MORTAL SOULS

ITEM CATALOG

CONSUMABLE ITEMS


Light Gels

A luminous healing salve, wrapped in hydrophobic linen. Use to restore HP.

This gel is compressed Souls, fermented in a Beacon's light. For the Explorers who delve into shadow, the soft glow is beyond comforting.

At Beacons, you may empower your Light Gels with certain treasures.


Lux Gels

A Light Gel concentrated under such an intense light, that its aroma is almost intoxicating. Use to heal all HP and status ailments, including Curse.

It is a valuable treasure of Tiolez, but it also naturally occurs in the Aeon Ruins, oozing from the Soullights.


Haven Flare

An enchanted device from Qero. When activated, it returns the user to the last Beacon rested at.

On the surface, this item allowed for quick and portable transit. For Explorers, it represents a precious escape route.

However, its availability is subject to the whims of Qero. Don't burn too many bridges, now...


Yannite Spice

A volatile spice with a fresh scent.

Eat to restore one cast of your currently selected spell.

The brilliant archmage Halvard invented it one night, when he tired of his own bodily limits.

But it is not meant to replace the benefits of the Beacons. Or a good night's sleep, for that matter.


Ancient Spice

An odorless spice that induces a serene calm.

Eat to restore all casts of your currently selected spell.

The precise methods for making this precious spice have been lost, but their potency remains.


Antidote

A special Qeran remedy that enhances the immune system.

Apply to prevent or cure Poison.

Its title is a misnomer; with such variation in poisonous substances, a true natural panacea would be impossible.

For particularly potent infections, multiple applications may be necessary.


Bandages

Elastic bandages used to cover deep wounds. Apply to reduce bleeding.

All humans bleed, so naturally these bandages are of no particular make.


Angel Feather

A blindingly white feather, soft and delicate.

Use it to purge your Soul of corruption.

Demons and the shadow share an ancestral connection, but this feather can absorb both of their influences, turning black and useless.

Do Angels exist? Either way, this feather's power is not divine in nature.


Crimson Lily

A rare water lily that sprouts in water tainted by blood.

Causes HP regeneration.

Perhaps the plant itself rejects the death that created it.


Emerald Lily

A rare water lily that sprouts in water tainted by tears.

Increases Stamina regeneration.

Perhaps the plant itself rejects the anguish that created it.


Wilted Lily

A graft of twin water lilies.

Causes minor HP and Stamina regeneration.

As an attempt to profit from suffering, this plant has no true meaning.

It wilts upon sprouting, and its power is weak.


Resplendent Jewel

A well-cut jewel that reflects light in many colors.

Once upon a time, this would have fetched a great price on the surface.

But now, the currency is Souls, and merchants care not for baubles.


Lencoter Resin

A resin commonly used by first and second-rate blacksmiths alike.

Repairs your right-hand weapon.

The resin hardens over chips and scratches, but it is not a genuine fix.

If a weapon breaks completely, it is of no use.


Firebomb

A ceramic jar containing explosive materials.

Quickly thrown, it shatters and erupts in flame.

For those who don't use magic, this small jar can be a godsend.

But it is less potent than most forms attack.

But that itself, can be an advantage.

After all, who would expect such a feeble attack to be the finishing blow?


Black Firebomb

A stronger version of the firebomb, crafted from sinister black ceramic.

When thrown, it explodes into a violent red flame.

Though not much of value comes out of Vestum, the brigands who live there take to using painful weapons like this to rub out those who they don't like.

Do not underestimate this item's hot flame.


Shadow Droplet

A clump of shadowy memories.

When thrown, it splashes into a pool of shadow, driving nearby Shades into a frenzy.

It can be used as an effective distraction, especially against tough enemies.

Do not be discouraged by its specificity towards Shades: nearly all creatures in the Ruins are Shades in one form or another.


Throwing Knives

A smooth knife, made for throwing.

It does not do much damage, but is rather meant to inflict bleeding wounds.

When someone bleeds, they gradually lose HP, and their healing items are less effective.

Additionally, if they are wounded enough while already bleeding, they may lose a great quantity of blood at once.

If you catch your opponent liberally apply Light Gels, do not hesitate to put a stopper on their plans.


Poison Dart

A small dart, tipped with a vicious poison.

A favorite of Motus Assassins.

Poison is a simple killer, damaging opponents over time.

And if poisoned further, the damage grows to lethal levels.

Poison is a great inducer of panic.

Use if you wish to finish a fight quickly.


Throwing Net

An unraveling net, contained in a small brown bag.

When thrown, it can immobilize an opponent for a moment.

But a moment can be all it takes.

It is a fragile net, so it isn't hard to escape, but it can be a great annoyance, and a great advantage.

You can thank Qero for this unique invention.


Shadow Solvent

A black liquid native to the Ruins.

When splashed on an opponent, it dissolves Light Gels, and disrupts healing.

In effect, this is the anti-thesis to Light Gels.

In its native form, it is less dangerous, but concentrated like this, it can pose a real threat.


Dragon Blood

The blood of a dragon, hot enough to set weapons aflame.

Enchant the right-hand weapon with fire.

The idea of a dragon used to be doubtful, but in the Aeon Ruins, only fools are skeptics.

Cloth armor tends to be weak to fire, so use this if you find a bundled up opponent.


Demon Blood

The blood of a demon, as corrosive to the Body as Demonica is to the Soul.

Enchant the right-hand weapon with poison.

Where did demons first come from?

It was thought that they were creations of Wuuheim, but seeing native demons in the Ruins sheds doubt on that assumption.

Poison tends to put the pressure on foes.

Never let up if you intend to kill.


Angel Blood

The blood of an angel, crackling with divine lightning.

Enchant the right-hand weapon with lightning.

Angels are winged humanoids in Yuho mythology, said to have shared knowledge of the spirits with the clerics there.

But angels have never truly been seen, so the origins of this liquid are unclear.

Do angels really exist?

Those with heavy armor are especially vulnerable to lightning.


