Post by Spookypatrol [Delia] on Feb 3, 2019 13:01:10 GMT -5
{UTILITY}{UTILITY}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Gust Bellows | - | Knocks a single airborne enemies out of the air, stunning them for 1 round. Knocks back a grounded enemy instead for 1 round. Does not need to pass accuracy. Can also be used to force a powerful air gust into objects. 5 round cooldown. | 2 Squares linear. | - | Treasured |
- | Spinner | Melee; Impact/Slashing | May be ridden into a single enemy, dealing a powerful spin attack that has a 100% Cripple chance for 2 rounds and deals standard damage +10% bonus damage. If a player lands a critical blow with the Spinner, the enemy is additionally inflicted with Vulnerability for 2 rounds. 7 Round Cooldown. The Spinner can also be ridden on for up to three rounds. While the user is riding their Spinner, they can travel along Spinner Rails, gain immunity to floor traps, and gain boosted movement speed that slows over time: on the first round the user is riding, they gain +3 Square movement speed; for every round after, they slow down by 1 Square until the effect ends. This effect can be activated the same turn the user attacks with the Spinner, or it can be ridden separately. The user will be forced off of the Spinner if they are struck by most CC: Fear, Stun, Mesmerize, Freeze, Knock Down, Knock Back, Pull In, Curse, Imobilize, Jinx, Hex, Sleep, Grapple, Stagger, Daze, Trip, and Root. 5 Round Cooldown, starting when the user dismounts the Spinner. Note: if the user rides the Spinner on the same turn they attack, both cooldowns come off at the same turn, assuming the user rides the Spinner for the full duration. | Standard range, plus optional bonus of up to 3sq if ridden. | - | Treasured |
- | Sailcloth | - | Negates falling damage. Allows player to ride wind and cross gaps. When struck by a wind-based attack, the player is Alacritied. The player may not be Alacritied by any source more than once every 4 rounds. | - | - | Rare |
- | Gust Jar | - | Activating the item begins a channel: for up to three rounds, the Gust Jar sucks air inward, striking in an AoE to stagger most foes for 1 round, stun weak enemies for 1 round, and dazes large foes/bosses for 1 round. This attack does no damage, and does not need to check accuracy, but has a 50% chance to apply the CC (30% chance for large enemies and bosses). Targets are randomly selected, and for each round charged the AoE grows larger, starting with 2 targets and adding 1 target per round up to a maximum of 4. The channel of this skill can be interrupted early by the user or forced to end if the user is hit by an attack; it can also be halted entirely by certain CC like knockdown, preventing the next section from applying at all. When the channel ends, the jar shoots back out the gathered air to deal standard damage per turn charged to a single targeted foe, up to a maximum of 3x damage. In addition, the skill does an additional 1.1x damage per target hit by the channeled AoE, up to a maximum 1.9x extra damage. This final hit also stuns airborne foes and knocks back grounded foes for 1 Round. This skill can also be used to push and pull certain small objects. 12 Round Cooldown. | Cone AoE; 3 Square length, 5 Square width at max range. | - | Treasured |
- | Ball and Chain | Melee; Impact | Can shatter blocks of ice and certain rocks. Deals 50% bonus damage to enemies made from ice and/or rock. Frozen targets also receive 50% bonus damage, but are broken out of the freeze. Strikes a single target for 1.5x physical damage, plus another 1x damage as a return hit. Applies all standard gear bonuses, and must pass accuracy both times. 6 round cooldown. | 3x3sq AoE centered on user | - | Treasured |
- | Beetle | Ranged; Impact/Slashing | Summons a beetle for 3 rounds. The beetle gains the summoner's full attack score and can not be targeted, and carries out directions as directed by the user; these actions can include attacking a target or carrying an object. The Beetle may only use one piece of ammunition-type consumables, including bombs, deku nuts, seeds, and magic powder, which may be dropped on the command of the user. This action occurs outside of the player's full action turn, but within the same turn as the user's personal action. The Beetle may only be fitted with one piece of ammunition per summon, and consumes the ammunition given. The Beetle has 10% bonus accuracy when dropping objects. If the Beetle is not given ammunition, or has consumed the ammunition given, it may attack a target of the user's choosing, dealing impact damage for 50% of the summoner's base attack in damage. The Beetle may be used to cut ropes and vines. In addition, the Beetle suffers no range penalty. 10 round cooldown. | 8 Squares | - | Treasured |
- | Megaton Hammer | Melee; Impact | Does 1.5x damage to one target and Stuns for 1 round, and also does an aoe that hits 2 adjacent targets for 0.5x damage and causes a Knock Back for 1 round. As a draw back, the heavy weight of this weapon causes the user to become immobile until the end of the round. 8 round cooldown. | Primary hit: 1 Square. Secondary hit: 3x3sq AoE centered on target. | - | Treasured |
- | Skull Hammer | Melee; Impact | Deals 1.5x damage to a single target, Crippling them for 2 rounds. If the Skull Hammer misses its intended target, it instead deals a Glancing Blow if the number rolled is within 15% of the accuracy rolled, dealing no damage but Staggering the target for 2 rounds. The user may instead choose to deal a sweeping blow, dealing 1x damage to up to three adjacent targets (3sq line on grid), with each subsequent hit dealing 0.25x less damage, down to 0.5x damage if all three targets are struck. In addition, each target struck is Dazed for one round. 6rd cd. | 1 Square. 3 Square linear horizontal AoE. | - | Treasured |
- | Magic Hammer | Ranged; Impact | Strikes a single enemy at range for 1.4x damage, with a 50% chance of Concussing them for 2 rounds. Deals 20% bonus outgoing (after all other mods) damage to a Frozen enemy. The Hammer may instead be charged, delaying the user's attack until the end of the Round, after all other players and enemies have acted. If the Hammer is charged in this way, the damage and Concussion chance are increased by 5% for each turn the Hammer was charged for. (i.e. if the user begins charging at the top of a 5-turn Round, they gain 5x5% bonuses, or 25% bonuses.) If the user is attacked and hit at any point during this charge, the user must make a Save equal to the attacking stat of the attacker : the user's Competency to maintain their charge, or they are interrupted and are unable to act until their next turn. 7 round cooldown. | 6 Squares. | - | Treasured |
