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Silvrana Silverwind

Silvrana Silverwind was born in Newhaven, the daughter of Alden and Selene Silverwind. Raised within the graceful yet industrious halls of the Silverwind Flour Mill, she grew up surrounded by both the hum of milling machinery and the soft whispers of arcane energy. From an early age, it was clear that Silvrana was unlike most children, her keen intellect and natural curiosity made her a voracious learner, absorbing knowledge as easily as the trees absorbed sunlight.

Her father, Alden, taught her patience, precision, and the value of hard work. Though she assisted with the daily operations of the mill, ensuring the smooth flow of grain and flour, her heart belonged elsewhere. It was her mother, Selene, a gifted Illusion mage with an innate connection to nature, and Old Aljerick who truly shaped Silvrana’s path. Under their tutelage, she delved into the secrets of elemental and illusion magic, weaving light and mist as easily as others wove fabric.

From a young age, Silvrana displayed an innate gift for bending reality, making shadows dance, leaves shimmer with otherworldly colors, and mist form into shifting shapes. Though playful in her illusions, she treated her magical studies with discipline and reverence. Her fascination with magic led her to pursue dual training, embracing both the structured knowledge of wizardry and the subtle artistry of illusion magic.

Unlike some elves who remain tethered to their homelands, Silvrana’s wanderlust grew with each passing year. She longed to see the world beyond Newhaven, to walk among ancient ruins where forgotten spells lay dormant, and to unravel the mysteries of magic buried in the world’s forgotten corners. She trained rigorously, studying tomes, practicing incantations, and honing her reflexes, knowing that both her mind and body had to be strong if she was to walk the path of an adventurer.

Despite her ambitions, Silvrana remains deeply tied to her family. She is fiercely protective of her younger brother and often returns to the mill to assist her father when needed. She maintains an unshakable bond with her mother, seeking her wisdom and guidance as she refines her craft. The people of Newhaven regard her as an emerging talent, whispering that she may one day surpass even Selene in magical prowess.

Now, at 44, Silvrana stands at the threshold of a new chapter. The world calls to her, full of wonders waiting to be uncovered, dangers to be faced, and knowledge to be claimed. With spellbook in hand, and the light of adventure gleaming in her violet eyes, she prepares to step beyond the familiar forests of home and into the vast unknown. Silvrana Silverwind: Expanded Character Details

Motivations & Goals

Silvrana is driven by an insatiable curiosity and a desire to master magic, particularly the delicate balance between elemental forces and illusion. She seeks to understand the deeper mysteries of magic, not just as a tool but as an art form. Her ultimate goal is to push beyond her mother’s teachings and forge her own path as a spellcaster of renown. She dreams of traveling beyond Newhaven to uncover ancient magical secrets, study with master wizards, and perfect her craft.

Additionally, she has a strong sense of responsibility toward her family and community. While she feels a deep connection to the Silverwind Flour Mill and the life her parents built, she struggles with the tension between her obligations at home and her calling as a mage. She hopes to one day find a way to blend both worlds, perhaps using her magic to aid her people in new and innovative ways.

Personality & Relationships

Silvrana is warm-hearted but mischievous, often using her illusion magic to entertain or play harmless tricks. She is fiercely loyal to her family, especially her mother, Selene, whom she idolizes. She is also very close to her brother, often acting as his confidante and protector. Though she enjoys helping her father at the mill, she sometimes feels restless, longing for adventure and magical discovery.

She has a natural charm that draws people to her, but she can be wary of forming deep attachments outside her family. She values intelligence and wit, gravitating toward those who challenge her both intellectually and magically. Despite her youthful playfulness, she has a deeply introspective side, often contemplating her place in the world and the true nature of magic.

Challenges & Internal Conflicts

One of Silvrana’s greatest struggles is balancing her love for her family with her desire to explore and learn. She fears disappointing her father, who relies on her help, and she worries about living up to the expectations placed on her as Selene’s daughter. Additionally, she sometimes wrestles with self-doubt, wondering if she truly has the potential to surpass her mother or if she will always remain in her shadow.

Her playful nature can also lead to trouble, while her illusions are meant to be lighthearted, not everyone appreciates them, and she has occasionally found herself in awkward situations due to her tricks. Learning when to be serious and when to be playful is an ongoing lesson for her.