Soul of a Shadow

The Soul of a piteous Shade, freed from the shadows.

These misshapen beings populate the Aeon Ruins, trapped in the routines of the long dead.

When they notice the living, they go berserk, hungering for some semblance of life.

Use this soul to gain a diminutive amount of Souls.


Soul of a Lost Explorer

The Soul of a slain Explorer, who fell to some sort of Shade.

Many traveled down into the Ruins, but not everyone will be remembered.

Mourning everyone who dies will only leave one trapped in despair.

Use this soul to gain a mediocre amount of Souls.


Soul of an Explorer

The Soul of an Explorer, who died deep in the Aeon Ruins.

How odd that those who delve into the shadow are known as Explorers.

In such a desperate situation, treating them as simple trail-blazers is bizarre indeed.

Use this soul to gain a meager amount of Souls.


Soul of a Great Explorer

The Soul of a seasoned Explorer, who fought on for as long as possible.

Only the strongest among Explorers can survive in the shadow for any amount of time.

But in time, such a dream-like world will wear away anyone.

Use this soul to gain a modest amount of Souls.


Soul of a Warrior

The Soul of a Warrior, who relished combat but was eventually outmatched.

Some only came to the Ruins for a greater challenge, but found themselves consumed by shadow.

Use this soul to gain a moderate amount of Souls.


Soul of a Brave Warrior

The Soul of a mighty Warrior, who killed swathes of Shades before dying.

Those with a simple lust for combat will wander in ignorance until they burn out like a violent fire.

Use this soul to gain a large amount of Souls.


Soul of an Unknown Hero

The Soul of a nameless Hero, who selflessly gave their life to save a stranger.

In a way, it is a blessing that the Explorers are separated by the shadow.

Phantoms cannot experience true death.

Use this soul to gain a sizable amount of Souls.


Soul of a Hero

The Soul of one who was championed by their Kingdom.

Loyalty can serve as a source of comfort.

It makes one feel as though they are part of something bigger, even if that something itself is small in the grand scheme of things.

Use this soul to gain a large amount of Souls.


Soul of a Legendary Hero

The Soul of one who was renowned across the world.

Ones who escape the bonds of loyalty can find it in them to serve everyone, not just those in power.

Use this soul to gain a huge amount of Souls.


Soul of an Ancient Hero

The Soul of a hero who lived in a long-dead civilization.

Truly bright Souls can withstand the test of time without fading.

In fact, particularly powerful Souls can even gain power with time, like a finely aged wine.

Use this soul to gain a massive amount of Souls.


Soul of an Original Explorer

The Soul of one of the earliest Explorers, who delved into the shadows with no fear.

Bearing Beacons, these fearless heroes climbed down into Wuuheim's wreckage at the first sign of trouble.

They built the tower.

They lit the way.

And in the end, they fell, with Souls swollen with power.

Use this soul to gain a colossal amount of Souls.


Soul from the Sea

A roiling mass of Souls, salvaged from the Sea of Souls.

It pulses with a singular malice, and maddening screams of death arise from the damned clump.

It was from Souls like this that the Phantasm was born.

Dare you claim its power?

Use this soul to gain a monstrous amount of Souls.

REUSABLE ITEMS


'Hello there!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

This Soundstone says a jolly, "Hello there!"

Ishild's voice is strangely sincere in this stone.

Perhaps he created it first.


'Apologies' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

This Soundstone says, "Apologies."

It seems to be a seriously expressed notion of regret.

Though, you should be the judge.


'Farewell' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

This Soundstone that contains a flatly said, "Farewell."

One might think you are glad to see them go.


'Great Job...' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that contains a grumbled, "Great Job..."

Is it sarcasm, or simply the sound of a bruised pride?


'Nicely Done!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that contains a genuine expression of awe.

It says, "Nicely Done!"

What could possibly impress a sour soul like Ishild?


'Indeed!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that says, "Indeed!"

A statement of agreement, but it can also be used to twist or embolden the meaning of your peers' Soundstones.


'Calm Down!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that contains a pacifying, "Calm Down!"

You will likely encounter many hostile forces in your explorations.


'Have At You!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that states a challenging, "Have At You!"

Use this prior to a duel for the best effect.


'Go Jump Off A Bridge!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that contains a venomous, "Go Jump Off A Bridge!"

Vent your built-up aggression with this.


'Damnation!' Soundstone

Soundstones are flute-like toys crafted by Ishild of Tiolez.

They produce a voice message when blown.

A Soundstone that says a frustrated curse, "Damnation!"

Be careful that you do not use it at a critical moment, lest you use it again upon your revival.


Waterskin

A small water-tight pouch, filled with cold water.

It's a necessity for survival, both above and below the surface.

Causes water build-up on the drinker, useful in surviving hot areas.

But those who are overzealous with this item quickly find themselves drenched.


Towel

A simple towel.

Cures drench, and removes any water build up.

How could this be of any use?

Drying yourself off is no quick task, so this item will not aid you in combat.


Demonization Stone

The ultimate creation of Sage Elizabeth.

In truth, it is a shard of Demon Evaristo's flesh.

Within, a shadowy power resides that can change an Accursed One into a facsimile of a Demon until death.

Evaristo will never reach true actualization.

His fate is to be broken into fragments of half-demonic stone, and distributed among the madmen of Vestum.

Elizabeth altered him with this intent, but keeps him loyal with honeyed words.

If wielding an item born from a powerful Soul, it will serve as the locus of the transformation.


Suicide Knife

An ornate knife, pilfered from the defiled Necropolis.

In the past, the rich used it to escape the bonds of mortality.

But now it belongs to you.

Use it to trigger death, and reappear at the last Beacon rested at.

Many things are worse than death.

But death is the final object of fear.

One with power over death has true power.

The power to not choose, when presented with an impossible choice.


Binoculars

A small double-lensed device.

Allows one to see further away.

A symbol of goodwill and curiosity, made in collaboration between Qero and Yannia.

In the Ruins, it would seem to have little practical use.

But the clever will make fine use of it.

