gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
|
Post by lav on Jan 14, 2023 17:59:46 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
EXTRA: DISCOVERED ITEMS
[attr="class","staffbody"] [attr="class","staffheadimg"] [attr="class","spelltitle"] DISCOVERED ITEMS[attr="class","staffpara"] As the plot unfolds, you may unlock certain items from participating in site plots, interacting with NPCs, or visiting Kiki's shop. This list includes almost all discovered items thus far, with the exception of: duds obtained from Kiki's gacha, character-specific items, npc-given items, and coven emblems. It also does not include roll-modifying skills or NPC skills. Hover over the icon of each item for a brief tooltip explaining where it was originally introduced.[break][break]
If you notice a missing item that could be included here, please feel free to let staff know. [break]
|
|
gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
|
Post by lav on Jan 14, 2023 18:57:30 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
WEAPONRY
[attr="class","staffbody itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPADE SHOOTER[break] A pistol that shoots a spade-shaped grapple hook, propelled by an acolyte starcaller’s self-replenishing stardust. the hook is on a long chain and capable of tearing into opponents, creating restraints, or making for a cool getaway. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JESTER'S KNIVES[break]A set of semi-transparent throwing knives. These knives are balanced perfectly and enchanted. Causes spells to go haywire and backfire if a target is stabbed, and the effect will continue until taken out. Isn't as effective on more powerful witches. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE DAGGER SET [break] A set of throwing knives. When they meet with an organic target, the knives turn into invasive ice that goes directly into the wound they cause. Capable of freezing limbs, or cutting them off if the coldness isn't dealt with quickly enough. May run out after successive use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]WOODEN BAT[break]A wooden bat. When thrown, though, it transforms into an actual bat and goes where the user wants it to go for a few seconds. Great for juking out your enemies, or getting a bat to an ally in need. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINIATURE TURRET[break]A small turret that requires some set up to use. Programmed to locate structural weaknesses in inorganic objects, it fires small missiles that do concentrated damage. Great for demolition and against defensive magic. A safety feature prevents it from targeting living beings. Prone to wear and tear [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KIKI'S SWISS KNIFE[break]Did Kiki actually make it? Who knows? A small knife with a pivot mechanism that lets you access a tiny blade, a pair of scissors, corkscrew, tweezers, and several small things that you're not really sure what they do. Useful for picking locks, if you know what you're doing. Oh! It also has a light attached to it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DIVINE SPEAR[break] A spear that looks as though it is a construct of light. When skewering something, it automatically cauterizes the wound. Great for torture. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NIGHTMARE BOLA[break] A large bola that is heavy to swing and hard to use, typically used for ensnaring large familiars. Any foe trapped by the rope is caught in an illusion and will believe themselves to be paralyzed for some time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]TECHNICIAN'S BLADE[break]A powerful, durable bladed weapon. May take the form of: dagger, sword, axe, lance, etc. Can be useful for throwing. Regardless of how or where this weapon is left or thrown, it will always return to the user when commanded to do so. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] Elementalist's BLADE[break] A powerful, durable bladed weapon. May take the form of: dagger, sword, axe, lance, etc. Not useful for throwing. May only be used by Elementalist witches, as it allows them to channel their magic into the dagger's blade, giving it one of the following effects based on their domain: a scorching heat that amplifies the potency of attacks (pyros), the ability to cause frostbite (aquos), near-invisibility (aer), a poisonous effect that may hamper muscle movement(gaia), or toggle-able tangibility (illusion). May break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DIABLO'S WAND[break]A crimson red wand that emanates dark energy. One can hear whispers when wielded. Can upcast spells up a single level, but at a cost of the witch's and familiar's sanity. Prone to wear and tear (the witch, that is), and may disappear at a moment's notice. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STAFF OF INVISIBILITY[break]A staff that allows a witch to become invisible. The witch is invisible until they cast a spell or touch another living being. 3 uses. