Artisans, the corpses of powerful foes and the reaches of the world are all home to powerful and useful magical items that your character might come across. These weapons, items and equipment are likely to be very useful or at least very profitable for your character.
See also:
Rules for Magic Items
Magic items in Concord have a few base rules which apply to them all:
Magical items are represented by a tag. The tag should be placed on the item somewhere where it will not be a safety hazard.
The tag will detail the name of the item and the Summit at which it will expire. The tag will be a fabric/krytek tag which symbolises the magical nature of the item for onlookers. This is given to the Artisan when they craft the item. The item tag is retained by the owner of the item, attached to the prop in question where possible.
Magical items have a durability that limits the number of events that it can be used at.
Journeyman items last two events, Expert items last three and Masterwork last four events. Incredibly rare Artifact items have no durability and last forever. An item's durability is marked on its tag as the event it will expire at the beginning of.
To use a magical item, it must be Bonded to a character by a character with the Artisan skill. Each character can only have one magical item of each type bonded to them.
The item types are Weapon, Armour and Talisman. Armour and Talismans must be worn for their effects to be used. Weapons must actively be wielded.
Some magical items affect a Band. Each band may only benefit from one magical item at a time.
A full list of the known magical items and their crafting costs can be found in the Appendix.
If a Magical Item is in a form that requires proficiency, your character must be proficient to have it bonded to you.
This includes the following
- Weapons: Polearms, Greatweapon and Bows
- Armour: Heavy
- Talisman: Shields
Weapon Pairs may require the Bladehand skill to be bonded.
A magical item must be on your person for you to benefit from its effects. If it is a weapon or shield, it must be wielded to benefit from its effects.
The only exception to this are items which affect a whole player group, which only needs to be held/wielded by one member to affect all members of the group.
Types of Magic Items
Each magical items type determines what it should appear as and how it should be interacted with.
They are as follows:
Weapon: One Handed
- A weapon that meets the requirements of a one-handed weapon.
Weapon: Great Weapon
- A weapon that meets the requirements of a great weapon.
Weapon: Polearm
- A weapon that meets the requirements of a polearm.
Weapon Pair:
- A pair of weapons that meet the requirements of the listed weapons.
Weapon: Bow
- A weapon that meets the requirements of a bow.
Talisman: Battlemages Circlet
- A prop that meets the requirements and is approved as a battlemages circlet. Requiring the Battlemage skill to use.
Talisman: Tool
- A prop that represents some kind of tool based on the item's name. Generally speaking the prop should be of notable size, so a set of tools rather than a single object (Set of picks, vs one lock pick, a whole mortar and pestle vs a potion vial.)
Talisman: Shield
- A shield that meets the requirements for combat-safe construction.
Talisman: Jewelry
- A prop that acts as an ornamental accessory such as a necklace, crown, bracelet or ring. May also include bone pendants, leather bands and other non-metal options.
Reliquary:
- A holy artifact. Should be of notable size (basketball or larger). Exact appearance will vary from Sect to Sect. Each instance of a Reliquary may only be used once per day.
Concordia: Banner
- A large banner, displayed in a common area within the Band’s camp. At least 1m long and 80cm wide. Fragments of this Concordia should appear as slivers of the banner, or strips in the style of the banner at least 15cm long. Note: Fragments are the parts of the Concordia that each member of the band takes from the Concordia and attaches to themselves, gaining their part of the boon. Each Fragment occupies the ‘Talisman’ magical item slot, meaning a character cannot have a Fragment and a Talisman at the same time.
Concordia: Icon
- An object of importance, displayed in a common area within the Band’s camp. At least 30cm by 30cm by 30cm. Fragments of this Concordia should appear to to be piece of the Concordia at least 10cm by 10cm. Note: Fragments are the parts of the Concordia that each member of the band takes from the Concordia and attaches to themselves, gaining their part of the boon. Each Fragment occupies the ‘Talisman’ magical item slot, meaning a character cannot have a Fragment and a Talisman at the same time.
Armour: Clothes
- A particular piece of clothing worn by a character, normally a tunic or coat.
Armour: Light
- A set of armour that meets the light armour requirements.
Armour: Medium
- A set of armour that meets the medium armour requirements.
Armour: Heavy
- A set of armour that meets the heavy armour requirements.