3. Unhandmenot: Nearly weightless, the sword has an almost magnetic pull to the hand of its wielder. It is impossible to drop in combat, and requires another person to assist the wearer to sheathe the sword. It is possible to break both hand and wrist if the sword is not dislodged carefully. It binds to no other surface of the body, or any other item. 4. Stonemaker: The sword occasionally turns foes it slays into stone. Infamously, at the battle of the Far-Hill, its wielder stuck it through the heart of his enemy, a bandit chieftain. The chieftain died instantly, and turned to stone. The sword became stuck inside the body, and the wielder was immediately killed by the remaining bandits. Because of this event, other wielders tend to consciously favor a cutting-and-hacking fighting style, rather than a stabbing one. 5. Shield of Mirrors: Possessing mirror-like qualities, the shield consists of perfectly blank, reflective surfaces. The mirrors, however, will not reflect either the sun or the moon, replacing one with the other should someone attempt to look at them through the mirror surfaces. Some say that the blade does not reflect anything at all, instead claiming it is a view to another world much like ours. Fighting against someone holding this shield is extremely difficult, as the mirrors inhibit depth perception and cause irrational reflexes to trigger. 6. Bloodhunger: Also known as the "Sword-that-cannot-be-trained-with". The sword cannot be sheathed, once drawn from its scabbard, until it has tasted blood. The wielder is possessed by an unconquerable psychic urge to not sheathe it unless blooded first. If the sword is sheathed with force by others without drawing blood, the user will be grievously cut somewhere on his or her person, through any armor. Myth has it that the sword will not accept the blood of the Fallen. Lady Umber herself once said that it was "the perfect power, that which cannot be used and must be used". The origins are unknown, supposedly demonic. 7. Hatfoe: Whimsically named "Hatfoe", the curved blade has an odd ability to knock hats off people in the vicinity when used. Its creator dubbed it a failure and discarded it, as he noted it would not remove any protective headgear from those around him. He sold it to an adventurer for the cost of the materials, and it has no recorded history since. 8. Soulguard: Said to protect the wearer against the horrors of battle, wielders will remain calm when confronted with the most vicious chaos or gore imaginable. Long-time use will leave the wielder with a hollow sensation, and eventually apathy will become a controlling characteristic. The sword was a gift from a blacksmith to his son, who wanted to see his son return home from military service as the same person, unchanged by war. The son was slain by arrow on the way to the recruitment camp, and the blacksmith never even shed a tear, as he had worked on the sword for too long. 9. Beggar's Lament: The sword renders its user unable to form sentences without nonsensical riddles. The last known owner, a supreme swordmaster undefeated in duels, was known never to speak when wearing the sword. He was supposedly more concerned with appearances than protection, and was ultimately cut down when delivering a speech to a group of nobles who had come to learn from him. He had placed the sword aside to make sense, and one of the nobles seized the moment and stabbed him to death for some previous grievance. 10. Demonfire: The sword burns everlasting with a dark flame, and no known power can extinguish it - it will burn underwater and in vacuums alike. The sword was stolen from beyond the Demon gates by an exceptionally bold, albeit surprised thief. The sword burst into flames as he returned it to this world, killing the thief. It was found by a peasant and brought to the local monastery. Over the years, the sword became myth and the monks claimed that whoever extinguished the sword would be the "deliverer" of this world. The monastery burned to the ground not long after. 11. Illfate: One of the few magical swords in the world that noone in their right mind wishes to possess. Its wielders, without fail, end up living excruciatingly tragic lives. The fate of each wielder is recounted in the book "Paths to Doom", written by Kal. Only a dozen copies of the book remain, and each time the life of a wielder ends, the story will magically appear in the end of each of the books. Kal crafted the sword himself, and thus his story is the first in the books. Ironically, the 74th story is of a wielder who read the book hoping to glimpse his own fate, and killed himself as the tragedy of all the stories and the realization that he would share their fate overwhelmed him. 12. Blink: Engraved with various demon faces, anyone who looks at the sword will see nothing odd - until he looks away. The sword's figures will appear to blink to anyone who breaks eye-contact with the various demons engraved in the sword. The experience is highly unsettling, but produces no negative effects. When wielded in crowds, the user will constantly end up in discussions with people who think they saw something and just want to look at the sword "one more time". Origins unknown. 13. Godsent: A thousand men saw the sword appear out of thin air at the siege of the last fortress of an old kingdom. The sword miracously helped break the siege, and the kingdom was saved for a time. The sword disappeared after the battle, but has reappeared through history whenever forces of good gather against darkness. Although the sword guarantees no victory, and indeed has been present at more defeats than victories, there is a great amount of faith in the sword by the common people. The sword is seen as a blessing and a sign of approval from the next world. 