Name: Richter
Age: 24
Level: 30, 85%

Health: 688    Mana: 504      Stamina: 350
Strength: 33 (base: 25 + items: 8)
Agility: 32
Dexterity: 38 (base: 23 + items: 15)
Constitution: 56
Endurance: 35
Intelligence: 46
Wisdom: 27
Charisma: 27
Luck: 21
Abilities:
            Limitless
            Gift of Tongues
            Fast Learner
            Bounty of Life
            Psi Bond
Qualities:
           
Resolute
            Honorable
            Implacable
Skills:
            Herb Lore Lvl 40; 72% to next level
            Alchemy Lvl 2; 48%% to next level
            Enchantment Lvl 48; 3% to next level
            Crafting Lvl 1; 0% to next level
            Smithing Lvl 1; 0% to next level
            Analyze Lvl 10; 57% to next level
            Pierce the Veil Lvl 25; 87% to next level
            Stealth Lvl 14; 9% to next level
            Traps Lvl 22; 22% to next level
                        Trap Disarm Lvl 22; 48% to next level
            Tracking Lvl 15; 88% to next level
            Riding Lvl 7; 76% to next level

                        Lupine Rider Lvl 7; 54% to next level
            Archery Lvl 11; 76% to next level
                        Imbue Arrow Lvl 7; 29% to next level
                        Focus Lvl 5; 13% to next level
                        Double Shot Lvl 2; 11% to next level,
                        Drill Shot Lvl 2; 81% to next level
            Swordsmanship Lvl 2; 43% to next level
            Small Blades Lvl 10; 65% to next level
            Unarmed Combat Lvl 1; 78% to next level
                        Pressure Points Lvl 1; 0% to next level
            Dual Wield Lvl 1; 0% to next level
            Light Armor Lvl 12; 24% to next level
                        Grace in Combat Lvl 9; 51% to next level
            Dual Cast Lvl 9; 35% to next level
            Air Magic Lvl 13; 48% to next level
            Life Magic Lvl 7; 53% to next level
            Earth Magic Lvl 8; 87% to next level
            Water Magic Lvl 5; 96% to next level
            Dark Magic Lvl 8; 98% to next level
            Light Magic Lvl 7; 61% to next level
            Fire Magic Lvl 10; 23% to next level
            Spiritual Magic Lvl 1; 0% to next level
            Blood Magic Lvl 1; 19% to next level
            Beast Bonding Lvl 1; 21% to next level
            Trade Lvl 15; 77% to next level
            War Leader Lvl 8, 51% to next level
            Portal Construction Apprentice
            Lore Lvl 1
            Administration Lvl 6, 12% to next level
Marks:
            Master of the Mist Village
            Blood Oath of Vengeance
            Forge of Heavens
            Dragonkin I
Resistances:
            Air 50%
            Earth 20%
            Fire 5%
            Life 50%
            Mental 45%
            Spiritual 5%
Race: Human (Chaos Seed)
Reputation: Lvl 3 “You seem like someone worthy of my attention.”
Alignment: Neutral
Languages: All

 

*********************************

Name: Alma
Level: 27, 49%
Health: 110    Mana: 570      Stamina: 150
(Unused level points: 4)
Abilities:
            Psi Bond – Lvl 5, points to next level: 4
            Psi Blast – Lvl 2, points to next level: 2
            Brain Drain – Lvl 6, points to next level: 6
            Psi Channeling – Lvl 1, points to next level: 1
Can use:
            Air Magic
            Life Magic
Resistances:
            Mental: 100%
            Air: 50%
            Life: 50%
Race: Psi Dragonling

***********************************

Name: Sion
Age: 34
Level: 15, 73% to next level
Health: 243    Mana: 290                  Stamina: 160
Strength: 18
Agility: 18
Dexterity: 60
Constitution: 20
Endurance: 16
Intelligence: 29
Wisdom: 23
Charisma: 10
Luck: 12
Abilities:
          
Wood Craft
           Concealment
           Know Thyself
Skills:
          
Herb lore Lvl 12, 8% to next level, 63% affinity
           Alchemy Lvl 8, 7% to next level, 77% affinity
           Archery Lvl 43; 64% to next level, 72% affinity
                                    Imbue Arrow Lvl 31, 32% to next level, 87% affinity
                                    Focus Lvl 26, 78% to next level, 81% affinity
                                   Double Shot Lvl 8; 82% to next level, 87% affinity
                                   Drill Shot Lvl 6; 61% to next level, 90% affinity
                                    Stun Shot Lvl 5; 51% to next level, 95% affinity
           Tracking Lvl 14; 13% to next level, 76% affinity
          Small Blades Lvl 19, 82% to next level, 72% affinity
           Light Armor Lvl 26; 48% to next level, 81% affinity
           Air Magic Lvl 13; 12% to next level, 94% affinity
Marks:
          