Never underestimate the value of scouting.

ORE: By using these special stones, equipment can be strengthened...


Iron

A hard ore useful in the reinforcement of ordinary weapons and armor alike.

Any blacksmith worth his salt has a good supply of iron on hand, but in these trying times, the client is usually expected to provide.


Titanite

An incredibly dense ore, discovered in a deep layer of the earth.

Weapons infused with weighty augmentations are enhanced by this solid grey stone.


Sparkstone

A volatile ore that produces a spark when rubbed against any surface.

Typically used to ignite torches and other flames, but it can be forged into weapons with strange sparking properties.


Saintbone

The fossilized bone of some long-dead spell caster, whose skeleton hardened into this eldritch ore.

Any weapons touched by the supernatural can be upgraded with this strange stone.

But being made from bones, it also carries a subtle scent of death.


Riverstone

An impossibly slick ore, said to be more smooth than the flowing surface of water.

To those who wield swift weapons, this aerodynamic ore is indispensable.


Cocytus

A black ore that absorbs all heat and light.

It is native to the Aeon Ruins, and enhances weapons that reflect its true nature.


Impure Ore (Quality)

But this ore is full of impurities.

It is sufficient for low level reinforcement, but if you intend for equipment to reach its full potential, you will need better quality ore.


Ore (Quality)

A simple example of the ore.

Not particularly pure, but it would suffice in a pinch.


Pure Ore (Quality)

A pure specimen of ore.

Most well crafted weapons require ore such as this, or else their quality will fall instead of rise.


Memory of Ore (Quality)

A perfect, idealized form of the ore.

Something such as this only exists in the Aeon Ruins, where willpower can overcome reality.


Demonite Ore (Special)

An ore that forms in the bellies of those who carry a demonic curse.

Items born from powerful Souls are too powerful for normal forging.

Demonite Ore is naturally corrosive to soulborn weapons, and softens them enough for ordinary reinforcement.


Soulstone Ore (Special)

A mass of Souls, hardened into a glowing stone.

Some equipment is naturally unique, and wouldn't be able to be reinforced without destroying them.

Soulstone melds with those items, making them stronger without eliminating their abilities.

SPECIAL ITEMS: These items hold mysterious, vital powers...


Linen Wrap

A scrap of hydrophobic cloth.

At a Beacon, you may use it to enhance your Light Gels, allowing you to carry one more than usual.

Such a mundane object is bound to be underestimated by the dull and clever alike.

But sometimes even the smallest thing can tip the balance.

Your survival is paramount.

Do not delay in applying this item.


Soul Syphon

A strange, funnel-like apparatus.

Extracts and compresses extra Souls into your Light Gels at Beacons, causing them to heal more HP.

These old relics are found scattered in all regions of the Aeon Ruins.

In the past, they might have served a different purpose altogether.

Your survival is paramount.

Do not delay in applying this item.


Phantasmic Eye

A cracked piece of unassuming rubble, pulsing with phantasmagoric power.

They were created when the Phantasm broke through the surface, tainting the stone itself with its devouring energy.

When the Beacon's light shines through it, it gives shape to the Soul, allowing Explorers trapped in Soul Form to reclaim their bodies.

Explorers cannot be picky about where they draw their strength from.

Power is power, whether it comes from the shadows or not.


Lighthouse Flare

An altered Haven Flare from Qero.

When activated at Beacons, it returns the user to the Lighthouse Dock.

When a Haven Flare is altered to only transport to a single area, its longevity reaches unfathomable levels.

There is something to be said about Qeran ingenuity.

But of course, its availability is subject to the whims of Qero.

Don't burn too many bridges, now...


Signal Flare

A simple flare, given to you by Duke Joachim of Qero.

When activated, it will shine in the colors of each Kingdom, as a signal to activate the Soullights.

The Phantasm descends.

But what do the Soullights even do?

You, as the Explorer who lit the way, now must ascend, and face the sum of all fears, and that great uncertainty.

When the time comes, you must choose whether to use this final flare... or not.


Free Beacon

A Beacon in its inactive state.

When planted in certain places, it becomes a usable Beacon.

The earliest Explorers were given many of these as they dove into the shadow.

The glowing Beacons scattered across the Aeon Ruins are proof of this, but they are scarce indeed.

If you find yourself confounded by the shadow, perhaps you just need to light the way further.


Smith's Anvil

A basic blacksmithing tool, allowing Explorers to repair and upgrade equipment.

There is no shortage of anvils in the merchant land of Lencoter, but it takes a high-quality anvil to make high-quality weapons.

Though, materials are rare in the Aeon Ruins, so an amateur like you would not be able to craft weapons in the first place.

This anvil can only be used at Beacons, or in other worlds as a Silver Phantom merchant, but only if you are an adherent of Lencoter.


Demonic Hammer

A pitch-black hammer, meant not for battle, but for a unique kind of forging.

During the Soul Wars, when Demons of Wuuheim were felled, Lencoter blacksmiths used hammers like these to forge weapons from their powerful Souls.

These empowered weapons were distributed to the strongest warriors of each Kingdom, but in the end, it wasn't enough.

Enables Demon Blacksmithing at Beacons, or in other worlds as a Silver Phantom merchant, but only if you are an adherent of Lencoter.


Ring Mold

A circular mold, meant for the creation of magic rings.

In the past, when enchanted rings were created from Blank Rings, they were imbued with some powerful Sorcery or Miracle.

But in the Ruins, they can be imbued with powerful Souls instead.

Enables Ringsmithing at Beacons, or in other worlds as a Silver Phantom merchant, but only if you are an adherent of Lencoter.


Bellow Holder

A great frame, to hold the famed Bellows of Lencoter.

The Bellows hold enchanted winds within them.

Despite the Kingdom's disdain for magic, some unknown mage of the past must have bestowed the Bellows with their unique powers.

Enables Ascension at Beacons, or in other worlds as a Silver Phantom merchant, but only if you are an adherent of Lencoter.


Proof of Survival

A small cracked stone that bears the crest of Wuuheim.