- | Whip | Melee; Slashing | Deals 1.3x damage to a single enemy and initiates a Grapple. Grapple rules: Both the user and the target are taunted onto each other for the duration of the Grapple, both gain 10% accuracy for the duration, and the grappled target suffers a 25% reduction to defense while the user suffers a 20% reduction to defense. After the first round, the grappled target may make a roll each round to escape the grapple: the roll uses the function (user atk:target def) and automatically ends after 5 rounds of grappling. Alternatively, the user may choose to end the grapple early, releasing the target and ending all components of the effect. In addition to causing a Grapple, the Whip strangles the target for 25% of the user's modified attack per round for the duration of the grapple. 8 round cool down. Also performs the functions of a grappling hook. | 2 Squares linear. | - | Rare |
- | Magical Boomerang | Ranged; Slashing | Does 0.6x damage + mods, can select up to 5 targets and pass acc each hit. Continues through all 5 attacks, even if one or more misses. This skill can be used to attack the same target multiple times, however it does 5% less damage per subsequent attempt to attack the same foe, up to 25% reduced damage. Attacking another target rests this debuff; IE, swapping between two targets will maintain the maximum damage for both. 6 round cool down. | 6 Squares. | - | Treasured |
- | Gale Boomerang | - | On the first round, the Gale Boomerang knocks a single enemy back. During the second round, the enemy caught in the twister is rooted. On the third round, the enemy is pulled back in, and subsequently confused within the same round. While the enemy is caught within the twister (all three rounds), all CC has a 20% bonus trigger chance. The initial hit must pass accuracy, but subsequent effects are automatic. 8 round cooldown. This effect is not a channel, and the player may still perform regular actions while the boomerang is mid-flight. Can also be used to extinguish flames and burning allies. | 6 Squares. Pulls enemy into square in front of user. | - | Treasured |
- | Switch Hook | Ranged; Impact | Deals standard damage as impact damage. On a sucessful hit, swaps the user and the target's location on the grid, and Confuses the swapped target. If not on a grid, the Confusion still occurs, and all allies gain +10% accuracy against the switched target for 1 round. 5 round cooldown. | 4 Square linear. | - | Rare |
- | Double Clawshot | Ranged; Impact | Pulls target to user, dealing standard damage with a 70% chance to Sunder the target for 2 rounds. If the first accuracy check fails, a second accuracy check is performed automatically at a -15% accuracy penalty. Alternatively, the player may choose to perform two separate accuracy checks against two different targets, each at a -10% accuracy penalty, but each dealing full damage with a 50% chance to Sunder for 2 rounds. Regardless of which action is chosen, the user suffers a -10% evasion penalty to the chosen target(s) for 1 round after use. 7 round cooldown. Can be used to pull self to a Hookshot target or grate, or pull certain objects to the player. | 4 Square linear. | - | Rare |
- | Hookshot | Ranged; Piercing | Pulls user to target, dealing standard damage that ignores half of the target's mitigation and block, plus an additional 70% chance to Stagger the target struck for 2 Rounds. On the user's next turn, he/she gains +10% accuracy versus the target they Hookshot to, but suffer -5% evasion to the same target. 6 round cooldown. Can be used to pull user to Hookshot targets, chests, and other pierce-able objects. No cooldown. | 4 Square linear. | - | Rare |
{SCEPTER}{SCEPTER}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Fire Wand | Ranged; Fire | The user may choose to convert their basic attacks into Ranged Line of Sight spell dealing Fire element damage with a 20% increased chance to Burn. Can also be used to melt ice. | Line-of-Sight | - | Rare |
- | Ice Wand | Ranged; Ice | The user may choose to convert their basic attacks into Ranged Line of Sight spell dealing Ice element damage with a 20% increased chance to Freeze for 1 round. Can also be used to freeze water. | Line-of-Sight | - | Rare |
- | Lightning Wand | Ranged; Electric | Negates falling damage. Allows player to ride wind and cross gaps. When struck by a wind-based attack, the player is Alacritied. The player may not be Alacritied more than once every 4 rounds. | Line-of-Sight | - | Rare |
- | Water Wand | Ranged; Water | The user may choose to convert their basic attacks into Ranged Line of Sight spell dealing Electric element damage with a 20% increased chance to Static for 1 round. Can also be used to charge machinery. | Line-of-Sight | - | Rare |
- | Shadow Wand | Ranged; Shadow | The user may choose to convert their basic attacks into Ranged Line of Sight spell dealing Water element damage with a 20% increased chance to Splash. Can also be used to make puddles. | Line-of-Sight | - | Rare |
- | Light Wand | Ranged; Light | The user may choose to convert their basic attacks into Ranged Line of Sight spell dealing Shadow element damage with a 10% increased chance to Blind for 1 round. Can also be used to darken bright areas. | Line-of-Sight | - | Rare |
- | Meteor Rod | Ranged; Fire | Calls forth a flaming twister that deals standard damage in AoE on up to 3 adjacent targets, plus a 50% chance to burn the targets for 50% of the player's unmodified Attack stat over 3 turns. For each target hit, the subsequent hit has -5% acc and -20% dmg. Can be used to melt ice. 6 round cooldown. | 5 Linear, 3x3 AoE | - | Treasured |
- | Blizzard Rod | Ranged; Ice | Summons a block of ice that crashes down on a target, dealing standard damage with 25% crit chance, plus a 50% chance to Freeze the target for 1 round. Can be used to Freeze water or lava. 6 round cooldown. | 6 Linear | - | Treasured |
- | Thunderstorm Rod | Ranged; Electric | Summons multiple orbs of ball lightning that seek out enemy targets. This attack hits up to 3 random targets for 75% of the user's modified attack damage, and has a bonus 5% Accuracy for each metal weapon or armor piece worn by the target. Additionally, each target hit has a 50% chance to be Staticked for 2 rounds. 6 round cooldown. | 6 Linear | - | Treasured |
- | Water Rod | Ranged; Water | Creates a pillar of water that can target an enemy or an ally. When used on an enemy, the rod unleashes a powerful jet of water that deals standard water damage to a single target on the first round, dousing flames and Soaking the enemy for 3 rounds. On the second round, the water pillar spouts, dealing 0.5x damage to up to 3 random targets, but must pass accuracy against all targets. The adjacent targets are not Soaked. This is not a channel. When used on an ally, the rod creates a gentle wave of water that clears all burns instantly and Soaks the target ally for 3 rounds. 7 round cooldown. | 5 Linear, 5x5 AoE | - | Treasured |