Future Aspirations

 

Race: 3/4 Silver Elf     Alignment: Scrupulous     Gender: Female     Age: 44     Height: 5'10" 

Weight: 120 lbs  Land of Origin: Newhaven, Jordaine      Religion: Seldarine  Nightvision: 90 feet

 

IQ: 21                     +7% to skills

ME: 15                   +0 vs. Psionics/Insanity

MA: 18                   50% Trust/Intimidate

PS: 17                     +2 damage

PP: 22                    +4 strike/parry/dodge

PE: 16                     +4% coma/death +1 poison

PB: 23                    65% charm/impress

SPD: 18                  +0 attacks/melee

LUCK:14                 N/A                                        

PER: 19                  25% Danger Sense

Ref: 20                   +3 Init

                                               

 

HP:36     SDC: 52           Armour:        AR 14                     SDC  120

 

Character Class: Wizard/Illusionist-Mage        Level: 2/2

Exp          2,241/ 2,241

Need      4,481/ 4,481

 

Combat Skills & Bonuses: Unarmed

Level: 4     Hand-to-Hand Combat Type: Basic    No. of Attacks/Melee: 4

Strike: +6                  Parry: +6            Dodge: +6        Damage: +6         Roll with Punch/Fall: +5             K.O./Stun:             

Critical:                  Critical from Behind: x          

Kick Attack:     Death Blow:                Disarm: +4           Initiative: +3

 

Other:                                                                                                                                                                                                                                                 

 

WEAPON PROFICIENCIES                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  

WPN

Lvl

Strike

Parry

Dam

Qual/Mag

str/par/dam

TOT Strike

Tot

Parry                  

Tot

Dam

THROW

#Att

or

ROF

RANGE

 

Weapon DAM

Long Bow

4

+3+6

+5

+6

+3/3/3

+12

+10

+9

n/a

6

720

2d6 or arrow type

Sword

4

+1+2+6

+2+4

+6

+3/3/3

+12

+11

+9

+1

5

n/a

3d6

Knife

4

+2+6

+2+4

+6

+3/3/3

+11

+11

+9

+2

5

n/a

1d6

Staff

4

+2+6

+1+4

+6

+3/3/3

+11

+11

+9

 

5

n/a

1d8

 

 

Saving Throws:

Circles: 12 (all circles)
Faerie: 16
Fumes: 14
Item: 14
Polymorph: 14
Ritual: 16
Spell: 10 (caster level 1-3)/11 (caster level 4-7)/12 (caster level 8-11)/13 (caster level 12-15) (+7vs sleep/charm)
Wards: 10(creator level 1-3)/11 (creator level 4-7)/12 (creator level 8-11)/17 (creator level 12-15)

Background & Racial Skills:

Level

Skill

Base

Bonus

%

4

Tracking

35+5

+12

67

4

Trap Animals

50+5

+7

77

4

Prowl

40+5

+9

69

4

Identify Plants/Fruits

30+5

+7

57

4

W.P. Longbow

Add 20 feet (6 m) to the normal effective range per level of the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11, and 14.Archery Movement Penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horseback, or otherwise unbalanced. Archery Rate of Fire: Two at level one, and +1 at levels 2, 3, 5, 7,9, and 12.Average Ranges: Does not include W.P. bonus for range. Bow Type and Ranges Damage Per Arrow/Weapon

  • Long Bow 640 ft (195 m) 2D6 damage

 

4

Wilderness Survival: Forest

40+5

+12

72

4

Preserve Food

40+5

+7

67

4

Millwork

40+5

+7

67

4

Cook

50+5

+17

87

4

Bartering/Haggling

30+5

+7

57

4

Appraisal

30+5

+7

57

4

General Repair

50+5

+7

77

 

O.C.C. Skills: Wizard and Illusionist Mage

Level

Skill

Base

Bonus

%

4*

Language/Literacy: Elven

98

+27

98

4*

Language: Common

40+5

+27

87

4*

Language: Mystic

35+5

+27

82

4*

Literacy: Common

30+5

+22

77

4*

Literacy:  Mystic

30+5

+22

77

4*

Research

60+5

+27

98

4*

Lore: Magic

25+5

+32

77

4*

Lore: Faerie folk

20+5

+37

77

4*

Mathematics: Basic

80+5

+27

98

4-sp

W.P. Sword

Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, two handed, and short swords. Bonuses: +1 to strike at levels 1, 3, 6, 9, 12and 15. +1 to parry at levels 2, 4, 7, 10 and 13. +1 to strike when thrown at levels 4, 8, and 12; swords are not designed for being thrown.