A symbol of hope and courage, no matter what Kingdom you belong to.

Give this item to a Kingdom's representative to increase your Tendency in that Kingdom.

Wuuheim united the disparate Kingdoms.

Now, it has crumbled away, and the Kingdoms once again regard each other with distrust.

But in respect of Wuuheim's memory, they are as one.

All they need is a new rallying cry.

A new leader they can put their trust in.


Warlord's Eye

A disembodied glass eye, with the symbol of Wuuheim in the pupil.

When the Beacon's light shines through the iris, you can perceive your Kingdom Tendency, among other things.

This glass eye belonged to Demon King Rame.

When Leocadius plucked it from his corpse, he used it to carefully guide his diplomacy.

But he loathed to touch it, and after a time, locked it away deep in his castle's basement.

It's a bit slimy, even now.

BELLOWS: These enchanted bellows can imbue weapons with special properties...


Large Bellows

A set of Bellows used widely in Lencoter.

Allows Ascension to: Normal +6, Sharp, Tempered.

Learning to use this most simple of Bellows is a rite of passage in Lencoter culture.

The wind from these Bellows smell vaguely of iron.


Very Large Bellows

A set of oversized used only by experts.

Allows Ascension to: Normal +11, Heavy, Streamlined.

You'd expect that using these would be easy after learning how to use the Large Bellows, but that's not the case.

Using Bellows improperly can sully the metal, and make it useless.

These Bellows exude a harsh, acrid wind.


Giant's Bellows

Bellows too large for human hands.

Allows Ascension to: Smashing, Piercing.

These Bellows were found deep in the Aeon Ruins.

But weren't the Bellows invented by Lencoter?

The wind from these Bellows could rend unprotected flesh with its ferocity.


Hot Bellows

A set of Bellows that is hot to the touch.

Allows Ascension to: Tempered +6 Forging with these Bellows can be time consuming and frustrating.

The hot dry wind of these Bellows is reminiscent of the desert it was found it.


Addol Bellows

A set of Bellows created in Addol.

Allows Ascension to: Blazing.

After the War ended, Warrior-King Martin commissioned these Bellows for use in the Arena.

They turned out more successful than he could've imagined.

It seems to have a spirit of its own, and burns any unworthy smiths.


Poison Bellows

A set of Bellows that contains a carefully concealing packet of poison.

Allows Ascension to: Tainted.

It used to be an ordinary set of Bellows, until a gang of bandits got their hands on it.

Try not to breathe in the wind.


Living Bellows

A strange, docile creature that resembles a set of Bellows, both in form and function.

Allows Ascension to: Tainted +6, Shadow.

No one is sure of this thing's origins.

Perhaps it is a very specifically created Demon?

Treat it kindly, and it may grow to like you.


Wizard's Bellows

A set of Bellows common in Yannia.

Allows Ascension to: Glowing.

It was given to Yannia as an expression of begrudging goodwill.

They encrusted in with magic script, giving it its enchanted properties.

The wind is surprisingly refreshing.


Ancient Bellows

A circular stone artifact that blows out magically charged air.

It can be used as a set of Bellows.

Allows Ascension to: Glowing +6, Pulsing.

It's not really a set of Bellows, but in the past, it probably served the same purpose.


Holy Bellows

A set of Bellows used by the Crusaders of Doraine.

Allows Ascension to: Blessed, Crackling.

These Bellows were not so much given to Doraine, but claimed in the name of God.

Wuuheim chastised their actions, but allowed them to keep the Bellows.

The wind smells vaguely of choking incense.


God's Bellows

A set of Bellows claimed to be the legendary artifact of a deity.

Allows Ascension to: Blessed +6, Divine, Crackling, Storming.

It was found in a crucible of broken idols.

It may in fact be a possession of a God, but which one?

The wind it breathes is pure, corrosive light.


Chilling Bellows

A mysterious set of Bellows, and can chill the bones with a single touch.

Allows Ascension to: Howling, Bursting.

It was found in the Abyssal Heart, in the furthest depths of the Ruins.

Its nature is inscrutable, but its purpose, apparent.

Its wind causes instant frostbite on the unprotected.

ONLINE PLAY ITEMS: These enigmatic items allow transit between worlds...


Resonance Soapstone

A pure white Soapstone.

Places a White Soul Sign on the ground, which allows you to be summoned by others as a White Phantom.

Unusable in Body Form.

As a White Phantom, aid your Summoner in the journeys, and help them defeat the area boss.

If you succeed, you return to your world in Body Form.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Guidance Soapstone

A brilliant orange Soapstone.

Places a message on the ground that can only be seen by members of your Kingdom.

Will you help or deceive your fellow Explorers?

If a message you leave with this item is rated up enough, you will be granted a Proof of Survival.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Deception Soapstone

A dull orange Soapstone.

Places a message on the ground that can be seen by members of other Kingdoms.

Its purpose is to deceive, but it can still be used to aid them.

If a message you leave with this item is rated up enough, you will be granted a Proof of Survival.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Illumination Soapstone

A bright yellow Soapstone.

Sheds a light, allowing you to see more messages, even from other Kingdoms.

The light is powerful, and can even brighten up dark areas for a moment.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Distortion Soapstone

An angular black Soapstone.

Places a Black Soul Sign on the ground, which allows you to be summoned by others as a Black Phantom.

Unusable in Body Form.

As a Black Phantom, defeat your Summoner in an honorable (or not so honorable) duel.

If you succeed, you return to your world in Body Form.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.

However, this odd Soapstone only utilizes resonation to spread further distortion.


Merchant's Soapstone

A slippery silver Soapstone used only by blacksmiths of Lencoter.

Places a Silver Soul Sign on the ground, which allows you to be summoned by others as a Silver Phantom.

Unusable in Body Form.

As a Silver Phantom, you can peddle your wares, and use Lencoter blacksmith equipment to aid your Summoner.

If you succeed, you return to your world in Body Form.