- | Dusk Rod | Ranged; Shadow | Sends out a pulse of pure darkness around the user, instantly placing the user into a Weak Stealth for up to 2 rounds. This pulse of darkness deals 50% modifiable Attack damage as Shadow damage to up to 3 random enemies, each hit passing its own accuracy check, plus granting a 25% chance to cause Blind for 1 round. After the initial strike, a field of darkness lingers, lasting for 3 rounds, so long as at least 1 of the targets is struck. While this field is active, the user may pass through it, taking a full round action to place themselves back into the Weak Stealth. 7 round cooldown. | 5x5 AoE centered on user | - | Treasured |
- | Lucent Rod | Ranged; Light- | Summons a beam of light from the heavens to heal friends and smite foes. When used on an enemy, this attack deals 120% modified competency as Light damage and has a 20% chance to Radiate. Additionally, this attack deals an aditional 10% comp damage and has 10% higher Radiate chance for every trait on the target that opposes the Alignment of the user, up to 150% damage and 50% Radiate chance. If this ability is used on a target who is currently in stealth, the user gains 15% bonus Perception on their detection check. When used on an Ally, this instead heals them for 120% of the user's modified competency and clears 1 Status condition or CC effect. Additionally, this heals the ally for 10% more competency and clears 1 more Status or CC condition for every trait they have that does NOT oppose those of the user, up to 150% Healing and 4 Status or CC conditions. Both skills share a 6 round cool down; using one prevents use of the other until the cooldown completes. | 6 Linear | - | Treasured |
- | Sand Rod | - | Can be used to raise pillars of sand into solid blocks. These pillars can be walked on, or can be used to create a barrier between players and enemies, making all allies invulnerable for 1 round versus melee attacks. However, players may also not use melee attacks during this time. 6 round cooldown. | Reach | - | Treasured |
- | Tornado Rod | - | Can be used to create a gust of wind below a player, simultaneously hurling them into the air. The player may not attack while airborne, but becomes immune to all melee attacks for 1 round. In addition, up to 4 enemies are knocked-back, and airborne enemies are stunned for 1 round. 6 round cooldown. | 5x5 AoE centered on user | - | Treasured |
- | Dominion Rod | Melee; Impact | Can be used to take control of Mechanical / Construct - type enemies for 3 rounds. Alternately, can be used to summon a Hammer Guardian Statue or an Owl Statue to control instead, which last for 4 rounds. Hammer Guardian: 70% summoner's Attack, +5% acc, 20% of the summoner's Defense, and 30% of the summoner's HP. All autoattacks have a 20% chance to Concuss the target. Has a 40% chance of performing a heavy hit, which deals 1.5x damage and has a 50% chance to Stagger. If the statue rolls within 10% of its accuracy, it instead performs a Glancing Blow, which deals no damage but has a 25% chance to Stagger, anyway. 2 round cooldown. Owl: 0 Attack, 40% of the summoner's Defense, and 30% of the summoner's HP. Instead of attacking, the Owl Statue releases a pulsing buff at the start of each round that increases all allies' Mitigation by 25%. Has a 70% chance of removing one cc and one status condition (including DoT) from all allies. This effect removes the strongest (longest duration or strongest effect) from the target ally. 10 round cooldown for mes, 13 round cooldown for summon. Only one summon/mes at a time. | 4 LoS. 3 Speed on summon placed adjacent. Reach on guard. 7x7 aura on owl. | - | Legendary |
- | Cane of Pacci | - | Flips any object and one enemy within a small to medium-large size category (not large bosses or minibosses or heavy enemies) on its head, effectively tripping them and causing them to be considered Vulnerable for one round. At the end of the round, the target recovers from its tripped and Vulnerable state, but becomes Confused. Must pass accuracy. 6 round cooldown. The Cane may additionally be used on holes to turn them into ""trampolines"" that players may jump on. Jumping players are considered Airborne for one round. Players can only jump once every fourth round. | 5 Linear LoS | - | Legendary |
- | Cane of Byrna | Arcane | Creates a forcefield around the user, warding them for 20% of their maximum hp for 3 rounds. In addition, any enemy who makes contact with the user while the ward is up sustains damage equal to the damage dealt to the ward. 10 round cooldown. | Self | - | Legendary |
- | Cane of Somaria | Arcane | Can create a solid block in a desired location. This block may be used to press switches, or to block enemies. The player may summon a single block in front of him/herself or an ally, which increases the player's Defense by 30%. Whenever an enemy misses an attack against the target, the enemy sustains 50% of the user's Competency score in damage. The block is destroyed after the enemy misses 5 times (it is assumed they hit the block), or 6 rounds have passed. If the block does not sustain 5 hits within 6 rounds, the block detonates, dealing 80% damage plus 20% bonus damage for each additional hit it could have sustained. (IE if it has all 5 hits left on it, it deals 160% damage.) If the block is destroyed (takes 5 hits), the detonation does not occur. The detonation occurs on a randomly-chosen target. 10 round cooldown. | 4 LoS | - | Legendary |
- | Bluefire Torch | Impact; Bluefire | Attack a foe in melee range, dealing standard damage that has a 50% chance to inflict Frostbite. (Frostbite deals 50% of the player's modifiable Attack in ice damage over 3 turns.) If the target is struck, a Bluefire field is left on the ground which deals constant Bluefire damage to the enemy and two adjacent targets for a maximum of 3 rounds. (The adjacent targets are struck automatically, thus accuracy only needs to pass on the Bluefire Torch's primary target.) For each turn the enemies stand on the field, they are dealt 10% of the player's unmodified Attack in damage. At the end of each round, affected enemies may attempt an evade check in order to escape the field. If they do not pass the evade check, they suffer the full DoT again. Targets who are in the fire are removed from stealth if applicable, and are unable to re-enter stealth until they exit. 6 round cooldown. Bluefire deals neutral damage to enemies that are typically resistant to Ice. In addition, the user gains 15% perception passively. | Owned by SICARII | Only One | |
- | Poe's Lantern | Arcane; Ranged | An arcane lantern taken from a Poe from deep within a crypt. When activated, the lantern scatters a field of arcane flames in front of the user. Whenever an enemy makes a melee attack against the user or his/her adjacent allies, the enemy is automatically inflicted with Ghostflame, dealing 50% of the user's Attack/Comp (whichever is higher) in damage over 5 turns. This field lasts 2 Rounds. 6 Round cooldown, after the field expires. When making a detect check against a Stealthed enemy, the Stealthed target's stealth is automatically treated as Weak, regardless of its actual strength. Grants +15% Perception passively. | - | Legendary | |