4*

Hand to Hand: Basic

1

Starts with one attack per melee round and

 +2 to strike.

2

Two additional attacks per melee round.

3

+3 to roll with punch/fall/impact and

 +3 to pull punch.

4

+4 to damage and disarm.

 

 

Related Skills:

Level

Skill

Base

Bonus

%

4

WP Staff

Combat skill with large and small staffs. Bonuses: +1 to strike at levels 1, 3, 7, 10 and 13. +1 to parry at 2, 5, 8, 11 and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.

4

WP Knife

Training with all types of knives. Bonuses: +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels 1, 3, 6, 9 and 12. +1 to strike when thrown, at levels 1, 3, 6, 8, 10, and 13.

2

Boxing

 

2

Weightlifting/Bodybuilding

 

2

Acrobatics

Provides all of the following:

  • Automatically gets climb/rappel skill; +5% to rappel.
  • 40%+5% per level Sense of balance-60%
  • 30%+3% per level Walk tightrope or high wire- 33%
  • 30%+5% per level Back flip- 40%

 

2

General Athletics

 

2

Horsemanship General

35/20+5

+7

52/37

2

First Aid

50+5

+22

82

1

Meditation

25+5

+7

37

2

Court Etiquette

25+5

+22

57

2

Diplomacy

35+5

+27

72

2

Heraldry

20+5

+17

47

2

Lore: Creatures and Monsters

20+5

+22

52

2

Lore Demons and Devils

20+5

+32

62

2

Bowyer/Fletcher

30+5

+17

57

1

Leather Working

50+5

+12

67

 

 

Secondary Skills:

Level

Skill

Base

Bonus

%

2

Ancient Languages: Elven

25/15+5

+7

42/32

2

Sign Language

30+5

+7

47

2

Dance

30+5

+17

57

2

Gardening

40+5

+7

57

1

Hunting

40+ 5

+17

67

2

Fishing

30+5

+17

57

2

Swimming

50+5

+7

62

2

Lore: Flora

20+5

+17

47

2

Lore:Herbs

40+5

+17

77

1

Mystic Herbology

25+5

+12

42

 

 

 

 

 

 

 

 

Other Skills and Abilities:

Wizard:

See and Use Lay lines: The wizard can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as lay lines. Where two or more lay lines intersect is a more powerful lay line nexus. The wizard recognizes these lines and junctions as places of power where he or she can draw on additional magical energy and where spells and powers are increased. A Wizard standing on a Lay Line will have twice the amount of mystical energy to use for his spells. Lay lines are natural lines of mystic energy that crisscross parts of the planet and bind together all things in the Megaverse. The lay lines are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy.
The wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, demon and devil lords, and godlings and gods, as well as the most powerful magic items, like the weapons of the gods and greater rune weapons.

Ley line Drifting: The wizard can open himself to the lay line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Applicable only to the wizard; he cannot magically enable others to float along with him.

 

Ley Line Rejuvenation: When standing on a lay line or nexus, the wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate on healing while relaxing on a ley line. The wizard can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored.

 

Special Wizard O.C.C. Skills & Abilities:

Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Base Skill: 35% +5% per level of experience.
Recognize magic: The wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 20% +5% per level of experience.
Sense Magic: At Third Level Wizards can sense magic as per the wizards spell at will.
Magical Enhancement Skills: As a wizards knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. A wizard can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder then normal, but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...). There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexity). The Magical Enhancement Skills are as follows:

    1. Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.
    2. Enlarge Spell: With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.
    3. Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.
    4. Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.
    5. Maximize Spell: With this skill, spells can be cast to maximum effect. damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.
    6. Quicken Spell: With this skill, spells can be cast at a moment’s thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.
    7. Silent Spell: With this skill, spells can be cast Silently. Incantations necessary to cast spells become mental, no vocalization is necessary. 5% per level chance of success.
    8. Still Spell: With this skill, spells can be cast without gestures. Incantations necessary to cast spells become totally mental or vocal. 5% per level chance of success.