14. Certainty: The sword is engraved with what appears to be a slowly changing map, at first glance. It was created by the wanderer Bolr from before the Cataclysm, to aid him in finding ways around the world, and to keep him safe from danger. However, rather than display a map of the area, it displays choices the wearer must make and paths that he will follow as a result. Local legend has it that Bolr discarded the sword at the time of his death, saying that the sword had shown him nothing but "roads without end" throughout his life. His dying words were that he "must now go where Certainty cannot guide me". 15. Sword #214: A strange, silver-engraved sword with the typing "Sword #214". It cannot be sheathed into a scabbard, instead when its user puts the sword down, a box will appear around the sword for protection. When the sword is drawn, the box vanishes. Rudimentary testing shows that it is never the same box that appears twice, as objects placed in the box alongside the sword are lost forever when the box disappears. Each time the sword is in the box, it will be returned to perfect condition, blade and handle and guard alike. If the sword is shattered, the pieces must be in the same place for the box to appear. Rarely, the appearing box will feature advice on its back in how to avoid whatever damage the sword has suffered. Once it was found in such a way with the text "Do not stick the pointy end in your own chest". Despite the odd engraved name of the sword, no other swords like it are known to exist. 16. Temper: Appears to be an ordinary blade, except by the way it catches the light during midday. In those hours, the sword seems to glow with a dark red colour. It has the rather odd effect of multiplying any negative feelings its wielder feels, such as hate and anger. Thankfully, the effects last only as long as the sword is gripped. Crafted by Usnos the Liar shortly after the end of the world, he was known to always hold the sword in his hand as the people of his realm sought his judgement in his court. "A wise man", it was said, "seeks no council from a man with Temper". Usnos also borrowed the sword to his allies and friends, and then proceeded to provoke them until war was justified. When the knowledge of the effects of wielding the sword became widespread, the realm turned on him and although the uprising was ultimately defeated, he eventually gave the sword up. It was meant to be sealed away for all eternity, but that did not happen. 17. Fleshsword: By far one of the stranger artifacts in the world. Instead of materials made from metal, this sword appears to be a living thing in itself, with organs, bonestructures and muscles. The bones are aligned and shaped in such a way that it can mimick the effects of a metal sword. Occasionally, hitting with the sword will produce an audible "Oomph" or a quiet scream, but no mouth can be seen on its surface. Although the sword appears sentient, it does not communicate with its wielders. Several owners have remarked how long-time usage has led their own body to deteriorate, and some believe it to be a type of parasite. Rong-etk, the Baron of the Wastes, apparently found a dagger-like fleshsword next to the original one day. Distraught, he threw the dagger into a fire. The next time he tried to wield the Fleshsword, he lost his arm in a "training accident". Unknown origin. 18. Clarity: A blue, wooden staff. It assists the wearer to greatly focus on one thing, and one thing only. The staff is frequently used by spellcasters to enable them to cast spells more efficiently. However, the added focus is forced, and it demands great strength of will to turn away from a train of thought once initiated. For that reason, the staff is rarely used without servants to assist, as the focus forces a tunnel vision upon the wearer, making him ignore nearby dangers. It is rumored that a previous owner took an arrow through the heart, and completely ignored the fatal wound for a full minute before dropping dead to the ground. 20. Possessed sword: With no known name, the sword is just refered to as the "possessed sword". It sometimes causes the wearer to lose control in battle, as if possessed by some other entity. It is rarely used by those of the Kingdoms, as they value their free will immensely. At the other end of the spectrum, Empires who control it have been known to go out of their way to use it in combat. When possessed, the wearer will fight with extreme skill but will sometimes act in odd manners, casting magic or attacking strange targets. No communication is possible with the wearer once possessed. The wielder still recognizes foe from friend, and acts accordingly. 