But be wary of thieves! If they steal from you and get away with it, you will fail.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Ghostly Soapstone

An incorporeal Soapstone.

Appear in another Explorer's world as an image, and bring an image of them to your world for a period of time.

For a small window of time, you can communicate using movement and gestures.

The worlds are bordered by shadow, but certain treasures can cross that border.

The Soapstones causes Souls to resonate, softly drifting across the rift.


Distortion Crystal

A deep red Crystal.

Break into another player's world as a Black Phantom.

Unusable in Body Form.

As a Black Phantom, hunt down and vanquish the world master, claiming a portion of their Souls and returning to your own world in Body Form.

The worlds are bordered by shadow, but certain treasures can cross that border.

The jagged Crystals shatter that shadow, and can manipulate transit between worlds against the will of others.


Separation Crystal

A murky crystal carrying a purple spark.

Send White, Silver, and friendly Green Phantoms back to their own worlds, return to your own, or undo the effects of the Stabilization Crystal.

Unusable as a Blue Phantom, unless the world master uses a Stabilization Crystal.

This crystal is given to those who journey without the hope of returning, as a symbol of farewell.

The worlds are bordered by shadow, but certain treasures can cross that border.

The jagged Crystals shatter that shadow, and can manipulate transit between worlds against the will of others.


Stabilization Crystal

A clear Crystal that contains a blue spark.

Synchronize a Blue Phantom's meandering path through your world, allowing them to stay or go as they please.

Undo this effect by using the Separation Crystal.

This crystal is an expression of pure, innocent trust.

But is it misplaced?

That is up to the Blue Phantom.

The worlds are bordered by shadow, but certain treasures can cross that border.

The jagged Crystals shatter that shadow, and can manipulate transit between worlds against the will of others.


Crusader's Crystal

A rough green Crystal used by Crusaders of Doraine.

Break into another world that contains a Heretic as a Green Phantom.

Unusable in Body Form.

As a Green Phantom, vanquish any and all Heretics in a world to return to your own in Body Form.

Heretics include Black, Red, and Blue Phantoms, as well as enemies of Doraine.

The worlds are bordered by shadow, but certain treasures can cross that border.

The jagged Crystals shatter that shadow, and can manipulate transit between worlds against the will of others.


Wanderer's Charm

A Charm of ordinary, brown cloth.

Though it seems useless, it holds precious meaning, and it cannot be removed without replacing it.

While you wear it, you Wander into other worlds as a Blue Phantom while you are in Soul Form.

As a Blue Phantom, you are temporarily confined to another's world, in which you may either wait to fade back to your own world, or kill them to steal a portion of their Souls and return in Body Form.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Friend's Charm

A Charm of ragged white cloth.

While you wear it, you Wander into other worlds as a Blue Phantom while you are in Soul Form.

However, you are actually a White Phantom in disguise.

Your goal is to help the world master defeat the area boss.

However, they may not trust you, and can still attack you.

Your true nature will become apparent once you pass through the fog.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Foe's Charm

A Charm of ragged black cloth.

While you wear it, you Wander into other worlds as a Blue Phantom while you are in Soul Form.

However, you are actually a Black Phantom in disguise.

Your goal is to vanquish the world master.

Your disguise gives you an advantage, so try to earn their trust before betraying them.

Your true nature will become apparent once you attack them.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Assassin's Charm

A Charm stained red with blood.

While you wear it, you Wander into worlds of those Marked for Death as a Red Phantom while you are in Soul Form.

As a Red Phantom, you are an Assassin.

When Explorers are Marked for Death, you are drawn to them no matter what area or world they happen to be in.

Once you kill them, you return to your own world in Body Form.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Merchant's Charm

A Charm made from gold-lined cloth.

While you wear it, you Wander into other worlds as a Silver Phantom while you are in Soul Form.

As a Silver Phantom, you can peddle your wares, and use Lencoter blacksmith equipment to aid your Summoner.

If you succeed, you return to your world in Body Form.

But be wary of thieves! If they steal from you and get away with it, you will fail.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Crusader's Charm

A green Charm bearing the crest of Doraine.

While you wear it, you into worlds that contain Heretics as a Green Phantom while you are in Soul Form.

As a Green Phantom, vanquish any and all Heretics in a world to return to your own in Body Form.

Heretics include Black, Red, and Blue Phantoms, as well as enemies of Doraine.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Empty Charm

A blank, simple rag of a Charm.

While you wear it, you do not Wander while in Soul Form.

This Charm embodies a clear mind.

One with such absolute focus cannot fade to shadow easily.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Dark Charm

A Charm made of some strange animal skin.

While you wear it, you do not Wander while in Soul Form, and only Black, Red, and hostile Green Phantoms can enter your world uninvited.

This Charm is for those who tire of Wanderers.

However, it cannot protect you from those who mean you harm.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Heretic's Charm

A defiled Crusader's Charm.

While you wear it, friendly Green Phantoms cannot enter your world.

You Wander as if you were Wearing the Wanderer's Charm.

This Charm is a symbol of disgust for Doraine's self-righteous attitude.

However, it will not protect you from hostile Green Phantoms.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Disguise Charm

A blue Charm, soaked in alchemical fluids.

While you wear it, you appear as if you were a member of a chosen Kingdom.

You Wander as if you were wearing the Wanderer's Charm.

This Charm is of Qeran design, naturally.

They say it is meant to avoid the stigma inherent with being from Qero, but the dishonest can use it for more sinister purposes.

The worlds are bordered by shadow, but certain treasures can cross that border.

In Soul Form, Explorers are at risk of fading into the shadow.

But the Charms protect them, instead guiding them through the shadow to the worlds of others.


Wisp Lure

A bright bauble on a string, that contains an otherworldly fire.

Swinging it back and forth lures additional Wandering and Invading Phantoms to your world.

Only usable in Body Form.

It is named so for the Will O' Wisp, which confounds travelers.

Similarly, the Wisp Lure tricks the power of Crystals and Charms, directing them towards the user's world.

A hazardous item, used only by the foolhardy.