None
Resistances:
           Types of Magic
                                   
Life 10%
                                    Earth 10%
                                    Light 10%
           Schools of Magic
                                   
Enchantment 50%
Race: Wood Sprite
Reputation: Lvl 1 “Who are you again?”
Alignment: +2
Languages: Sprite, Common Tongue

 

********************************

Name: Terrod
Age: 46
Level: 14, 91% to next level
Health: 250                Mana: 120                  Stamina: 190
Strength: 25
Agility: 16
Dexterity: 16
Constitution: 25
Endurance: 19
Intelligence: 12
Wisdom: 10
Charisma: 21
Luck: 14
Abilities:
           
Comradery
Skills:
           
Swordsmanship Lvl 8; 17% to next level, 63% affinity
            Medium Armor Lvl 7; 82% to next level, 92% affinity
            Light Armor Lvl 8; 39% to next level, 68% affinity
            Shields Lvl 6; 16% to next level, 98% affinity
            Cooking Lvl 8; 13% to next level, 96% affinity
            Cudgels Lvl 2; 17% to next level, 92% affinity
            Riding Lvl 9; 95% to next level; 83% affinity
                        Horsemanship Lvl 10; 7% to next level; 95% affinity
            Repair Lvl 4; 67% to next level; 54% affinity
                        Repair Armor Lvl 3; 18% to next level; 52% affinity
                        Repair Weapon Lvl 4; 18% to next level; 52% affinity
            Gather information Lvl 18; 76% to next level; 92% affinity
            War Leader Lvl 1; 14% to next level; 99% affinity
Marks:
           
None
Resistances:
           
None
Race: Human
Reputation: Lvl 1 “Who are you again?”
Alignment: 0
Languages: Common Tongue

 

**************************************

Name: Elora

You didn’t really think I’d throw out a spoiler like this did you? lol

Richter’s Abilities

1)     Limitless: 100% affinity in any and every skill

2)     Gift of Tongues: Ability to comprehend almost all languages including writing.  Cannot comprehend certain higher or lower languages.  Cannot understand nonsentients.

3)     Fast Learner: +30% to skill advancement

4)     Bounty of Life: +30% growth for the physical manifestation of your Place of Power

5)     Psi Bond

a.      Level 1:  Thoughts can be shared with another being that has the ability Psi Bond.  A connection can only be completed by both parties being willing to participate.

b.      Level 2: Your familiar’s base innate intellect is increased by 25%.  She can now communicate in two word sentences.  Her Intelligence and Wisdom are also increased by 15%.  You will also benefit from this stronger tie to your familiar.  Your mental resistance has increased by 10%.  Maximum distance of communication increased from 250 yards to 500 yards. 

c.       Level 3: Your familiar’s base innate intellect is increased by 50%.  She can now communicate in four word sentences.  Her base Intelligence and Wisdom are also increased by 30%.  You will also benefit from this stronger tie to your familiar.  Your mental resistance has increased by 20%.  Maximum distance of communication increased from 500 yards to 750 yards.  You can now each sense if the other is in danger.

d.      Level 4.  Your familiar’s base innate intellect is increased by 75%.  She can now communicate in eight-word sentences.  Her base Intelligence and Wisdom are also increased by 45%.  Your familiar’s Psi Bond has advanced to being able to form a psychic connection even with those lacking the Psi Bond ability.  You will also benefit from this stronger tie to your familiar.  Your mental resistance from Psi Bond has increased to 30%.  Maximum distance of communication increased from 750 yards to 1000 yards.  Finally, the improved Psi Bond stabilizes your own mental fortitude.  Tasks which require strength of mind will now come easier.

e.     Level 5: Your familiar’s base innate intellect is increased by 75%.  She can now communicate with you without restriction.  Her base Intelligence and Wisdom are also increased by +60%.  You will also benefit from this stronger tie to your familiar. Your mental resistance from Psi Bond has increased to 40%.  Maximum distance of communication increased from 1000 yards to 1250 yards.  Tasks which require strength of mind will come even easier than before.  Know This!  Your mental fortitude has brought your Psi Bond ability to new heights.  Eye contact offers the chance to connect with other creatures in a limited way.  The extent of the connection will vary based on the mental abilities of yourself and the recipient.  Never forget that doors can swing both ways.