21. Childstealer: One of the least understood items in the history of the world, the sword has an effect loathed by any nobility. When a person is cut with it, that person has a high likelihood of losing one of their own children in a sudden accident. Distance is no barrier to the effects of the sword. Although the effect has not been studied at great length, it is believed that any son or daughter above the age of 18 will ignore the effect. The child will only die if it is plausible that the accident can happen. Thus, when facing enemies with the sword, those with children tend to prepare by placing their offspring in bunkers, or impenetrable metal containers - neither is guaranteed to save the child, but it does seem that it increases the odds of survival. If the person cut is childless, there is no effect exceot a slight stunning sensation in the nether regions of one's body. 22. Memory. "I was owned by Arliden, who used me to kill Belar. I was owned by Eath, who fell trying to avenge his parents. I was owned by Robert, captain of the Manyguard, as he betrayed his king and friend for gold. I was stolen by a thief named Quick who lost me in a cave, and then found by his sister who left me in the dark." These are the things, and more, that any wielder of the sword will instantly know upon picking up the sword. All in all, there are 211 names that are remembered, not including the latest owner who will be added in time. It is unclear if the sword had this ability from the start, or simply acquired it over time. Listening to the name of the houses and the history of battles, it can be estimated to be around two thousand years old, by far one of the oldest artifacts known to men. 24. Helmet of Superiority - Crafted as a crowning achievement by an old battlesmith, the helmet causes anyone who wears it to refer to himself in the third person. Any speech spoken, text written any other form of communication while the helm is worn will display the same traits. After the helm is removed, the effect fades rapidly in minutes. It is believed that the effect was a mistake caused by the forger, who was well known for his over-inflated sense of worth. 25. Bracers of Gibberish (Cursed) - Supremely strong bracers of the highest imaginable workmanship, these bracers have no known equal in the world in terms of defensive properties. They have been cursed by the wizard Ipan, and will now utter meaningless words ocassionally (15%) when the wearer is hit during fighting. This will interrupt any spellcasting the wearer is currently undertaking. 26. Helmet of Abundant Hygiene - In the Elemental world, it is not common to brush your teeth. However, from time to time a trend will sweep across the land where the nobility picks up the habit. This helm was crafted during one such sweeping trend. It washes the mouth of the wearer automatically, and will remove any poisons or other negative influences from the mouth. While the original purpose was to avoid having to wash your teeth, its ability to neutralize poisons quickly became the more well-known effect. It was worn day and night by the High Warrior Kruzizil, who feared death from assassins using poison. She caught a fewer at her wedding night, having removed the helmet. Apparently, her body had not built any immune system over the years, and dirty bedsheets eventually became her doom. 27. Cloak of Different Colours - A mysterious cloak made of unknown fabric, it will appear near transparent to the wearer. However, everyone who watches the wearer will, if asked, describe the cloak of a different colour. Furthermore, that answer will change every time the onlooker looks away and then back at the cloak. There is no difference when viewed through a mirror. The cloak will through apparent fortune entangle enemy weapons or block their blows. (adds 10000 defense to first blow suffered) 28. The Combined - A pair of finely crafted daggers, one glowing with the power of the ice, and one with the power of the fire. They are rumored to have been crafted in completely different locations, then brought together by accident as two smiths were trying to impress a local lady. Legend has it that the lady then sold the weapons for a fortune and moved to far-off lands. If separated they will lose their magical properties and become no more powerful than a pair of decent kitchen knives. If brought together again, their properties will re-emerge. 33. Helm of the Moon - The helm grants its wearer the ability to slowly regenerate wounds suffered in battle. It is infamously known for giving the wearer a great bushy beard, for males and females alike. The beard can be cut, but will regrow in minutes. If the helm is removed, the beard will wither and fall off if the wearer is not generally capable of maintaining such an impressive piece of facial hair. 34. Plaguespreader (Cursed) - A dark-green plate armor that feels soft to the touch, it is covered with dark symbols and etchings of demons. The wearer will eventually grow sick from wearing the armorpiece, and the plague will spread from the wearer after that, making no distinction between foe and friend. Those infected by the wearer are not capable of spreading the disease to others. The effects of the plague are permanent, and the body has no means of fighting the disease wich means that once infected, the wearer will continuously grow weaker. The armor is considered anathema in war, although it has been used a few times as a last resort when all seemed lost. (Plague reduces constitution by 1 per unit level) 35. Quick - Named after an old thief, the sword will instantly retaliate against any blow towards the wielder. Since the full power of the wielder is not behind the blow, it will often fall short of any real damage to whoever attacked. The sword will consider any humanoid thing a wielder, even if it is not alive. The sword will thus keep fighting, as long as it is not dropped, even if the owner is dead. The sword is known for killing Morsal, a professional duelist. Morsal defeated his enemy who was wearing the sword. Afterwards, Morsal wanted to make sure his enemy was dead and slit his throat. The sword jumped from the ground and killed Morsal. The sword can also be placed on wooden practice manequins to create a sparring partner. (gives infinite counter-attacks, but also reduces counter-attack strength from 100% to 30%) 36. Heartseeker - A beautiful, curved dagger brought to the world by the Titans, it is made from an alloy that cannot be created in this world. The dagger has powerful enchantments placed on it, and will bypass almost any armor to strike at the enemy. In addition, tiny metal fragments will break from the dagger if it strikes the target. These fragments will enter the body of the victim, and cause great pain and damage throughout the wound. Although folklore has it that the fragments will seek out the heart of the victim, this is in fact a myth. The fragments can be removed by any skilled surgeon. 