly draining your stamina. Identify before you commit.


Where magical items appear

Source What you find Notes
Common shop rare stock Tier-1 enchanted gear, charms Stock rotates; check periodically
Collegium vendor Sanctioned enchanted gear, scrolls, focuses Requires acquaintance rep
Thieves' fence Illicit enchanted goods, "no questions" Thieves Guild rep, no receipt
Heist loot Named pieces, often unique Per-target hoards (see Heist)
Dungeon drops Tier-2/3 enchanted gear, rare gems Deeper = stronger, riskier
Quest reward Named items, story-tied Cannot be bought; only earned
Cursed-find Looks like loot, costs something Always identify before equipping

Tier shape

Tier Effect strength Examples
Minor Small flat bonus, no drawback +1 to a stat, lantern with no fuel
Standard Useful flat bonus + maybe a flavor effect Sharpness on a weapon, light step on boots
Greater Significant bonus + situational effect Bane vs creature type, on-crit proc
Named / Artifact Multiple effects, story tie, attunement Quest-locked or dungeon-deep

The economy currently weights named/artifact tier as quest-locked you don't buy these, you earn them. Sanctioned greater-tier shows up in the Collegium top rack; illicit greater-tier shows up at the fence.


Charms, trinkets, focuses

Smaller than weapons + armor, often the most useful per-slot:

  • Charms - pocketed; passive minor effect (luck, perception, small resist). Cheap-mid tier; common in trinket vendors.
  • Rings - equipped (you have ring slots); flat stat or skill bonus. Mid-pricey; common loot.
  • Amulets - single slot; bigger effects than rings. Pricey; Collegium and quest rewards.
  • Focuses - caster-only off-hand (wand, holy symbol, orb). Boosts a school of magic or specific spell. Class-locked.

Cursed + unstable items

Some magical items are net negative - they apply a debuff, drain a resource, or carry a story curse. The engine treats curses as equip-locks:

  • You CAN take off cursed gear, but at a cost (gold to a priest, ritual at the temple, sometimes a quest).
  • Identifying an item before equipping reveals the curse.
  • Some cursed items have a hidden upside that justifies the drawback (an item that drains stamina but doubles damage on the kill, for example).

Rule of thumb: identify before equipping anything that hums, glows, whispers, or felt unusually cheap.


The progression curve

Hour Typical magical-item state
Hour 1-5 None - focus on mundane gear
Hour 5-10 First charm or minor ring, often from a quest
Hour 10-20 Enchanted weapon or armor piece (faction-locked or shop rare stock)
Hour 20-50 Greater-tier focus / amulet from dungeon depth or Collegium
Hour 50+ Named artifacts from heist / quest / endgame dungeon

Edge cases

  • Stacking enchantments doesn't double them - two +1 Strength rings is +1 Strength, not +2. The engine takes the highest of a given source.
  • Attunement cost - some greater-tier items need a one-time attunement (Arcana check or a small ritual). Failed attunement doesn't break the item; you just don't get the effect.
  • Selling identified > unidentified - fences and vendors pay more for known goods. Identify before selling tier-2+ loot.
  • Charges run out - wand-of-fireball runs dry. Re-charge at the Collegium (paid) or sell the empty husk for a fraction.
  • Class-only focuses - a Mage's wand is useless to a Warrior (literally - the equip won't take). Sell or gift.
  • Heist hoards differ from shop stock - you're not finding a legendary at the smithy. The smithy carries enchanted tools; the legendary blade is in the vault you're breaking into.
  • Identify scroll vs paid appraisal - for a single mystery item, scroll is cheaper. For a sack of dungeon loot, the Collegium flat rate often beats five scrolls.

See also