Peace Treaty (Consumable)

An official document, and a symbol of unity.

Give this to an Explorer of another Kingdom to end opposition between their Kingdom in yours, in both worlds.

It also resets Kingdom Tendency in that Kingdom to zero, if it was below zero.

However, all of this cannot be done if your opponent rejects the treaty.

Perhaps some revel in chaos.


Soul Beacon (Consumable)

A miniature Beacon, embedded with a fragment of a Resonance Soapstone.

Places a Soul Sign visible to those in Soul Form, that invites them into your world as a White Phantom.

Only usable in Body Form.

If it is impossible to find someone to assist you, it is not shameful to call for help.

Also useful during emergencies.


Skull of Motus (Consumable)

A cracked human skull, painted black.

If killed by another Explorer, use this item to Mark them for Death.

Unusable as a Black, Red, Green, or White Phantom.

The skull signifies the targets of deadly Motus Assassins.

If you are Marked for Death, they will follow you everywhere until you are dead.

However, there are rumors that those who can escape assassination repeatedly are worthy of much respect...


Light of Yuho (Consumable)

A sphere of spiritual light, only usable by members of the Yuho Kingdom.

Returns any Explorers in a wide area to Body Form once they return to their own world, whether they succeed in their goals or not.

These mystical orbs used to only ease the pain of passing.

But in the Ruins, they take on greater power, and can reverse death itself.

However, the user cannot use it to revive themselves.

That would violate the spirit of Yuhoic ideals.


Waters of Yuho (Consumable)

A vial of exalted water, only usable by members of the Yuho Kingdom.

Breaks the curse of any Accursed Explorers in a wide area.

The water in Yuhoic lands is pure, filled with the power of the spirits.

It repelled the Demons who would crawl up from the deep, and so it was widely believed that Demons could not touch any sort of water.

However, the user cannot use it to break their own curse.

That would violate the spirit of Yuhoic ideals.

DEMON WEAPONS: These weapons are born from powerful Souls...


Eclipsed Fang

A scythe-and-chain weapon commonly seen in Yuho, but enlarged and distorted by the Shade known as Penumbra.

Penumbra, like all Shades, are living shadows, animated by Souls.

But what sort of powerful Soul could have created such a beast?

Despite its weight, this weapon can be tossed and swung with great force.


Clockwork

A mechanical sword that was assigned to the Vapor Guard.

When two-handed, a secondary blade folds out, dealing an extra blow.

Gears and servos abound on the blade's surface, exuding steam as they move with mechanical precision.

Perhaps the denizens of the Highlands were more advanced than their surroundings would suggest.


Vapor Shield

An incorporeal shield, born from the Soul of the Vapor Guard.

Its misty nature reflects the steam that continuously seeps from the cracks in his armor.

It weighs almost nothing, and blocks physical blows completely.

However, it does not repel weapons, and offers no protection against the elements.

It would be best not to rely on this shield exclusively.


Midas Touch

A battle gauntlet shaped from solid gold.

Those slain by this weapon turn to gold statues, preventing any sort of magical reanimation.

A beggar on the streets met a devious creature who offered riches in exchange for something precious.

With a touch, it turned stones to gold, and before long, he was inducted into the nobility.

Additionally, enemies killed by this weapon grant more Souls upon death.


Staff of Greed

A gold staff encrusted with every kind of precious gem that exists.

Increases the chance of discovering items on enemy corpses.

The beggar turned lord cared not for the people he once stood among, and exploited their plight in his continued lust for gold.

But when the grinning creature came back to collect, everything and more was taken from him.


Smelt

An ultra-greatsword, tempered to sublime hardness by a demonic inner flame.

Its strong attacks release thermal explosions.

An inferno raged in a forgotten city, but chaos had consumed it long past.

In the confusion that followed, no one could escape.

Only the Sanguine Court remained standing in the end, gutted by flames as the very stone burned.


Battering Ram

A pillar of hard stone, with the likeness of a ram.

The force it exerts is overwhelming.

A group of wandering fugitives once became heroes, by sealing away a horror with a great flood.

A gate was erected to keep the waters in, but over time, the horror was forgotten and the gate fell to rust and ruin.


Origin Sickle

A jagged sickle born from the Stalker's Soul.

It deals absurd Critical damage, but can never deal a killing blow.

A small part broke off from the whole.

In retaliation, a primal horror was roused and sent after them.

For a time, they sealed it away, but centuries later, it escaped and exacted its revenge on a people who had forgotten it.


Femur Bow

A minimalistic bow constructed using parts of the human body.

If fired with no arrows, it instead fires bones that harm the user.

There was once a country beset by plague and famine.

But a method to cheat death was discovered, and instead of evading death, the people embraced it.


Legionnaire's Axe

A gargantuan axe made from fused bones.

It reeks of death, and releases poison with each swing.

The people rushed to their deaths, to escape the hardships of life as a living spirit.

The graves overflowed, becoming a field of bones and corpses, a festival of death.


Lucifer

A morning-star with an absurd amount of spikes coating it.

It exudes a cruel Cold aura, but it has so many spikes that it hardly has any blood-letting ability at all.

The mistress of the Necropolis cared not for the people who killed themselves within.

It was a torture chamber disguised as a great tomb, and the nobles eager for death became her playthings.


Obelisk

A black stone obelisk, etched with curses against the living and the dead.

It resonates with the shadow, and corrupts those it touches.

In the dark and the silence that remained in Sheol after everything was dead, black shrines to death remained, twisted and crumbling.

The obelisks that littered its final pit might have been warnings, of a deeper darkness lying further within.


Sandstorm Spear

A glass spear permanently surrounded by whirling sands.

It is brittle and weak, but the sand erodes everything around it.

A Demon of Desiccation descended upon a fertile land, reducing it to a barren desert.

The nomadic inhabitants searched and searched for a new home, but soon descended into petty quarreling.


Shattered Scimitar

A broken curved sword belonging to one half of the Bisected Emperor.

Its pieces are held together by some hateful force.