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ARTEMIS'S BOW[break] A traditional wooden bow with ornate carvings that comes with its own set of arrows. It almost never misses, provided sufficient strength is applied and the user has decent form. If the bow is tampered with or damaged in even a small way, it loses its original magical property. It could still function as a regular bow afterward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINIATURE SMOKER [break]A small smoke gun, designed to mimic a pen. It has an 'N' drawn on the cap. When activated, the pen produces an obscuring fog with illusionary properties. It hides the user, but makes the movements of others in the cloud appear slower and easier to read for the one that is holding the pen. Takes significant time to charge up in between uses. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHOCKWAVE BATON[break]A normal looking baton. If handed off to another witch, causes the other witch to reflexively tighten their grip, becoming shocked and paralyzed. They then receive the baton. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STARSHINE DUSTERS[break] Similar, in theory, to Starcallers' use of gravity-amped gauntlets, this knuckleduster pulls enemies in when dealing damage and makes hits harder to avoid. iI causes significant side effects on users, though, and they may feel their hands being crushed a little under the enchanted, stardust-powered gravity. May break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JAEGER MK I[break] The original gun that put Jaeger Corp on the map, the MK I is still a favorite of many gunsmiths Salem-wide. It's a classic shotgun, optimized for close to mid-range. It uses the user's mana instead of ammunition, and was designed with fighting in rupture Effect Zones in mind. Shoots a powerful burst round, but takes some time to charge up. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MARCONE RINGS[break] A set of three rings that spell out MCN, designed to be worn on the middle three fingers. When the user makes a fist, the rings rapidly grow into metallic claws that retract when the hand is relaxed. Excellent for a surprise attack and close-range combat. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ENCHANTER'S BOMB [break] One-time use. A spherical bomb the size of a small football (not American). It has been enchanted by an Acolyte-ranked Elementalist enchanter to give one of the following effects when detonated by its owner: it explodes into several large, lethal shards of ice, it explodes much like a regular bomb and leaves behind a nasty fire, it explodes into a burst of force and casts a thick and powerful darkness spell over a wide area, it explodes into thousands of tiny rock fragments, it explodes into a brief circular slicing gale before unleashing a short-lived miniature tornado. Pick any element (your character doesn't need to know it) and delete the rest of the flavour text. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE STAFF [break] A simple staff that's cold to the touch, and seems to react to your mana. It's like it has a mind of its own, and can cast its own magic...So as long as your character has this item in your inventory, they may learn up to two icecraft spells either through shop purchase or mission reward. Prone to wear and tear. If the item breaks or is lost, spells must be deleted. ICly, these spells can only be cast by using the staff. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PIED PIPE [break] An elegant, easy-to-play flute. No seriously. It's like it has a mind of its own, and can cast its own magic...So as long as your character has this item in your inventory, they may learn up to two spell singing spells either through shop purchase or mission reward. Prone to wear and tear. If the item breaks or is lost, spells must be deleted. ICly, these spells can only be cast by playing the flute. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MODEL 12[break] The official machete used by Cerberus personnel. A highly durable, magic-resistant machete with in-built tracking. Highly unlikely to be lost or damaged beyond repair. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKY SPEAR[break]A popular spear used in Pegasus, originally designed by Jaeger Corp. This seemingly ordinary light lance comes with an enchanted bow that can be untied. When thrown, the lance will always return to the ribbon—for example, if the spear is tossed into the sky, it will curve and pierce the ribbon, wherever the ribbon may be. The ribbon is self-healing. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CENTRIFUGE DAGGERS[break]A rare pair of daggers, forged after hours of loving labour and starcalling experimentation. They seem bound to eachother by strange magnetic, orbit-like properties, and float and circle eachother when left alone. While difficult to control and direct due to the way the both attract and repel eachother, masters of these weapons have been know to use one dagger to launch and control the other, or use their repelling properties to eviscerate their enemies once lodged. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ALCHEMIST'S CROSSBOW[break]A hefty crossbow made of a a steel alloy. It has a compartment that you can insert vials of potions into. This contraption allows for a consecutive fire of arrows due to its quick infusions. A good way to use your one-use potions, or a deadly weapon in the hands of the right alchemist. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EARTH CLEAVER[break] A battle axe with a sturdy handle, forged especially to be extremely useful against gaian magic. The blade is always hot to the touch.