37. Skystrike - A white, oversized longbow. It has blue runes along the sides, that can be translated as a one-line poem; "The wind knows no duty". The bow is magically enchanted, and can be used to shoot arrows over great distances, reaching across many miles of land into any domain controlled by the wearer. If the bow is used in such a manner, the arrow will become a seeking missile, and will find its way to the intended target through forests and buildings alike. The arrow will cause great harm to whoever it hits, and the wielder of the bow will instantly know if the target was killed or not. Rightly feared, it grants the user great defensive military strength without forcing him into combat. The bow may also be used like any normal bow in combat, in which case it shoots ordinary arrows. (Unlocks new strategic spell that can be used in strategic mode to target an enemy inside friendly territory) 40. Last Breath - Some religions believe that, at the dawn of time, the angels fought against the demons to prevent them from coming to the human world, where they would have free reign over the powerless humans. At the battle of the Hundred Towers, they say that ten million angels fought against a demonhorde so numerous it could not be counted by any entity in existance. Although the demonhorde was ultimately routed, it came at a heavy cost - Goxaemothe of the Throne, the right hand of God, was killed in such a manner that not even an all powerful deity could return him from the doors of death. The God was at Goxaemothe's side at the time of his passing, and the religion says that Goxaemothe whispered a single word to his master before dying forever. The God heard the word and captured it before anyone could hear it in a bottle with no hole, and sealed the bottle so that it could never be opened. Although the story does not tell what became of the bottle after that, nor what the word was, religious fanatics believe the bottle will open at the end of time. Some believe it holds a sliver of Goxaemothe's soul, and that when the word is spoken again it will bring him back to life to fight the darkness once more. (Requires exceptionally high level. When the item is used, the word is spoken - Betrayal. The angel turns against the caster and kills his army in a few turns before disappearing) 41. Soul contract - An extremely rare artifact that occasionally appears and disappears throughout the history books. The contract details a "transferrance" of soul ownership from the signee to a demon. The details of what the signee gets in return are not publicly known. Some say it can be specified on a line underneath the signature - others say it will give you what your heart most desires. It is also possible that there are variations of the contract. This particular contract has only one line, for a name. Once the contract is signed, it will crumble to ashes. If it is not signed by free will, the signature has no effect and will fade from the contract. Whenever one of these contracts appear in the world, it usually leads to war to control it - some to have their wishes fulfilled, others to have it as a sign of potential power. It is unknown if these contracts are made in the world, or brought here through other means. Although the contract can be ripped to pieces easily, it will not burn from any normal or magical fire. Some say the contract is made out of human skin, but this is almost certainly false. (Using this item produces one randomly chosen magical item. If this particular champion should perish in combat, there is now a chance that his soul is collected by the underworld. If that occurs, the champion permanently lose all intelligence.) 42. Dimension key - A bronze key made to fit a large lock. The properties of the key does not change, and it will only fit into a lock where it would reasonably fit. It will however open any lock it fits into, even if it should not be possible to unlock using that particular key. Once any door has been "unlocked" in this way with the key, it can be opened, but what is behind the door will change. Instead of what could be rationally expected to be behind the door, the user and any onlooker will find a grey, slightly transparent surface covering the entirety of the door opening. Any object or creature that is pushed into the surface will be instantly torn to shreds in every direction, as if there were hundreds of points exerting massive gravitational force on the object. Anything that is only partially submerged into the surface will suffer the same effects for everything that is beyond the surface, but not for the parts that haven't been entered. No sound can be heard through the surface. Presumably, the key allows its user to travel to other dimensions. The key has some use in waste disposal, but other than that lacks practical application, at least until someone can figure out how to enter the surface without being killed instantly. 