Richter’s Qualities

1)      Resolute - The choices in your life led you to a critical point. A nexus of opportunities were laid before you, many leading to disaster! You have chosen a finer path! The experiences of your entire life have culminated in this one moment. You have decided not to kneel, but to stand; not to beg, but to take; not to wait, but to forge ahead. Bonus to mental resistance 15%. Bonus to spiritual resistance 15%

2)      Honorable - You chose to save the life of a comrade rather than eliminate a threat. In a key moment, you chose to honor life rather than pursue death.  +2 to Charisma, 3% decrease in critical strike chance and critical strike damage.

3)      Implacable - When faced with the near impossible task of rescuing a Companion from a superior enemy, you did not pause.  When attacking a battle hardened Warrior, you did not flag.  When mortally wounded and kneeling before a sadistic Assassin, you did not succumb.  You have shown that you will conquer whatever is before you, even burning your own head and skin to destroy your enemies!  Your relentless focus and pursuit of chosen goals will be reflected in your skills.  You are awarded Initiate level in the skill Tracking.

Richter’s Skill Rank Bonuses

1)     Herb Lore

a.      Novie: Can detect one trait from picked herbs.

b.     Initiate: Can detect two traits from picked herbs.  Can avoid one negative trait when ingesting

c.      Apprentice: Can detect three traits from picked herbs.  Can avoid two negative traits when ingesting

2)     Pierce the Veil

a.      Novice: Can see hidden traps

b.     Initiate: Can see hidden compartments

c.      Apprentice: In addition to seeing hidden traps and compartments, you can now find hidden doors and a have a chance to detect magical concealments. 

3)     Trade

a.      Novice: Can create standing trade agreement with those who have ‘Loyal’ disposition and higher.  Can “smell” a deal, gets stronger with higher ranks.

b.     Initiate:  Can create standing trade agreement with those who have ‘Interested’ disposition and higher.   â€œFeel the market” – You can get an idea of what will sell well in a given market, gets stronger with higher ranks.

4)     Portal Construction

a.      Novice: Can travel only between two points on the same ley line.

b.     Initiate: can create portals to allow travel between any two points on the same type of ley line.

c.      Apprentice: Can create a portal with multiple exit points.  This can only be built at a Place of Power.  The number of destination points is determined by the number of ley lines present.

5)     Enchanting

a.      Novice: Can add an enchantment to an item while it is being created.

b.     Initiate: You now will gain more charges when recharging with a soul stone.  Items you enchant now have their enchantment potential increased by +5.  For each new rank in Enchanting that you achieve, enchantment potential will increase by another five points.  You can now add enchantments to already created items, albeit with an 80% penalty to effectiveness.

c.      Apprentice: You can now enchant scrolls based on spells that you already know.  Items that you enchant with a finite number of charges will now have +10 charges.  For each new rank you obtain in Enchanting, you will get another +10 charges.  You can now add enchantments to already created items, albeit with a 60% penalty to effectiveness.  You may now use two soul stones on one enchantment.

6)     Tracking

a.      Novice: You can now follow tracks and spoor to find your quarry.

b.     Initiate: Your sense of smell is now heightened.  You can track an enemy by scent if you have a piece of clothing or an item they were recently in contact with.

7)     Archery

a.      Novice: Increased ability to wield a bow

b.     Initiate: 50% chance to retrieve special arrows after they have been shot.

8)     Light Armor

a.      Novice: Movement speed penalty of 3% per piece of armor (including shield).  Can wear Light Armor

b.     Initiate: Movement speed penalty decreased from 3% per piece to 2% per piece.  Decreased casting penalty from wearing light armor.  Stamina drain from exertions while wearing armor reduced.  You have learned to move in your armor gaining the Perk: Synergy.  Synergy gives a +20% defense bonus to light armor as long as you are wearing only light armor.  Synergy stacks with each successive level.    

Richter’s Spells

Air

  • Weak Errant Wind: Increase the dodge of your party to projectiles.  This spell will only work when you are outside.  This is a spell of Air Magic, level 1.  Cost 50 mana.  Duration: 20 min.  Range: 50.  Cast Time: 4 seconds.  Cooldown: 45 min.