- | Prismatic Lantern | Ranged; Magical; Fire; Light; Electric; Ice | A mystical lantern imbued with the power of an esoteric Poe. When used it deals standard (Atk or Comp) damage and lets loose a ranged burst of a random element; must pass standard accuracy: 1 Fire. Inflicts a Burn. Inflicts Singe for 2 Rounds on a crit. 2 Ice. Inflicts Frostbite. Freezes for 1 Round on a crit. 3 Electric. Inflicts Fulgurburn. Shocks for 2 Rounds on a crit. 4 Light. Inflicts Radiate. Blinds for 1 Round on a crit. If the target is already inflicted with one of these conditions, the lantern will prioritize inflicting a condition not currenty on the target. If all four conditions are already applied to the target, the lantern chooses an element at random. If target is inflicted with any combination of Burn, Frostbite, Fulgurburn, or Radiate, this lantern inflicts a bonus effect, even if the lantern was not the item to inflict the condition. If 2 of the following detriments: Target is Dazed for 2 Rounds. If 3 fo the following detriments: Target is Confused for 2 Rounds. If all 4 detriments: Target is Mesmerized. Regardless of the effect, 6 Round cooldown. Grants +10% Perception passively. | Owned by Delia | Only One |
{MASK}{MASK}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Bunny Mask | - | Grants 1 turn of Alacrity. The player may perform both actions on the turn the mask is used, and using this mask does not count as an action. (Therefore, including activating this mask, the player performs 3 actions in one turn.) 10 round cd. In addition, the user gains +2sq movement speed passively. | - | - | Rare |
- | All-Night Mask | - | Automatically rouses a sleeping / mesmerized / hypnotized wearer once per fight, then offers a permanent 50% resistance to Sleep, Mesmerize, and Hypnotize. This is rolled after accuracy, like Block. | - | - | Rare |
- | Stone Mask | - | +10% to Sneaking. Allows player to perform a Surprise turn when the mask is worn. This active skill has a 5 round cooldown. | - | - | Rare |
- | Blast Mask | Blast | Deals standard Atk dam+ non-crit mods as explosive damage to primary target and 2 random targets, but 20% of potential dam from main target is dealt as recoil, plus 20% of the damage dealt to each additional target if hit. | Blast Radius: 5x5sq AoE centered on user. | - | Rare |
- | Keaton Mask | Melee; Impact | Summons a Keaton for 5 turns, which has 20% of the Summoner's Attack, +25% accuracy, 50% of the Summoner's Defense, and 10% of the Summoner's HP, and attacks on every turn. Whenever the Keaton lands an attack, it heals all players for 1% of their maximum hp. At the end of the Keaton's duration, if it does not die, it heals all players for 5% of their maximum HP. 10 round cooldown. | 3 Speed | - | Rare |
- | Skull Mask | - | Distracts one enemy for one round. For 3 player turns following the Distraction, the player has a 30% chance to Curse targets with every autoattack or skill used. Distract does not need to pass accuracy. 9 round cooldown. | - | - | Rare |
- | Spooky Mask | - | Fears one enemy for one round. For 3 player turns following the Fear, the player has a 30% chance to Silence targets with every autoattack or skill used. Fear does not need to pass accuracy. 9 round cooldown. | Line-of-Sight | - | Rare |
- | Mask of Truth | - | Auto succeed at 1 detect check. 20% increase to all detect checks. In addition, this mask may be activated to grant a 30% accuracy boost on the player's next turn. 3 round cooldown after the accuracy boost is used. | - | - | Rare |
- | Great Fairy Mask | - | Once per session, this mask will instantly ressurect the wearer if they are dealt a fatal blow, healing them to 30% of their maximum HP. The player may choose to store a Fairy in the mask, boosting the healing on the resurrection to 70% of the user's HP. Additionally, on their turn the user may activate this mask to surround them in a Ward equal to 20% of their maximum HP for 3 rounds. 8 round cooldown, beginning when the Ward ends. | - | - | Rare |
- | Garo's Mask | Melee; Piercing, Blast | Summons a Garo for 5 turns, which has 50% of the Summoner's Attack, +15% accuracy, and 20% of the Summoner's Defense and HP, and attacks on every turn. When its duration expires or if the Garo dies, it unleashes an AoE explosion that deals blast damage to up to 3 random enemies. 10 round cooldown. | 5 Speed | - | Rare |
- | Bremen Mask | - | Forces a target into marching, interrupting any previous actions, causing blocking targets to instantly lower their guard, and inflicting vulnerability for 2 rounds. 7 round cooldown. | - | - | Rare |
- | Captain's Hat | Melee; Slashing | Summons a Stalchild for 5 turns, which has 30% of the Summoner's Attack, +20% accuracy, and 30% of his/her Defense and 20% his/her HP, and attacks on every turn. The Stalchild's attacks have a 50% chance to Stagger an enemy for one round, is immune to disease and bleed, and has 50% Shadow resistance and 1.2x incoming Light damage. Alternatively, this mask may be activated to Hypnotize an enemy undead for 2 player turns. 10 round cooldown. | 4 Speed | - | Rare |
- | Giant's Mask | - | A truly rare mask that causes the wearer to grow to the size of a giant. While in this state all physical direct damage dealt by the user is passively increased by 15%, at the cost of a -5% reduction to evasiveness. Additionally, on a grid this passively increases the user's size to 2x2 and lowers their speed by 1sq. They may also lift heavy objects. Giant's Grapple: The user may activate the Giant's Mask to attempt a Grapple against a single target in melee range. This must pass standard accuracy. While this Grapple is active, the user may choose to perform a super slam finishing move against the Grappled target. This skill must pass a strength check (Atk:Atk) rather than standard accuracy, and if it passes this deals 100% bonus damage and Knocks Down for 1 round. Using this skill ends the Grapple immediately, regardless of the remaining duration and regardless if the skill successfully hits. 6 round cool down once the Grapple ends. If the initial Grapple attempt fails, this instead has a 3 round cool down. | - | - | Rare |
- | Kamaro's Mask | - | Plays Kamaro's Song, rousing any Sleeping allies or enemies instantly, then may be used to Confuse a single target. For the duration of the Confuse, the target is forced to dance, Rooting them in place and making them succeptible to +1 round duration from musical effects (Songweaver and Instrument songs). 8 round cooldown. | - | - | Rare |