43. Fleeing Statue - A statue depicting a snake god. The statue appears to be made completely out of gold, but it weighs at least twice as much as a gold statue of the same size would. The statue has obtained its nickname the "Fleeing statue" due to the two odd properties it inhabits. First, the statue is difficult to keep in one's possession - it will frequently become misplaced or lost, even from the most secure locations. Even though the statue has never been observed to move on its own, logic dictates that it must have the ability. It is not uncommon to place it in one location, then have it disappear from that place and appear somewhere else in mere minutes. The statue will escape from the most tightly sealed coffer, and no container - magic, metal or other, can keep it in one place. Because of this, the owner usually employ a team of servants with the sole job of observing the statue. This seems to prevent it from moving (but, of course, servants have on occassion stolen it and escaped). The second property is that whoever owns it will find a few coins in his pocket or in his house every once in a while. These coins seem to be created out of thin air, because none are reported missing. 44. Hammer of Envy - A one-handed blacksmith's hammer. It causes anyone wielding it to have ill feelings towards any other magical item that is nearby. It was made in a hill village, and the story goes that a blacksmith one day started smashing up all the other items he had made. This went on for over a year - any piece of metal, whatever it was for, would be destroyed as soon as he had made it. The blacksmith eventually fled the village, leaving nothing but the hammer behind. A crude estimate would be that over two thousand magical items had been destroyed in that year. While the need to destroy other magical items is an overwhelming mental imperative, it can be overcome with long training and constant concentration which allows the wielder to be nearby other magical items. The hammer is unusually adept at causing damage to other magical items. (-3 intelligence, if enemy has magical items equipped deal some damage) 45. Orb of Justice - This transparent orb contains a small dose of pure justice. It was distilled out of thin air by the philosopher Amane, who was famous for his weekly speeches on the value of free thinking. The orb itself is made from a material that cannot be destroyed by any means. The container will glow blue while in the hands of anyone who follows the Kingdom ideology, and glows red in the hands of anyone who follows the Empire ideology. It grants the wearer unusual clarity in all esotheric things. 46. Boots of Forgotten Memories - Whoever wears these boots will occasionally end up reminiscing about a specific memory. In this memory, the person, a boy, has found a wounded crow on the ground and is running to his parents for help. The person is running through a forest, as fast as he possibly can. Praying and begging and hoping and believing that it won't be too late. The crow is clumsy in his hands, and croaks silently, and is certainly soon to die. So he runs for all his life's worth, with a wounded crow in his arms. Running towards safety and warmth, for all that is right and true. The boy runs with tears in his eyes on tired legs. He knows it is right what his father says, "If it moves it is never too late". Slowly agony fills his limbs, then misery his heart and fear and horror his mind. Still he runs, believing that there's somebody who can help him, that someone has answers for all. His chest drumming, he collapses on the ground, and gives up at last, because he already knows that there was never time enough. The wearer of these boots will, as long as he wears these boots, distinctly remember this memory as his own, and considers it a crucial part of him growing up. If worn by females, the memory is still of a boy, and that can occasionally confuse the wearer. For some people it is not a crow but some other bird, although there seems to be no pattern to who sees what kind of bird. 47. This is a thing of infinite wonder. It was crafted by S'tor, an immensely powerful magician from the time before the Titans. S'tor is rumored to have created the moon. S'tor's last achievement before old age conquered him was to craft this object. It cannot be described with any words, nor can anyone draw or otherwise keep a written copy of how it looks. Perhaps the closest anyone has come to understanding it was the philosopher Amane. Amane wrote about the object in one of his many treatises, and how it defied any description because of what it was. It was impossible to describe the object because there was no frame of reference, Amane continued. Amane then attempted to describe it using an allegory. He proposed an item so unique in its nature that you knew to a certainty that it was the only one of its kind. For example, he wrote, imagine a sword that you would instantly recognize anywhere and know to be utterly unique and singular in its essence. This object, Amane declared, was like that feeling to the power of two. When you observed this object, all of existance seemed a grey mass, and only this object seemed tangible and real. As if this was a perfect object somehow, and everything else in our world was just trying to approximate it. As if you had a dozen eggs, and cracked all but one open, and only through doing this you could properly understand what an egg really was. It is considered one of Amane's least sensible writings. Goran the Merchant famously called the object "the perfect gift", and proceeded to slap a price tag on it, with a price so high that it actually killed one of his would-be customers who suffered a heart attack and passed on the spot.