|
|
gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
|
Post by lav on Jan 14, 2023 18:58:05 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
APPAREL & ACCESSORIES
[attr="class","staffbody itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SPIRIT MASK[break]A strange mask that obscures the wearers eyes to the outside world, but not the world to the wearer. Wearing this mask makes the owner unrecognizable to those that know them. Taking it off ensures a forgetfulness about the person who was wearing it. The wearer also projects an aura of dread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOYAGER 360[break] A single small device clipped onto the ear. It enables two-way communication with other similar devices in the general vicinity. Highly resistant to mana manipulation, and capable of withstanding the instability in effect zones of ruptures. Touch to speak! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DARK VISION SUNGLASSES[break]A pair of stylish shades with a leopard spot pattern. When worn, will allow the witch to see in the dark. Can also be used as normal sunglasses in the sun, thanks to clever enchantments. The charm on them is prone to wear and tear and gradually loses effectiveness, whether or not you wear them.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]HEART OF THE HARPY[break]A beautiful necklace with a feather as its emblem. When worn by a witch, allows them and their familiar to project their voice to hypersonic levels, injuring their opponents. They need to take off the necklace to speak normally. Wearing it for too long will lead to losing your voice, or permanent damage to your vocal chords. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SEA SHANTY RING[break]A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, the ring will begin to sing a sea shanty that seems to draw daemons to the wearer. Doesn't work if not worn. A strange phrase in another language is carved inside the ring. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SNAKE'S HOURGLASS[break]A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, it will give the witch 10 minutes before instantly transporting them back to where the hourglass is located. Twin snakes decorate the handle. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HARPY'S LANYARD[break] A lanyard stolen from the Harpies, granting the character access to any room in the Lamia Towers. If someone catches you using it, you'll probably suffer more than a broken arm. Usage may cause serious unintended consequences, or labeling the character an Open Target. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GAMBLING DIE[break] A single gambler's die that functions as a sort of reusable "bomb"—instead of a traditional explosion, the die, after being rolled, dramatically enlarges itself to being about 50 sq. ft, capable of crushing others or building a nice platform/diversion. Its growth could theoretically be stopped with enough counterforce. Takes about 30 minutes to naturally return to its original form. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KARAOKE MIC[break] Can be used to amplify the effects of any spellsinging spell, or to just broadcast your voice very loudly across the room or a moderate distance. May break during use [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FRIENDSHIP INSIGNIA[break] An insignia with the complex symbol of the Cavalry. Once a coven of bannermen for the royal family of the Vale, the Cavalry has now become a leading authority in the peninsula. This apparently symbolizes friendship with the coven, though it doesn't seem to do much... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HALO TRANSCEIVER[break] A more advanced version of the Voyager, the Pegasus Transceiver takes the form of a thin white "vertical halo" circling the back of a witches head. When outside the walls, it connects automatically to the nearest Pegasus-run outpost. Can also be used to project a witch's voice loudly across a distance, or communicate to nearby transceivers. Compatible with Voyagers. Lights up in the dark. May not work if the witch is too far from Delphi or a Pegasus outpost. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QILIN ARM GUARDS[break]Elbow-length arm guards made from Qilin scales with in-built gloves. Heat and cold resistant, and resistant to enchantments of all kinds. Can block and parry attacks from sharpened weapons with ease. When slammed into eachother, the arm guards create a large, short-distance, and slow-moving supersonic wave capable of suspending magical attacks, including enchantments. May break its wearer's bones if used too frequently. Comes in a variety of colors. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] J-CORP WINDBREAKER[break]A light-weight, weather-proof, and fire-proof coat manufactured and distributed by Jaeger Corp. It makes a user's presence impossible to detect, even by daemons, so long as their familiar is suppressed. When standing perfectly still, the camoflague can render the wearer semi-invisible. Frequently used by Hunters to set up ambushes. It also provides solid protection against sharp-objects, including swords and claws. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WYVERN HALF-WING[break]A bionic enchantment developed by Cipher Corp that can be embedded into a shoulder blade of choice. Activated with a burst of mana from the witch (does not require a familiar's presence), the small chip will sprout a mechanical, bat-like wing. Useful for getting distance, vaulting over obstacles, and obtaining the high ground. Not great for flying.