- | Mask of Scents | - | +50% effectiveness of applying Miasma, +15% bonus accuracy and 10% crit versus a Miasmic target. 30% smell detect, and while detecting the wearer gains a 25% chance to find 1 Mushroom Spores or 1 Mushroom. Allows wearer to be awoken from sleep via strong smells in addition to the standard options. Porcine Wrath: On use, the wearer enters a Pig Stance and Squeals, waking any sleeping comrades and attacking normally. In addition, both the user and his comrades gain a 20% chance to apply Miasma with each attack. This aura lasts for 3 rounds and does NOT stack with the Mask's base Miasma boost. In addition, the wearer of the Mask oinks each time they act, giving a 20% chance to wake sleeping comrades and allowing the wearer to deal 20% extra damage to targets inflicted with Miasma. 8 round cooldown. | - | - | Rare |
- | Hero's Charm | - | If the target is K-Oed before player turn, the player auto-targets the weakest living enemy. Grants 5% bonus dmg versus enemies below 20% max hp. | - | - | Rare |
- | Troupe Leader's Mask | - | Cries softly, calming an enemy into not attacking for 1 round. For 2 rounds after, the targeted enemy will continue to attack, but will not target the wearer of the mask. Does not prevent AoE. 10 round cooldown. | - | - | Rare |
- | Don Gero's Mask | - | Can store one additional Instrument song in the mask, regardless of whether the instrument is owned. The song is free-of-cost, but the usual 200 rupee fee must be paid in order to replace the song. | - | - | Rare |
- | Postman's Hat | - | Refreshes all skill cooldowns automatically every ten rounds. Does not refresh item cooldowns. | - | - | Rare |
- | Romani's Mask | - | Allows the player to drink a single serving of Chateau Romani, refreshing the cooldown on all skills and increasing spellpower by 10% for 3 rounds. Does not require a bottle, but can only be used once per session. | - | - | Rare |
{EYEPIECE}{EYEPIECE}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Hawkeye | - | +5% Acc. | - | - | Uncommon |
- | Rokeye | - | +5% Acc.; +0.1x Crit Damage. | - | - | Rare |
- | Eagleye | - | +5% Acc.; +10% Crit Chance. | - | - | Rare |
- | Croweye | - | +5% Acc.; +10% Rupee Gain; +5% to ignore negative effects. | - | - | Rare |
- | Cuccoeye | - | +5% Acc.; +15% unmodified Damage Reflect. | - | - | Rare |
- | Owleye | - | +5% Acc.; +10% to Skill Checks. | - | - | Rare |
- | Doveye | - | +5% Acc.; +10% Buffs/Healing. | - | - | Rare |
- | Gulleye | - | +5% Acc.; +5% Evasion. | - | - | Rare |
- | Hrokeye | - | +5% Acc.; +10% Outgoing Damage. | - | - | Rare |
- | Lofteye | - | +5% Acc.; +5% Mitigation. | - | - | Rare |
- | Furnixeye | Fire | +5% Acc.; +10% Spell Damage; 5% burn chance on any attack or offensive skill, dealing 50% of player Attack as damage over 3 turns. | - | - | Rare |
- | Vultureye | - | +5% Acc.; +10% Incoming Healing; On any successful hit, the user has a 20% chance to siphon 30% of the damage dealt into health restoration. | - | - | Rare |
- | Takkureye | - | +5% Acc.; +10% Debuff/CC trigger. | - | - | Rare |
- | Guayeye | - | +5% Acc.; Reduces target's damage by a stacking 5% when hit by the wearer; resets on miss. | - | - | Rare |
{RING}{RING}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Blast Ring | - | +15% blast damage. +2 additional bombs per bomb bag. | - | - | Rare |
- | Lucky Ring | - | Halves fall damage, critical failure damage, and trap damage. Reduces critical damage taken by 10%. | - | - | Rare |
- | Snowshoe Ring | - | Grants +15% tenacity. Prevents slipping from ice floors or fields. | - | - | Rare |
- | Expert's Ring | - | Converts 10% of Attack into unarmed damage bonus. | - | - | Rare |
- | Grip Ring | - | Can be used to scale walls and other vertical surfaces without the aid of rope, grappling hooks, etc. Allows the user to perform a Grapple check against a target, passing standard accuracy. Escape checks against this grapple suffer a -5% penalty. A Grapple Check can only be performed once every 5 Rounds after the Grapple from this source expires. | - | - | Rare |
- | Power Ring | - | +12% Attack, -5% Defense, -5% Competency. | - | - | Rare |
- | Armor Ring | - | +12% Defense, -5% Attack, -5% Competency. | - | - | Rare |
- | Clever Ring | - | +12% Competency, -5% Attack, -5% Defense. | - | - | Rare |
- | Toss Ring | - | Increases accuracy and damage of thrown objects (including improvised weapons, thrown weapons, and skills that involve throwing) by 5%. | - | - | Rare |
- | Heart Ring | - | +10% max HP. The user heals for 2% of max HP every 3 Rounds. Cannot equip more than 1 Heart Ring at a time. | - | - | Rare |
- | Light Ring | - | If the user is at or above 75% of max HP, deals +10% bonus damage as arcane damage on all attacks, and gains reach on all attacks. Does not stack with itself. | - | - | Rare |
- | Friendship Ring | - | Reduces the cooldown of Team Attacks by 1. Increases the accuracy of Team Attacks the user is a part of by 10%. Does not stack with itself. | - | - | Rare |
- | Peace Ring | - | Prevents the wearer from becoming Enraged. Whenever the user is healed from any source, clears one CC and one SC from them. If more than one CC or SC is present, the one with the longest remaining duration is cleared. | - | - | Rare |
- | Pegasus Ring | - | +2 Speed. On Round 3, and on every 5th Round after Round 3 (Round 8, Round 13, etc), the wearer may make an additional basic attack as a bonus action. The wearer may choose to hold their bonus action attack for a later round (this occurs automatically if the wearer does not act in a round where the effect would have applied). If the action is held in any way, then the 5 Round cooldown continues after the round the action is taken in. | - | - | Rare |
- | Charge Ring | - | Reduces the cooldown of all class spells/skills with a 7 round cooldown or higher by 1. Only 1 Charge Ring may be equipped at a time. | - | - | Rare |
- | Discovery Ring | - | +10% perception. Enemy stealth checks are treated as 1 level weaker when being detected by the wearer. | - | - | Rare |
- | Ring of Stealth | - | +10% Sneak. Reduces the weight penalty from Sneaking by 1. Grants +5%+5% of user's Attack or Comp (whichever is higher) as bonus critical chance when attacking out of Stealth. | - | - | Treasured |
- | Red Ring | - | +10% Damage mitigation. | - | - | Treasured |
- | Whisp Ring | - | Reduces the chance of being Jinxed, Hexed, or Cursed by 70%. +5% Arcane damage. Increases the amount of jumps possible from user-sourced Ghostflame attacks by 1. | - | - | Treasured |
- | Slayer's Ring | - | +5% crit. 0.1 crit bonus. 5% bonus crit against -blin type creatures. | - | - | Treasured |
- | Bombproof Ring | - | +30% blast mitigation. No recoil from own bombs. Reduces critfail range from firearms by 5. | - | - | Treasured |
- | Double Edged Ring | - | +10% outgoing damage; +5% incoming damage. | - | - | Treasured |
{EARRING}{EARRING}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Fireshield Earring | - | +25% Fire Resist. 30% chance every turn to clear a negative fire-based condition (burn, singed, char, etc). | - | - | Rare |
- | Opal Earring | - | +25% Water Resist. 30% chance every turn to clear a negative water-based condition (soak, drench, etc). | - | - | Rare |