  • Weak Haste: This spell will increase the speed of the target by 10%.  This is a spell of Air Magic, level 1.  Cost 25 mana.  Duration: 10 min.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

Earth

  • Weak Acid Sphere: Creates a ball of acid that can be thrown at your target.  Damage 4-6 per second.  This is a spell of Earth, level 5.  Cost:  22 mana.  Duration 10 seconds.  Range: Throwing range of caster.  Cast Time: 2 seconds.  Cooldown:  N/A.

  • Weak Barkskin: This spell will increase natural armor by +2.  This is a spell of Earth Magic, level 2.  Cost: 20 mana.  Duration: 20 min.  Range: self.  Cast Time: 1 second.  Cooldown: N/A.

  • Grease: This spell will make a 10x10 foot area slick greatly increasing chance of anyone in the area falling down.  This is a spell of Earth Magic, level 1.  Cost: 15 mana.  Duration: 5 min.  Range 25 feet.  Cast time: 2 seconds.   Cooldown: 10 min.

  • Summon Weak Insects: Summons a host of stinging and biting insects in a ten-foot wide circle.  Causes minimal damage, but impedes concentration.  This is a spell of Earth Magic, level 1.  Cost: 25 mana.  Duration: 5 minutes.  Range 20 feet.  Cast time: 1 second.  Cool down: 20 minutes.

  • Weak Paralysis Beam: Fires a beam that will lock the target’s body into position.  This is a spell of Earth, level 5.  Cost: 39 mana.  Duration: 4 seconds.  Range: 25 feet.  Cast Time: 3 seconds.  Cooldown: 6 minutes.  

  • Weak Rending Talons: Summons invisible claws to attack all targets within 10 foot AoE.  This is a spell of Earth, level 4.  Cost: 52 mana.  Duration: 8 seconds.  Range: 60 feet.  Cast Time: 3 seconds.  Cooldown: 10 minutes.  

  • Weak Sonic Wail: You can make a sound attack with your voice.  All within cone shaped AoE suffer damage and risk being deafened.  This is a spell of Earth, level 6.  Cost: 27 mana.  Duration: 3 seconds.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 1 minute.

  • Summon Weak Saproling: Summons a level five forest creature to do your bidding.  This is a spell of Earth, level 6.  Cost: 39 mana.  Duration: 5 minutes.  Range: 5 feet.  Cast Time: 3 seconds.  Cooldown: 1 hour.

Fire

  • Weak Flame: Shoot a weak gout of flame from your hand.  This is a spell of Fire Magic, level 1.  Cost: 10 mana.  Duration: 3 seconds.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

Water

  • Weak Ice Dagger: This spell will throw a dagger made of ice at your target.  This is a spell of Water Magic, level 1.  Cost 20 mana.  Duration: 1 min.  Range: 40 feet.  Cast Time: 1 second.  Cooldown: N/A.

Life

  • Weak Banish Undead: If successful, you will dissipate the energy allowing a Death creature to exist in this plane.  This is a spell of Life, level 3. Cost: 40 mana. Duration: instant. Range: 40 feet. Cast Time: 2 seconds. Cooldown: 5 minutes.

  • Weak Charm: You can convince an enemy that they are your friend.  In battle, they will fight for you.  Casting this upon a creature lowers they regard for you after the spell wears off.  This is a spell of Life Magic, level 1.  Cost 60 mana.  Duration: 1 hour.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 10 minutes.

  • Weak Courage: Improves your Fighting Spirit by +50.   This is a spell of Life, level 4. Cost: 25 mana. Duration: 15 min. Range: self. Cast Time: 1 second. Cooldown: 15 min.

  • Weak Cure Poison:  Remove minor poison effects!  This is a spell of Life Magic, level 1.  Cost 50 mana.  Duration: 1 second.  Range: Touch. Cast time: 2 seconds.  Cooldown: 30 seconds.

  • Weak Life Armor: Defense of all armor pieces increased by +1 (+3 vs. Death attacks).  This is a spell of Life, level 5.  Cost: 30 mana. Duration: 10 min. Range: self. Cast Time: 1 seconds. Cooldown: N/A.

  • Weak Life Aura: The caster’s body is surrounded by a golden shield of pure Life energy.  Any nearby death, dead or undead creatures will be discomforted.  Any actual contact with the shield will cause damage to the undead.  This is a spell of Life, level 3.  Cost: 50 mana.  Duration: 15 minutes.  Range: 5 feet.  Cast time: 2 seconds.  Cooldown: 20 minutes.  