Crafting of Magic Items: Wizards as they progress in their skills are able to craft Items of magic. Each category of item has specific skill requirements and prerequisite ability of the mage to be able to accomplish, as well as specific spells.

Item Created

Prerequisites

Create Scroll

Skill of Literacy, required spells and 1st level
*note: Scrolls will take 1 day/level of spell to create

Brew Potion

Skill of brewing, required spells and 5rd level wizard.

Craft Armour

Proper crafting skill, required spells and 8th level wizard.

Craft Weapon

Proper crafting skill, required spells and 9th level wizard.

Craft Rod/Wand

Proper crafting skill, required spells and 11th level wizard.

Forge Ring

Proper crafting skill, required spells and 11th level wizard.

Craft Staff

Proper crafting skill, required spells and 13th level wizard.

Craft Wondrous Item

Proper crafting skill, required spells and 15th level wizard.

The Skills and spells required to craft each item should be discussed with the Game Master as well as material costs and construction times.

 

 

Illusion Mage:

Special Illusion Mage O.C.C. Skills & Abilities:

Recognize Illusion: Just as a doctor can recognize flu symptoms and disease, the Illusion Mage can recognize the influence of Illusionary magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). Base Skill: 35% +5% per level of experience.
Recognize magic: The Illusion Mage has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 20% +5% per level of experience.
Sense Magic: At Third Level Illusion Mage can sense magic as per the wizards spell at will.
Magical Enhancement Skills: As a Illusion Mages knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. An Illusion Mage can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder then normal, but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...). There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexity). The Magical Enhancement Skills are as follows:

    1. Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.
    2. Enlarge Spell: With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.
    3. Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.
    4. Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.
    5. Maximize Spell: With this skill, spells can be cast to maximum effect. damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.
    6. Quicken Spell: With this skill, spells can be cast at a moment’s thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.
    7. Silent Spell: With this skill, spells can be cast Silently. Incantations necessary to cast spells become mental, no vocalization is necessary. 5% per level chance of success.
    8. Still Spell: With this skill, spells can be cast without gestures. Incantations necessary to cast spells become totally mental or vocal. 5% per level chance of success.

At second level, they gain Minor Illusion as a cantrip for all of their minor illusion needs.

 

Spell Like Abilities:   (use once per day) 1st level--Dancing Lights, Faerie Fire, and Globe of Daylight, and at 4th level--Levitate, Know Alignment, and Detect Magic.

 

Wizard common knowledge Spells:  

1.       Cause fear

2.       Ceremony

3.       Chaos bolt

4.       Cloud of Slumber

5.       Cloud of Smoke

6.       Decipher Magic

7.       Globe of Daylight

8.       Guiding hand

9.       Hand of radiance

10.    Healing elixir

11.    Infestation

12.    Magic Missile

13.    Primal savagery

14.    Puppet

15.    See Aura

16.    Sense emotion

17.    Sense Magic

18.    Snare

19.    Sudden awakening

20.    Toll the dead

21.    Tongues

22.    Unearthly chorus

23.    Virtue

24.    Wild cunning

25.    Wizard Mark

26.    Zephyr strike

27.    Enchanted Cauldron/Enchanted Quill Ritual

Wizard Cantrips

1.       Accelerate/Decelerate

2.       Alacrity

3.       Astral Light

4.       Banana Slip

5.       Belch

6.       Blink

7.       Boil Water

8.       Bug

9.       Chill

10.    Clean

11.    Colour

12.    Coloured Lights

13.    Compass

14.    Control Flames

15.    Cough

16.    Creak

17.    Dampen

18.    Dim

19.    Dirty

20.    Distract

Learned Wizard Spells

1st-Level Wizard Spells:

  1. Mage Hand
  2. Burning Hands
  3. Mage Armor
  4. Detect Magic
  5. Shield
  6. Magic Missile

2nd-Level Wizard Spells:

