John's plain clothes may not stand out, but they're all he needs as he embarks on his journey as a budding adventurer, ready to carve his path in the unknown. 10% Crit ChanceThese sturdy axes were some of the first ever made by the Heavy Hand forge works, an outfit of weapon smiths that are still active to this day thanks to their reputation of making quality items.+10% chance to cause PoisonVery few toxins are more deadly than that of a northern swamp scorpion. While most look to avoid this substance, others have attempted to weaponize it, and King Hamett of Aberdow did just that.
After taking one look at his mediocre squad of bowmen, the king knew that no amount of training would ever be able to improve their skills. Rather than import untrustworthy archers from foreign lands to replace his current defenses, the king started to investigate ways to make the best of what he had.
Although this group lacked accuracy, they definitely had strength in their shots, and therefore, when they did land a hit, the king wanted to make sure that it counted.
The great thing about a toxin, is that no matter how, or where it enters the body, it's effects begin to immediately take action, and after speaking with a local blacksmith about a design, it was agreed that if a bow could somehow be be infused with a lethal venom, it would turn even the most subpar archer, into a respectable warrior.
There was only one problem. The northern swamp scorpion may be one of the most deadly arachnida in existence, but it's also extremely rare, and obtaining enough toxin to supply the king's entire infantry with poison-dipped arrows, wasn't going to be possible. Luckily for the king, there was somebody in town that could help with this very issue, and she only needed a single drop.
Following several hours of odd incantations, local sorceress Koral Kane, imbued the king's entire inventory of bows with the unique ability to infinitely reproduce this deadly substance, and in turn, upgraded the defenses for all of Aberdow! +400 health and +400 energy over 5 secondsLegends tell of a great, golden hive, hidden deep within the whispering groves of the Sunveil Wilds, where the bees were not mere insects, but keepers of an ancient magic. Their honey was said to hold the warmth of the sun, their wax a fortress against time, and their hum a song of balance and renewal.
The Amberhive Charm is one of the last surviving relics from that fabled hive. Crafted by the first Hivekeepers, it was said to grant the bearer the strength of the swarm—resilience to endure, energy to persist, and the quiet wisdom of nature’s endless cycle. Those who wear it can feel the pulse of the hive, a steady rhythm that surges through their veins, mending wounds and restoring vitality in times of need.2 uses per Adventure+350 health and +450 energy over 5 secondsForged in the twilight of an age long forgotten, the Lifeblood Charm is said to be a relic of the Elders of the First Dawn, a secretive order that once guarded the sacred flow of life itself.
It is whispered that their rituals allowed them to weave vitality into form, capturing the essence of renewal within enchanted gemstones.2 uses per Adventure+24 weapon damage and 5% Crit ChanceThe Ember of Might is a smoldering remnant from the forge of an ancient warlord, where weapons of legendary power were crafted.
This ember still burns with the intensity of a thousand battles, imbuing its bearer with both raw strength and the precision needed to strike critical blows.
Its glow intensifies in the heat of combat, enhancing the wielder's attacks with devastating impact and deadly accuracy.
Those who carry the Ember of Might are said to wield the fury of the warlord himself, leaving a trail of fallen foes in their wake.+250 health and +550 energy over 5 secondsLong before the first great kingdoms rose and fell, there was a hidden spring said to flow from the heart of the world itself. Its waters were pure, untouched by time, carrying the lifeblood of the land. Legends tell of a nameless guardian who, fearing that mortal greed would drain the sacred well dry, sealed its essence within a single talisman, a relic that could only be wielded by those deemed worthy.
The Wellspring Talisman is said to carry a drop of that enchanted water, bound by ancient runes that channel its healing power. When activated, it releases a surge of restorative energy, washing over the wearer like the tide of a forgotten river, mending wounds and rekindling lost strength. Those who possess it often speak of hearing a faint, distant whisper, like the sound of running water in a cavern unseen—perhaps the voice of the lost spring, calling out to be found once more.2 uses per Adventure+600 health and +200 energy over 5 secondsOnce belonging to a warrior whose name has long been forgotten, the Revenant’s Keepsake is said to hold the last heartbeat of its original bearer.
Legends tell of a battle against an unspeakable force, where the warrior fell, yet rose once more—not as flesh, but as will.
In that moment, their soul did not depart; instead, it bound itself to this talisman, refusing the final embrace of oblivion.2 uses per AdventureRegenerates 0.2% of base health every second up to 1050 healthA beautifully crafted white silver band adorned with an ethereal ice crystal that never melts.
This magical ring gently pulses with cool energy, gradually restoring health to its wearer over time.
However, the ring's power is finite; after restoring too much health, its glow fades, and it will lose its magic temporarily.