- | Topaz Earring | - | +25% Electric Resist. 30% chance every turn to clear a negative electric-based condition (fulgurburn, electrify, shock, etc). | - | - | Rare |
- | Diamond Earring | - | +25% Shadow Resist. Prevents the negative secondary effects from Shadowblight from applying to the user. When the user attempts to detect an enemy in Stealth, the target's Stealth strength is treated as one level lower (i.e. a strong stealth is treated as medium, a medium is treated as weak.), or -5% if a Weak stealth. | - | - | |
- | Sapphire Earring | - | +25% Disease Resist. 30% chance every turn to clear a negative disease-based condition (disease, sickened, etc). | - | - | |
- | Ruby Earring | - | +25% Ice Resist. 30% chance every turn to clear a negative ice-based condition (frostbite, frozen, etc). | - | - | |
- | Emerald Earring | - | +25% Acid Resist. Prevents the negative secondary effects from Corrosion. If the user were to have his/her mitigation, block, etc reduced by any other means, those stats are only reduced by half of the value they would have been reduced by otherwise. (i.e. if the user's mitigation were to be reduced by 10%, they are reduced by 5% instead.) | - | - | |
- | Obsidian Earring | - | +25% Light Resist. 30% chance every turn to clear a negative light-based condition (radiate, blind, etc). | - | - | |
- | Amethyst Earring | +25% Poison Resist. Prevents the user from having their healing negated by being poisoned, and if the user were to have their healing prevented by any other means, the user's healing is halved instead. | - | - | ||
- | Ethereal Earring | - | +25% Arcane resistance. Grants the user a passive Ward equal to 10% of his/her maximum HP. If the ward is depleted, it is automatically refreshed 8 rounds after the previous ward has ended. | - | - | |
- | Amber Earring | - | +10% Def. Grants critical resistance equal to 10% of user's Defense stat. | - | - | |
- | Coral Earring | - | An intricate earring made of a special Zoran coral fashioned into the shape of a hook. +25% efficacy to food and drink, including skill-based potions and consumables (i.e. Alchemy potions, etc). Allows the user to enter Stealth & make surprise & sneak attacks while under the effects of Miasma, and halves all other negative effects from Miasma or other scent-related debuffs. | - | - | |
- | Luminous Earring | - | A fashionable earring that glows curiously in the dark. +25% chance to Illuminate an enemy that strikes the wearer for 2 Rounds. +25% efficacy to bone and skeletal equipment or skills, including temporary summons (i.e. from Captain's Hat). | - | - | |
- | Astral Earring | - | A fine earring shaped from a fragment of Moon's Tear. Every 3 Rounds, grants the wearer 30% efficacy on their next turn. If the wearer does not act on the round the buff takes effect, the buff is held until the wearer takes an action, after which the 3 Round cooldown begins again. | - | - |
{WRIST}{WRIST}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Power Bracelet | - | +3 Damage. | - | - | Uncommon |
- | Power Mitt | - | +5 Damage. | - | - | Uncommon |
- | Goron Bracelet | - | +7 Damage. +5% Burn Chance. | - | - | Rare |
- | Twilit Bracelet | - | +7 Damage. +5% Shadowblight Chance. | - | - | |
- | Gerudo Bracelet | - | +7 Damage. +5% Fulgurburn Chance. | - | - | |
- | Anouki Bracelet | - | +7 Damage. +5% Frostbite Chance. | - | - | |
- | Goddess Bracelet | - | +7 Damage. +5% Radiate Chance. | - | - | |
- | Picori Bracelet | - | A bracelet that was closer in size to an earring before it was magically enlarged for use by the taller races of Hyrule. +7 Damage. +10% to efficacy of Alignment-based skills, feats, traits, items, etc. | - | - | |
- | Zora Bracelet | - | +7 Damage. +5% Healing Power. | - | - | |
- | Blue Bracelet | - | +7 Damage. +5% Damage Mitigation. | - | - | |
- | Rito Bracelet | - | +7 Damage. +5% Accuracy. | - | - | |
- | Korok Bracelet | - | +7 Damage. +5% Evasion. | - | - | |
- | Hylian Bracelet | - | +7 Damage. +5% Spell Penetration. | - | - | |
- | Demonic Bracelet | - | +7% Damage. +5% lifesteal. | - | - | |
- | Mogma Bracelet | - | +7 Damage. +5% efficacy to Blast skills and items. | - | - | |
- | Sheikah Bracelet | - | +7 Damage. +5% Stealth. Halves armor penalty for Sneak/Stealth. | - | - | |
- | Kokiri Bracelet | - | +7% Damage. +2 turn buff duration. | - | - | |
- | Lokomo Bracelet | - | +7 Damage. -2 Cooldown to Utility slot item. +5% efficacy to Utility slot item. | - | - | |
- | Ancient Bracelet | - | +7 Damage. -2 Cooldown to highest cooldown skill or item. If more than one skill or item is tied for the longest cooldown, player chooses which to reduce. | - | - |
{NECKLACE}{NECKLACE}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Regal Necklace | - | Grants 25% tenacity. Reduces the damage taken by wind-based attacks by 30%. Prevents forced movement from air/wind. | - | - | Rare |
- | Joy Pendant | - | Grants the Lucky feat. Reduces recoil damage by 50%. | - | - | |
- | Skull Necklace | - | Grants a 10% chance to Fear an enemy when the user is struck for 1 Round. This increases to a 25% if the user is struck critically. | - | - | |
- | Mermaid's Necklace | - | Increases healing power by 10%. Grants a 15% chance to self-cleanse a single CC or SC once per turn, prioritizing the most recently-applied CC or SC. | - | - | |
- | Pendant of Courage | - | Modeled after Pendants of Virtue. Grants block chance equal to 10% of Defense stat, up to a maximum of 20%. | - | - | |
- | Pendant of Wisdom | - | Modeled after Pendants of Virtue. Grants CC and DoT application chance equal to 10% of Comp stat, up to a maximum of 25%. | - | - | |
- | Pendant of Power | - | Modeled after Pendants of Virtue. Grants Critical Damage bonus equal to 10% of Attack stat, up to a maximum of 25%. | - | - | |
- | Goron Locket | - | Increases fire and blast damage by 10%. Adds 1 additional target to AoE fire and blast spells (damage is derived from the damage dealt to the secondary targets, if applicable). Increases range of fire and blast spells by 1 square on a grid. | - | - | |
- | Mystic Jade Necklace | - | Grants 10% spell pen and armor pen. Grants the Detect Aura (Lesser) feat. If the user already has the D.A.(Lesser) feat, this grants the Greater version. | - | - |