  1. Misty Step
  2. Mirror Image
  3. Scorching Ray
  4. Hold Person
  5. Invisibility
  6. Web

Illusionist-Mage common knowledge Spells

  1. Audible Glamour
  2. Disguise Self
  3. Darkness
  4. Detect Illusion
  5. Detect Invisibility
  6. Silent Image
  7. Mirror Image
  8. Fear
  9. Hypnotism
  10. Light
  11. Detect Magic
  12. Fog Cloud
  13. Enchanted Cauldron/Enchanted Quill Ritual

Illusionist Cantrips

1.       Minor Illusion

2.       Silent Image

3.       Disguise Self

4.       Blur

5.       Color Spray

6.       Dancing Lights

7.       Ghost Sound

8.       Image of the Beyond

9.       Miraged Step

10.    Hallucinatory Terrain

11.    Phantom Sound

12.    Shadow Conjuration

13.    Shadow sight

14.    Spectral Image

15.    Minor Mirage

16.    Dream Echo

17.    Faint Whispers

18.    Arcane Trickster's Veil

19.    Faint Aura

20.    Glimmer light

Learned Illusionist Spells

1st-Level Illusion Spells:

  1. Minor Illusion
  2. Disguise Self
  3. Silent Image
  4. Color Spray
  5. Dancing Lights

2nd-Level Illusion Spells:

  1. Mirror Image
  2. Blur
  3. Invisibility
  4. Hallucinatory Terrain

Equipment:

Clothing: Black hooded cloak, robes, black tunic and legging, several dresses (including silk), fur cloak, silk shoes, soft leather gloves, leather belt. : a robe or cloak with a hood, boots, a pair of soft leather gloves, belt

Containers: Leather Elven Warsabre scabbard, two (2) leather dagger sheaths, leather bow case, two (2) waterskins (one gallon capacity), metal bowls, metal kettle, metal pot.

Field Equipment: 100 feet of silk rope, hunting snares, one person tent, sharpening stone, ten (10) long bow strings, wax for bows. bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin ID4 candles, a wooden cross, small mirror, and a tinder box.

Lighting: Flint and tinder box.

Writing Equipment: Twenty-Four (24) parchment sheets, page parchment book (100 page). three crow quill pens, two bottles of ink , ID4 sticks of graphite, ID4 sticks of chalk,

Provisions: Four (4) weeks trail rations.

Miscellaneous: Perfume, soap, makeup and feminine items, first aid supplies,

Weapons: 2 Elven Daggers, Elven War Saber, Elven Long bow, Elven Quarter Staff. All are Elven quality.

Money: The character starts with 140 in gold.

Magic Items

1.       Backpack of Holding: A magically enchanted backpack capable of holding more items than its exterior size suggests. The interior space is enchanted to be much larger than the outer dimensions, functioning as a pocket dimension of sorts.

·         Properties:

·   Storage Capacity: Can hold up to 500 pounds (or approximately 227 kg) of weight without increasing in size or becoming cumbersome. Items placed inside the backpack do not add to the weight or bulk the wearer must carry.

·   Access: The wearer can retrieve any item stored within the backpack as if it were in a regular backpack, though it takes a full action to retrieve an item.

·   Dimensions: Despite its vast storage capabilities, the backpack appears to be the size of a normal, non-magical backpack on the outside.

·   Limitations: The backpack cannot hold living creatures, and it has a maximum weight capacity (500 pounds). If overloaded, the backpack may rupture or break, causing all items within to spill out and be potentially lost or damaged.

2.       Cloak of Invisibility

·         Properties: Grants the ability to become invisible at will for up to 1 hour per day. The cloak can be used once per day to activate invisibility, and it lasts for up to 1 minute per use. It requires no additional skill check.

3.       Wand of Fireballs

·         Properties: A wand that can cast the Fireball spell (2d6 damage, 15-foot radius explosion) up to 3 times per day. The wand has 15 charges, and once it runs out of charges, it is rendered useless.

4.       Boots of Speed

·         Properties: These boots allow the wearer to double their movement speed for 10 minutes per day. In addition, the wearer can take one extra attack per melee round during that time.

5.       Amulet of Health

·         Properties: Increases the wearer's Constitution attribute by 2 points. This provides an increase in the wearer's overall health and stamina, giving +10 S.D.C. (Structural Damage Capacity) and improving resistance to fatigue and exhaustion.