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    Your character has access to the following items. Adventruer characters are not allowed to create any characters with modified items except for companions/familiars.

    Primary Weapon

    Secondary Weapon

    Body Armor


    Talismans - For more information go to Magic.



    On Hand Currency

    Overflow & Earned Inventory

    Items that are not currently equipped on your character.

    Crafted Magic Item Chart

    Each character can only have ONE crafted magic item. As you rank up in the server, you may add another buff to it when your rank calls for it. (THIS DOES NOT INCLUDE SPECIES ITEMS. For more information see 'Attunment Rule' further below.)

    Server Rank Magic Item Rank Ability Score Bonus HP Bonus Defensive Save Bonus Attack Bonus AC Bonus Bonus Damage Special Bonuses
    Veteran+ 1 1 5 2 2 2 1 -Add a Single Skill Proficiency

    -Add a Single Mana Type to Physical Attacks (Ex: Fire Weapon)
    Exalted+ 2 2 10 3 3 3 2
    Renowned+ 3 3 15 4 4 4 3
    Mythic+ 4 4 20 5 5 5 4
    GM Only Artifact 5+ 30+ 6+ 6+ 6+ 5+

    Buffs Explained

    • Ability Score Bonus: An item can grant a buff to a single ability score (the total number, not the modifier) of your choice. (Ex: Necklace that grants +1 Charisma)
    • HP Bonus: An item can grant a buff to your health points. The number stated gets added onto your current total of health points.
    • Defensive Save Bonus: An item can grant a buff to your defensive saves, making it easier for you to resist magical debuffs or damage over time. If you would be told to make a wisdom save to resist a spell, you would roll a d20+wisdom modifier+item's defensive save bonus.
    • Attack Bonus: An item can grant a buff to your attack bonus, making it easier for you to hit a target with an attack. If you would roll an attack, whether it be physical or magical, you would roll a d20+applicable ability score modifier+item's attack bonus.
    • Add a Single Skill Proficiency: An item can grant you a single skill proficiency. (Ex: Necklace that grants proficiency in Sleight of Hand. You would now get to add your proficiency bonus to those skill checks.)
    • Add a Single Mana Type to Physical Attacks: An item can grant you attacks that coincide with a specific mana type. (Ex: Fire weapon dealing fire damage instead of regular physical damage.)

    Crafting Magic Items in Accordance to Server Rank

    When you reach veteran rank in the server, you gain access to the ability to craft magic items for your characters. You can only craft items that have buffs within your allotted section. Your created item does not get all the buffs listed.

    • Veterans can only craft items with 1 buff applied to it.
    • Exalted and Renowned can craft items with 2 buffs applied to it.
    • Mythic can craft items with 3 buffs applied to it.

    Attunement Rule

    Each individual character can have up to 3 items that grant modifiers. Species items or an artifact do not count towards this total. You can gain more items through rp as a reward from GM's or other players. Attempting to surpass the 3 item limit creates an in character surge of mana, destroying all magical items (Potions, Weapons, Armor, Clothing, Etc.).

    Things to Note:

    • Each character can have one item that buffs AC.
    • Attack and Damage bonuses: If you get a +3 DMG from a sword and a +4 DMG from a bow, you do not get +7 DMG on your attacks. You get a +3 DMG if you're attacking with the sword and you get a +4 DMG if you're attacking with the bow. They do not stack on top of each other. The same goes for attack bonus.


    Familiars, as the name entails, are creatures that have a particular attachment or bond with an adventurer. Some familiars are passed down a family line, others bred and trained, while still more are summoned. These creatures are a constant companion to adventurers and will always be present to assist with whatever endeavor the player is undertaking. If an adventurer dies their familiar can go rogue, die from grief, or return from whence they came.


    • Include the familiar in your character's sheet
    • Name your familiar and provide creature art

    Familiars can possess 1 unique ability, regardless if they are non-magical or magical

    Non-magical Familiars

    These familiars are typically beasts that have been domesticated by adventurers. Either by taming a wild creature, raising and training an infant creature, or purchasing one from a breeder. They are loyal to death and hate to be left behind. If your character has a non-magical familiar, they will always be quick behind.

    Any beast can be tamed in the wild as well as traditional companions such as dogs, cats, and birds. These creatures are intelligent but do not possess sentience.


    Magical/Summoned Familiars

    Unusual creatures that require a Mage (mana ability 3 or higher) for their owner or pact-maker. Some magical companions are passed down family lines, such as sprites in a family workshop. Still others, such as non-sentient elementals, can be summoned.

    These creatures require a steady supply of mana and will abandon their pact if their owner/pact-maker tries to go against the familiar's alignment. Some magical companions have low-sentience and can have very rudimentary conversations.