{CHARM}{CHARM}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Horse Whistle | - | Summons a horse based on the user's primary/highest stat. All mounts increase the rider's movement speed by 4, and grant the user 50% tenacity and 10% evasion while riding. The horses can be ridden into one enemy that is considered large size or smaller, dealing 30% damage to large enemies, 40% of the user's damage to standard sized enemies, and 50% damage to small enemies, as a bonus action. In addition, each horse grants a special active skill, which can only be used once per summon: Attack: Gerudo Destrier - Heavyweight Stomp - The horse bucks and stomps at an enemy in melee range, dealing 40% bonus damage and Crippling them for 2 Rounds. If this attack crits, the target is additionally rendered Vulnerable for 2 Rounds. Defense: Hylian Dray - Taunting Whinny - The horse calls the attention of all enemies within hearing range, instantly taunting them onto the user for 2 Rounds. The horse's muscular build deflects off most of the subsequent blows, granting the user 50% mitigation for the duration of the taunt. Competency: Sheikah Mustang - Calculated Kick - The horse delivers a swift but well-placed kick, interrupting channels, dealing standard damage as Competency damage, and Concussing the target for 2 Rounds. If this attack crits, the target is additionally Dazed for 2 Rounds. Freezing, stunning, or immobilizing the user forces him/her off of the mount. If the horse is still summoned after the user is cleared of his/her conditions, he/she automatically remounts the horse unless he/she chooses not to do so. The horse automatically desummons after 3 Rounds, or if the rider chooses to dismount/remain dismounted after being knocked off. 7 round cooldown after the horse is dismissed. | - | May also be equipped in Utility | Treasured |
- | Ghastly Doll | - | Why would anyone want to carry around this creepy doll? +25% jinx, hex, fear, and curse resistance. +25% application chance to jinx, hex, fear, and curse. On activation, a target must pass a save check at disadvantage (Comp : Comp, or Atk : Comp) or be Feared by the doll for 2 Rounds. 7 round cooldown after the fear expires. | - | - | Rare |
- | Golden Scale | - | Prevents the user from drowning. +10% Splash chance. The user may activate the Scale to Drench themselves for 2 Rounds. 6 Round Cooldown after the Drench ends. | - | - | Rare |
- | Roc's Feather | - | +5% eva. Passively allows the user to hit Airborne targets with melee or reach weapons at no accuracy penalty. Allows player to leap over floor hazards and jump to high places out of combat. In combat, the user may activate the Roc's Feather in combat to instantly clear any movement-impairing effects from him/herself, excluding Stun, Freeze, and Immobilize, and jump over any one field hazards or floor traps for 2 Rounds. The user may attack normally on the turn the Feather is activated. 5 round cooldown after the effect expires. | 1 Square Leap | - | Rare |
- | Lens of Truth | - | +10% Perception. Provides a +30% bonus to detect checks versus Stealthed enemies. In addition, the Lens of Truth may be activated to guarantee a successful detect on a Stealthed enemy. 6 Round cooldown. These abilities may be used outside of combat and/or versus traps. | Line-of-Sight | - | Treasured |
- | Din's Charm | - | Converts 8% of player's Attack stat into damage bonus. | - | - | Treasured |
- | Nayru's Charm | - | Converts 10% of player's Defense stat into flat damage mitigation. | - | - | Treasured |
- | Farore's Charm | - | Converts 10% of player's Competency into bonus application rate. | - | - | Treasured |
- | Sol | Ranged; Light | Passively provides +20% Shadow resistance and 5% Perception, and can light up small areas. Solar Burst: Summon a powerful explosion of light at a target location, dealing full modifiable damage to a primary target and 50% unmodifiable damage to up to two adjacent targets, passing standard accuracy. All targets hit by this attack become Dazed for one round. 5 round cooldown. | 3x3 AoE; 4 Square Range | - | Legendary |
- | Shadow Crystal | Ranged; Shadow | Passively provides +20% Light resistance and 5% Stealth, and can darken small areas. Shadow Burst: Summon a powerful explosion of darkness at a target location, dealing full modifiable damage to a primary target and 50% unmodifiable damage to up to two adjacent targets, passing standard accuracy. All targets hit by this attack become Blinded for one round. 5 round cooldown. | 3x3 AoE; 4 Square Range | - | Legendary |
- | Dark Mirror | - | Summons a temporary ally based on the user's Alignment: Each doppelganger attacks with either Attack or Competency, depending on which stat is higher. In addition, each doppelganger has access to all of the user's Class and Secondary Class skills, and the user may command the doppelganger to use any skill of choice, even if the skill is on cooldown. The doppelganger may only use two skills before it is dismissed. If the doppelganger is used to activate a buff, the buff has halved duration (min 1 Round). Power: Summons a shadow doppelganger that is fueled by the lust for power hidden deep in one's heart. Stats: HP: 20% of Max HP; Atk: 50% of user's Attack; Def: 20% of user's Def; Comp: 50% of user's Comp. +10% acc, +25% crit. Courage: Summons a shadow doppelganger that is fueled by the pride hidden deep in one's heart. Stats: HP: 30% of Max HP; Atk: 30% of user's Attack; Def: 50% of user's Def; Comp: 30% of user's Comp. +20% acc. Taunts a chosen target on entry for the duration the doppelganger is active. Wisdom: Summons a shadow doppelganger that is fueled by the arrogance hidden deep in one's heart. Stats: HP: 20% of Max HP; Atk: 40% of user's Attack; Def: 30% of user's Def; Comp: 50% of user's Comp. +20% acc. Inherits the user's secondary effect passives. Neutral: Summons a shadow doppelganger that is fueled by the apathy hidden deep in one's heart. Stats: HP: 20% of Max HP; Atk: 40% of user's Attack; Def: 40% of user's Def; Comp: 40% of user's Comp. 15% acc. Clears all negative conditions from the user when summoned. The doppelganger is automatically dismissed after 2 Rounds, but can be commanded to attack on the same round it is summoned. 10 round cooldown after the doppelganger is dismissed. | - | May also be equipped in Utility | |
- | Moon Pearl | - | Grants the Concealed Mind feat. Prevents negative effects from alignment-reliant skills or spells. Prevents the user from becoming mesmerized, hypnotized, or charmed. | - | - | |
- | Sacrificial Dagger | - | The user slashes with the dagger for standard Competency or Attack damage (whichever is higher) as hybrid piercing/arcane damage. This attack inherits both spell bonuses and physical bonuses. This attack has a 50% chance to lifesteal from the target for 50% of the damage dealt. If this dagger lands a killing blow, the lifesteal chance is instead increased to 100%, and heals back for 100% of the damage dealt. In addition, the user may choose to sacrifice up to 20% of their maximum HP to increase the accuracy of the attack and damage dealt by this attack by 4x the percent sacrificed (i.e., if 20% of max HP is sacrificed, this attack deals 80% bonus damage and has 80% bonus accuracy). The accuracy may not overcap if increased in this way, and the attack cannot proc lifesteal from this weapon if used this way, but may still proc lifesteal from external sources. 6 Round cooldown. | - | May also be equipped in Utility | |