In the war for what was left, one of the leaders lost.

But, does it really matter which one?

When this weapon is wielded alongside the Crowned Halberd, their combined attacks release poisonous blood.


Crowned Halberd

A decorated pole arm belonging to one half of the Bisected Emperor.

It is stained with the blood of millions.

In the war for what was left, one of the leaders won.

But all the bystanders were executed, leaving no one but the victors.

When this weapon is wielded alongside the Shattered Scimitar, their combined attacks release poisonous blood.


Rune Blade

An enchanted sword wielded by the magical constructs that stalk the Rotting Stones.

It doubles as a catalyst, and releases spells with its one-handed strong attack.

Towering walls divided the Mystics from the world, and they created knightly golems to guard the gates.

They cared not for the plight of ordinary people.


Finger of the Lich

An enchanted finger bone salvaged from the Lich.

It still twitches every now and then.

Alone and despairing, the lone remaining Mystic delved into forbidden archives of stone, searching for a spell to prolong his life.

He found it, but what remained of him was not truly alive.

This dagger-like weapon deals rare Cold damage, and steals Souls from any it touches.


Triad Edge

A sword born in the rift, constructed of three twisting pieces of metal.

It deals no true physical damage, but instead deals Fire, Lightning, and Cold damage simultaneously.

The very nature of the Aeon Ruins is bizarre and twisted.

Those traveling it are separated into their own worlds by the shadow, but it too is divided from greater and more terrible realms.

This blade is notoriously difficult to wield, but even harder to guard against.


Monomolecular Edge

A katana with an impossibly thin blade.

It can cut through anything, including shields.

But it is so thin, it causes no damage, only deep bleeding.

A cruel Cryomancer reached through reality's distortions, and wrested an innocent creature from a foreign world.

Trapped in a world it could not comprehend, it went insane.

A perfect guard for the mage's inner sanctum.


Torrent Blade

A saber whose blade is composed of ice-cold water.

Its aqueous form can quickly drench opponents.

The Cryomancer discovered a pool of demonic life, deep within the Abyssal Heart.

How he reacted is unknown, but what resulted was a being of living frost, that froze the whole heart over.


Kaiser Claws

An ancient fist-weapon with three claw-like blades, each a shade of tarnished gold.

Its speed is unparalleled, especially when paired with another of itself.

This claw belonged to the youngest of the immortal Kings.

They lurked in shadow, fighting over the single Soul that sustained them all.


Inverted Sword

A curved blade that curves in the wrong direction.

Produces a mirror image of the user, attacking in the opposite direction.

This sword belonged to the middle child of the immortal Kings.

Despite craving it, they feared the Soul, and give it away as quickly as they clutch for it.

The image produced is a reflection the wielder's true self.


Gravity Musket

An aged musket whose shots travel slightly above the ground rather than shooting forward.

This reduces its range, but as it flies, the shockwave it produces blasts targets away.

This gun belonged to the eldest of the immortal Kings.

Their bodies are feeble and their minds are hazy.

Perhaps once they did not need a Soul, but it has been so long that they could not comprehend an existence without its light.


Atlas Hammer

A huge hammer with the weight to crack the very earth.

Its smashing attacks disrupt the defenses and poise of foes, and its strong attacks send debris flying.

Long since separated from its traditional food, the World Eater sacrificed its magical affinity for monstrous size and strength.

One can only imagine the havoc it would've wreaked on the world's surface.


Regicide Straight Sword

King Leocadius's personal sword, that he used to end the Soul Wars.

Its power depends on the strength and purity of the user's Spirit, and inflicts devastating damage to the Accursed.

During his life, the noble King only ever used this blade once.

It was stained with his father's blood, then sheathed forever more.

But he always kept it at the ready.

Even during the long peace he created, an unnamable dread dwelt in his heart.


Odious Sword

A greatsword you remember from your childhood.

As you look upon it, a forgotten tragedy becomes fresh in your mind.

Pity most those who have not experienced true loss.

For when they do, it will crush them like nothing else.

The Cold aura that surrounds this sword grows stronger as the wielder accumulates the ire of others.

Theoretically, this sword could reach its peak if you were a Nemesis of every Kingdom.


Phantom Cleaver

A sword that does not exist in any one world.

It is a truly ineffable blade, shimmering like a thousand summoned Phantoms, and deals every type of damage.

This most sublime of swords was born from twin Souls, two mortals reaching out to each other through the shadow.

The true nature of the Soul is unity.

No mortal being can exist alone.

Souls are drawn together, to form a greater whole.

And when set free, they sink down to their birthplace, where the crashing waves renew their splendor.


Coal Flame

A demonic black flame that burns even its holder.

But the hatred it harbors drastically empowers Pyromancies.

The Living Furnace was imbued with a hateful power, one intended to burn the world away.

But that essence was stripped from it, and it was banished to the cold of the far north.


Diamond Shard

A shard of ice so cold that it freezes that hand of its holder.

But the hatred it harbors drastically empowers Cryomancies.

The Living Furnace was imbued with a hateful power, one intended to burn the world away.

But that essence was stripped from it, and it was banished to the cold of the far north.


Cold Steel Catalyst

The catalyst of the Iron Maiden, before she met her well-deserved end.

It is composed of a smooth icy metal.

The mistress of the Necropolis was ignorant and foolish, but with this, she performed sorceries nonetheless.

As such, it is powerful, but the user's Intelligence has no bearing on its potency.


Seasalt Catalyst

A piece of driftwood, encrusted with salt.

Under the baneful gaze of the Demon of Desiccation, it became a fearsome catalyst.

The Demon of Desiccation is the strongest demon of all.

The depths of its cruelty are as unfathomable as that of the salty sea it came across.

This catalyst's power increases with the ferocity of the user's Spirit.


Vengeance Talisman

A talisman that claimed the power of the Larval Phantasm.

It represents a culmination of Doraine's dreams of revenge.

What could it be that drew the Phantasm to that country of crusaders in the first place?

Perhaps it sensed a kindred spirit.