  • Weak Life Bolt: Fire a bolt of concentrated Life energy.  Damage 5-10.  Increased damage against Death Creatures.  This is a spell of Life, level 4.  Cost: 22 mana.  Duration: Instant.  Range: 30 feet.  Cast Time: 1 second.  Cooldown: 2 minutes.

  • Weak Slow Heal:  Restore 30 missing health over 60 seconds upon casting.  This is a spell of Life Magic, level 1.  Cost 20 mana.  Duration: 6 seconds.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 min.

  • Soul Trap:  Binds the soul of the target to this plane, preventing passage to the beyond at the time of death.  They will instead be pulled into any nearby empty soul stone of appropriate size.  This is a spell of Life Magic, level 1.  Cost: 30 mana.  Duration: 2 minutes.  Range: 10 feet.  Cast time: 1 second.  Cooldown: N/A.

  • Summon Weak Life Wisp: Summons an entity comprised of Life magic.  Will float in the area and restore a total of 100 health to you or one of your allies.  This is a spell of Life Magic, level 6.  Cost 60 mana.  Duration: 5 minutes.  Range: Self.  Cast Time: 3 second.  Cooldown: 20 minutes.

  • Weak Stabilize:  If a target is stricken with a ‘Bleeding’ status, this spell will decrease the rate of bleeding and total bleeding time.  Effects will vary based on extent of the injuries.  This is a spell of Life, level 3.  Cost: 27 mana.  Duration: instant.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 minute.

Dark

  • Weak Cloying Darkness: Cast a cone of thickened darkness from your hand.  Movement and Attack speed of targets decreased by 20%.  All in area of effect will suffer from spell.  Will not work in direct sunlight.  This is a spell of Dark Magic, level 2.  Cost 30 mana.  Duration: 10 minutes.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: 5 minutes.

  • Weak Dark Bolts: Fires a bolt of concentrated Dark energy at your target.  For every three skill levels the caster has in Dark magic, the spell will fire another bolt (Max 10).  Damage 7-9.  This is a spell of Dark, level 4.  Cost: 31 mana.  Duration: instant.  Range: 40 feet.  Cast Time: 2 seconds.  Cooldown: 30 minutes.  

  • Darkvision: Provides Darkvision for 25 yards.  This is a spell of Dark, level 2.  Cost: 43 mana.  Duration: 20 minutes.  Range: Self.  Cast Time: 1 second.  Cooldown: 5 minutes.  

  • Flood of Darkness: Blankets an area 25 yards around you in darkness.   Effect banished by direct sunlight.  Blocks out all light based sight.  This is a spell of Dark, level 3.  Cost: 46 mana.  Duration: 1 minute.  Range: self.  Cast Time: 1 second.  Cooldown: 45 minutes.  

  • Night Vision: You can see even in the deepest darkness.  This is a spell of Dark Magic, level 1.  Cost 5 mana.  Duration: 3 hours.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: N/A.

  • Troubled Sleep: Places your target in a restless sleep.  He will be plagued by nightmares until awakening.  Any attack or hostile action taken against target will awaken them.  Area of effect five feet.  This is a spell of Dark Magic, level 3.  Cost: 50 mana.  Duration: one hour.  Range 15 feet.  Cast time: 3 seconds.  Cool down: 15 minutes.

Light

  • Far Light: Creates a ball of white light that can be fixed to a distant surface.  This is a spell of Light Magic, level 1.  Cost: 5 mana.  Duration: 10 minutes.  Range: 100 yards.  Cast Time: 1 second.  Cool Down: N/A.

  • Simple Light: Creates a ball of white light that will hover above your head, moving with you.  This is a spell of Light Magic, level 1.  Cost: 2 mana.  Duration: 10 minutes.  Range: Self.  Cast Time: 1 second.  Cool Down: N/A.

  • Mirror: Creates a 6x3 foot reflective surface.  This is a spell of Light Magic, level 1.  Cost: 15 mana.  Duration: 1 minute.  Range: 10 feet.  Cast Time: 1 second.  Cool Down: N/A.

Spirit

  • Weak Aura Lance:  Fires a blast of spiritual energy at your target.  Does no physical damage, but causes disruption of the target’s aura.  Reduces resistance to all spell types.  This is a spell of Spirit, level 1.  Cost: 168 mana.  Duration: 1 hour.  Range: 100 feet.  Cast Time: 10 seconds.  Cooldown: 1 day.  