- | Brodongo's Whistle | Melee; Impact; Ranged; Fire | Summons Brodongo for 6 rounds. Brodongo has 60% of the summoner's Attack and Defense, as well as 40% of the summoner's HP. +5% Acc In addition, Brodongo has a 40% chance of using a flamethrower attack, dealing standard damage to up to two random targets, having a 50% chance of burning them for 50% of Brodongo's modifiable attack for 3 turns. This skill may only proc once every 3 rounds (up to 2 times while Brodongo is summoned). Brodongo attacks on the summoner's turn. Brodongo may be resummoned 9 rounds after he is dismissed. | - | Owned by Asteri; May also be equipped in Utility | Only One |
- | Nacreous Dagger | Piercing; Acid; Disease; Poison; Shadow | A cursed dagger imbued with the powers of a fallen warrior. When used, the dagger deals standard (Atk or Comp) damage and an effect at random; must pass standard accuracy: 1 Disease. Inflicts Disease DoT. Inflicts Miasmia for 2 Rounds on a crit. 2 Acid. Inflicts Corrosion. Inflicts Sunder for 2 Rounds on a crit. 3 Shadow. Inflicts Shadowblight. Inflicts Curse for 2 Rounds on a crit. 4 Poison. Inflicts Poison DoT. Inflicts Cripple for 2 Rounds on crit. If the target is already inflicted with one of these conditions, the dagger will prioritize inflicting a condition not currenty on the target. If all four conditions are already applied to the target, the dagger chooses an element at random. If target is inflicted with any combination of Shadowblight, Disease, Corrosion, or Poison, this dagger inflicts a bonus effect, even if the dagger was not the item to inflict the condition. If 2 of the following detriments: Target is Sickened for 2 Rounds. If 3 fo the following detriments: Target is Vulnerable for 2 Rounds. If all 4 detriments: Target is Feared. Regardless of the effect, 6 Round cooldown. Grants +10% Critical Status. | - | Owned by SICARII; May also be equipped in Utility | Only One |
{MEDALLION}{MEDALLION}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Ether Medallion | Electric | Strikes 4 random targets (may strike the same target up to 2 times) with standard acc for 1.5x electricity damage and Electrifies all hit targets for 2 Rounds. On the next round, all targets that were struck are Immobilized for 1 round. 15 round cooldown. | 5x5 AoE around User | - | Legendary |
- | Quake Medallion | Impact | Strikes 4 random targets (may strike the same target up to 2 times) with standard acc for 2x physical damage, and Staggers them for 1 Round. On the next round, all targets that were struck are Stunned for 1 round. Does not affect Airborne enemies. 15 round cooldown. | 5x5 AoE around User | - | Legendary |
- | Bombos Medallion | Fire, Blast | Strikes 4 random targets (may strike the same target up to 2 times) at standard accuracy for 1.25x fire damage, with a 30% chance to singe all enemies hit. On the next round, triggers an explosion that deals 1.25x blast damage to 4 random targets (may strike the same target up to 2 times) at standard accuracy. 15 round cooldown. | - | - | Legendary |
- | Life Medal | - | +10% max hp (scales off base); rounded to nearest 10. | - | - | Treasured |
- | Bug Medal | - | +10% crit versus Insects. Increases the likelihood of finding insects in Agitha's Bug Hunt. | - | - | Treasured |
- | Heart Medal | - | Increases all incoming healing by +10%. | - | - | Treasured |
- | Rupee Medal | - | Increases rupee find by 10%. | - | - | Treasured |
- | Treasure Medal | - | Increases the likelihood of finding Spoils and Treasure. | - | - | Treasured |
- | Potion Medal | - | Increases duration of non-Alchemist potions & alcoholic drinks by 50%. Increases efficacy of non-Alchemist potions & alcoholic drinks by 50%. | - | - | Treasured |
- | Cursed Medal | - | +10% rupee find and increases the chance of finding higher rarity loot; Every session, one piece of equipment (excluding armor/weapons) is randomly disabled. | - | - | Treasured |
- | Light Medallion | - | +10% light dmg, +10% light resistance. +10% chance to daze on attacks. | - | - | Treasured |
- | Forest Medallion | - | +10% cc trigger chance. +10% cc resistance. +10% chance to root on attacks. CC boost doesn't stack with its own root chance. | - | - | Treasured |
- | Fire Medallion | - | +10% fire dmg. +10% fire resistance. +10% chance to burn on attacks. | - | - | Treasured |
- | Water Medallion | - | +10% water dmg output / water resistance. +20% chance to soak on attacks. | - | - | Treasured |
- | Spirit Medallion | - | +10% arcane dmg output / +10% arcane resistance. +20% chance to deal +5% bonus output damage. | - | - | Treasured |
- | Shadow Medallion | - | +10% shadow dmg output / shadow resistance. +10% chance to stealth on attacks for 2 rounds. | - | - | Treasured |
{INSTRUMENT}{INSTRUMENT}
Tier | Name | Damage Type/ Weight Class | Description | Range | Notes | Rarity |
- | Wooden Flute | - | Can be used to learn songs at the Music Box House. | 5x5 AoE around User | - | Uncommon |
- | Lyre | - | Can be used to learn songs at the Music Box House. | 5x5 AoE around User | - | Uncommon |
- | Ocarina | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Wooden Pipes | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Recorder | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Accordion | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Guitar | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Drum | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Violin | - | Can be used to learn songs at the Music Box House. | - | - | Uncommon |
- | Ancient Recorder | - | Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells. Reduces the Cooldown on any song with a Cooldown equal to or higher than 6 Rounds by 20%, rounded up. Removes requirements for any songs that work only against specific enemy types (ie Song of Storms works on any enemy, not just enemies weak to fire; Melody of Darkness works on Undead, etc. Sun's Song's immobility only has a 40% chance of triggering on non-undead enemies, but still retains its 100% against undead.) | - | - | Treasured |
- | Goddess Ocarina | - | Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells. When playing a song, the user heals all allies for 5% of their Maximum HP, and cures all negative conditions on all allies. | - | - | Treasured |
- | Double Bass | - | Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells. Can have up to 2 songs slotted at one time, but increases the cooldown of each song by 1 Round. | - | - | Treasured |
- | Barbarous Drum | - | Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells. When playing a song, boosts the damage of all allies by 20% and grants all allies additional Crit Chance equal to 10% of the user's Attack or Competency, whichever is higher, for 1 Round. | - | - | Treasured |
- | Bone Flute | - | A flute fashioned from the bone of one of SICARII's unfortunate victims. Hopefully HE sterilized it first. Melodies played on it seem to sound just a bit more shrill and chilling. Can be used to learn songs at the Music Box House. | - | Owned by SICARII | Only One |