|
|
gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
|
Post by lav on Jan 14, 2023 18:58:16 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
CONSUMABLES & MISC
[attr="class","staffbody itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]BLOOD OF SERAPHINE[break] A vial of mysterious red liquid. One-time-use. When consumed, it will upcast the next spell by one rank. This vial may have other uses, if you wish to pursue them.... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RUNE GLASS[break]A piece of glass that reveals the meaning behind runes that you scan over. Very useful when deciphering ancient texts, but extremely fragile. Single use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PAGES OF CIRPHIS[break] Cirphis, the legendary grimoire kept on display in one of the higher floors of Sybaris. Whether this is actually from Cirphis is anyone'es guesst. The item is a few pages bound together. It looks like a contract, though you cannot understand the language. If signed with the appropriate magical ink, the pages will vanish and give you temporary upscaled magical abilities, by one rank. All power comes with a price, though, and your character may soon experience the contract's harrowing drawbacks, including severe physical pain and inability to move or think. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BOBA OF STRENGTH[break] A cup of boba that will give the witch unnatural amounts of strength for roughly five minutes. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CHARMED PLUSHIE[break] A plushie backpack made in the shape of your familiar during the Equinox event. It is enchanted to be able to take one spell for the familiar per day. It is able to withstand more, but wears out quickly. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COMPANION CAT[break] A sweet little ghost-like kitty that can't actually affect the world around it, this cat never strays too far from its owner. When close to an illusion, the cat meows loudly and and its fur stands up, dispelling the illusion, but only for the user. Useable once per thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PYTHIAN FLYER[break] A flyer with information about The Floating Archives, sometimes known as Pythia. When put into the ground, it instantly grows a tall and sturdy tree, useful for gaining a vantage point. Also signed by H.P. Penelope Krost -- a trader may pay a hefty price for it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RESEARCHER'S NOTES[break] A pile of notes left by a researcher studying daemon physiology. Can be used once to locate a daemon's weakness. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LEYFSON'S CURSE - SIMPLIFIED VARIATION[break] A sampling of the curse that made Eirin Leyfson famous, this potion can be consumed to turn the user into a strange and inert gaseous form resembling (but not the same as) stardust. It shook the scientific community because of its implications on states of matter of magical beings. Using this sampling renders the user impervious to attacks of all kinds. Don't use in the presence of strong winds! May run out after successive use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PIRATE'S SPYGLASS[break]A brass spyglass used once upon the high seas. Capable of extreme zoom functionality, up to 125x. Has an in-built infrared sight.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JAR OF HEARTS[break] a jar containing smaller, heart-shaped vials, filled with potions crafted by a acolyte-ranked alchemist. one vial has AQUAPYRA, another has REGEN POTION, and the final potion has STICKY OOZE. Each potion can be used once only. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE ARCHANGEL[break] The Archangel is a top-of-the-line broom beta-tested by Haloed witches. It puts most other models to shame, and even has a "booster" button to achieve extreme speeds for a short duration. It's also a little larger, and could fit a passenger (though not really comfortably). [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MYCAN DELICACY[break] Known for its incredible cuisine, many Mycans enjoy sun-dried treats made from months of labour. Can be used once to give your character a baseline 50 roll for the entirety of any one event thread. Can be given to another character. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]HOLOGRAPHIC CHIP[break]A small card that triggers a blinding holograph when stepped on. Great for setting up an ambush, but designed in such a way that it has to...be stepped on. Breaks after use [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QILIN SCALE[break]A resplendent scale with a green-yellow glow. When consumed, can make a witch entirely resistant to extreme temperatures, including magical heat and cold. An ice spear would still pierce you, though. One-time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA STABILIZER[break]A horrific Cipher Corp invention that even Cerberus discourages their recruits from relying on, the deceitfully-termed "Mana Stabilizer" will forcefully draw on mana reserves the witch doesn't have in order to maintain their familiar or any spells they are actively casting. Prevents familiars from forcible dematerialization, but induces acute mana fatigue when used. Symptoms may include hallucinations, headaches, nausea, delirium, or the permanent disfiguration of the familiar. One-time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MESSENGER'S STYLOGRAPH[break] A black fountain pen with a nib that is sharper than usual. It can be used to pierce a piece of writing such as a letter or book, absorbing the text into an internal array. Using the pen again allows the user to move the absorbed writing onto a different surface. The original writing is destroyed upon absorption, and the pen can only be used once in this manner, though it functions as a perfectly good (albeit normal) fountain pen afterwards. One-time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]CARABINER KEYRING[break]It could just be for your keys, but where's the fun in that? It features an enchanted clip that, when attached to a small to medium sized weapon, condenses it into a non-descript house key. Unclipping it will cause it to transform back into its full-sized form. It may not fool a more sophisticated security check, but it sure is a handy way to carry things around. Prone to wear and tear.
|
|