 

Richter’s Current Weapons and Armor

Armor

Sprite Helmet of Mana.  Defense +13.  Durability 30/30.  Item Class: UnusualQuality: Superb.  Type: Light Armor.  Weight: 1.3 kg.  Mana +44.

Sprite Breastplate of Brawn.  Defense +19.  Durability 60/60.  Item Class: Unusual.  Quality: Superb.  Type: Light armor.  Weight: 6.1 kg.  Strength +8.

Hardened Sprite Bracers.  Defense +13.  Durability 30/30.  Item Class: Unusual.  Quality: Superb.  Type: Light armor.  Weight: 3.0 kg.  Dexterity +7.

Studded Sprite Gauntlets.  Defense +13.  Durability 40/40.  Item Class: Unusual.  Quality: Superb.  Type: Light Armor.  Weight: 2.2 kg.  Increased climbing +10.

Greaves of the Wood Sprite.  Defense +15.  Durability 45/45.  Item Class: Unusual.  Quality: Superb.  Type: Light armor.  Weight: 2.8 kg.  Movement speed increased by 10%.

Reinforced Sprite Boots.  Defense +15.  Durability 35/35.  Item Class: Unusual.  Quality: Superb.  Type: Light armor.  Weight: 1.8 kg.  Silence +15.

Congratulations!  You have obtained an entire set of matched armor: Enhanced Sprite Armor.  Defense given by each piece increased by 25%.  Special Bonus: 50% less noise made while moving through forest.  Special Bonus: +20% Earth Resistance.

Weapons

Elementum Short Sword of Freezing. Damage 41-46. Durability 158/158. Item Class: Scarce.  Quality: Exquisite. Weight: 2.3 kg.  Traits: +3-4 points of Water damage per attack, 2% chance to cause Freeze, +10% damage vs. spell barriers

High Steel Long Sword. Damage 13-19 (Max damage 18-24). Durability 33/50. Item Class: Uncommon. Quality: Superb. Weight: 2.8 kg.

Glass dagger. Damage 8-11 (Max damage 15-18). Durability 73/250. Item Class: Uncommon. Quality: Superb. Weight: 0.5 kg.

Shadow High Steel Dagger.  Damage 10-12.  Durability 21/25.  Item Class: Uncommon.  Quality: Above Average.  Weight: 0.5 kg.  Ignores 10% of target’s defense.

Steel Dagger of Life.  Damage 1-2 (Max Damage 8-11). Durability 1/20.  Item Class: Uncommon.  Quality: Above Average.  Weight: 0.6 kg.  Bestows +1 life damage upon successful strike (+5 to Death creatures).  Charges 5/20.

Recurve bow of the Wood Sprite.  Damage 14-19.  Durability 35/35.  Item Class: Rare.  Quality: Superb.  Weight: 3.8 kg.  Traits: + 8 Dexterity.  + 5% accuracy.  Provides the skill: Focus.

Misc

Belt of Strength: Durability 20/20.  Item Class: Rare.  Quality: Superb.  Weight: 1.1 kg.  Traits: Increase Strength by +4.

Necklace of Scry Defense.  Will block all but God-level scrying spells.  You will not be able to be seen by divination, tracking or detection spells.  Passive action.  Durability 200/200.  Item Class: Rare.  Quality: Superb.  Weight: 0.4 kg.

Bracelet of Health.  Durability 10/10.  Item Class: Uncommon.  Quality: Superb.  Weight: 0.1 kg.  Traits: Increase maximum Health by +37.

Rings

Ring of Hidden Dangers. +25% to trap detection. Passive ability. Durability 15/15. Item Class: Uncommon. Quality: Average. Weight: 0.1 kg.

Ring of Flowing Thought.  Durability 25/25. Item Class: Rare. Quality: Superb. Weight: 0.1 kg.  +20% mana regeneration.

Minor Ring of Healing.  Will heal 30 health on wearer.  Cooldown 10 minutes.  Can be used twice per day.  Durability 8/8.  Item Class: Common.  Quality: Average.  Weight: 0.1 kg.

Ring of Mana:  Durability 9/9.  Item Class: Uncommon.  Quality: Average.  Weight: 0.1 kg.  Traits: Increase maximum Mana by +31.

Ring of Health:  Durability 11/11.  Item Class: Uncommon.  Quality: Above Average.  Weight: 0.1 kg.  Traits: Increase maximum Health by +24.. x 4