This talisman demands extreme Faith from casters, but has massive Miracle adjustment.

It also mimics the effects of the Crusader's Charm.


Talisman of God

A talisman made from the torn robes of the Mystics.

On it is written a prayer to the Artificial God, an unanswered plea that craves naught but power.

The Artificial God was as much of a god as the conceited Mystics were.

That is to say, not at all.

For all its embodied knowledge, he was little more than a beast.

With this talisman, Miracle power is dependent on Intelligence.


Dark Hand

A tribal pattern that affixes itself to the skin.

It was a Spell Tool used in the darkest of experiments, and can exclusively casts Demonica.

This power, descended from the shadow itself, can cast that corrupt power without the cost of Souls.

However, any Souls gained while wielding it are lost to that same shadow.

It clings to the skin hungrily, like some kind of predator, and when other Explorers are nearby, it stubbornly refuses removal.

Could it be alive?

UNIQUE WEAPONS: These weapons are simply remarkable...


Shifting Shadowblade

A warped weapon made of living shadow.

When wielded, it changes shape as it is swung.

Shades are shadowy creatures, animated by Souls latent in the Aeon Ruins.

It is their fate to eternally relive the memories of the dead.

But why do they exist?

Perhaps it is futile to seek the answers from shadows, whose nature is innately inscrutable.


Highlands Stake

A piece of splintery wood used in the construction of the Highlands District.

There is no lack of building material, but this piece is particularly hazardous as it is covered in nails.

The Forsaken Metropolis has been deserted for centuries, save for the Shades.

They continually build onto the towering city, but with no actual purpose.

Staircases to nowhere, buildings with no doors.


Noxious Fang

A severed spider fang, still filled with a virulent poison.

Its damage is poor, but its venom is unmatched.

When the lord of the mansion disappeared without a trace, all manner of brigands and creatures took up residence in the empty manor.

These spiders used to be ordinary, if dangerous, creatures, but a mischievous imp raised them to this fearsome size.


Sickle Claw

A hammer that resembles the claw of a large crustacean.

As such, it can clamp down on foes, and pinch them into oblivion.

These hard-shelled animals lived near a shore that was continually battered by salty winds.

They came from the ocean, but they gradually adapted to land-based living.

Their bodies are so dry that it's a wonder they can live.


Dead Arm

A severed arm, which spills rancid blood if handled too roughly.

Wield it only if you have no shame about shaking hands with a corpse.

The ground of the Killing Fields is paved with bones, some with meat still on them.

Consider yourself lucky if you find a corpse uneaten by rot or the deranged survivors.

This arm still has a rebellious impulse locked inside it.

When grappling an opponent, it will spring to life, and strangle the poor sap.


Bloodstained Axe

A giant axe, gleefully stained with innocent blood.

It has no true special properties, but it is heavy, sharp, and powerful nonetheless.

The executioners of the Killing Fields were instructed to only kill those who desired death.

But after so many killings, they began to indulge in perverse glee, warping into twisted Ghasts.

Before long, even those who came to pay respects to their ancestor's graves were subject to their axes.


Evisceration Shield

A bony shield with the facade of a large skull.

Intimidating to be sure, but it is more than just a scare tactic: rather than bashing, this shield bites at foes.

Old crypts were defiled to make room for the crowding dead.

Within, living skeletons were found, enchanted by some malefic magic.

Bizarrely, they did little to impede the progress of the Executioners, even joining in their cause, grins ever-present on their bare skulls.


Conductor's Baton

A magical short sword used by Yannite scholars.

When wielded alongside a catalyst, it enhances Sorceries.

Yannia was among the most vicious of countries during the Soul Wars, contrary to their current cordial attitude.

With these in their off hands, the Magister armies would weave symphonies of death.

It is less a weapon, and more a magic-augmenting instrument.


Tiolez Whistling Sword

A saber with a stone blade, pockmarked with complex holes.

It is the creation and weapon-of-choice for Sir Ishild of Tiolez.

It is made entirely out of Soundstone, and as it thrusts and swings, it laughs and shouts in Ishild's own grating voice.

A unique blade, to be sure, but there are other words that could describe it.

Sometimes the best attack can be on an opponent's psyche.


Incense of the True Nature

A treasure of Yuho, whose smoke can divine the true intention of travelers.

Wielding it is a badge of true virtue.

It deals low damage overall, but any Blue Phantom who wears the Friend's Charm or Foe's Charm will be revealed for who they really are.

Above all, the teachings of Yuho value honesty, and idealize purity.

This incenses fragrant scent instills a sense of guilt in the wicked, showing them what they lack.


Underworld Catalyst

The culmination of Scholar Thenis's research into the Aeon Ruins.

It is a catalyst of sublime stone, with a glow at the tip that resembles a Soullight.

To handle such power, an extraordinary amount of Intelligence is required.

All magic can find their origins in the Soul.

And Demonica is the primal art that manipulates Souls directly.

Though it may be hard for some to admit, it is likely that all magic has some sort of ancestral link to Demonica.

Through that principle, this catalyst has been altered to enable the casting of Miracles, providing the sort of versatility that wizards so crave.


Ancient Talisman

A ragged, rotting piece of cloth, that nevertheless is sewn with the image of a long forgotten god.

As people rushed to die, the local clergy struggled to give them their last rites.

Many clerics were recruited, but not properly ordained.

This talisman was for them, able to cast Miracles effectively without much investment in Faith.

But alas, the Executioner Ghasts turned on the clerics, chasing them deeper and deeper into the Killing Fields until they could run no longer.

ARMOR SETS: Mighty equipment to safeguard your life...


Raggedy Set


Leather Set


Badlands Set


Slick Leather Set


Knight Set


Apprentice Set


Wizard Set


Noble Knight Set


Split Steel Set


Belted Set


Black Hide Set


Luxurious Coat Set


Rough Set


Bone Spur Set


Mystic Set


Scorched Set


Flamescale Set


Dusty Set


Inferno Set


Mystic Knight Set


Wuuheim Set


Royal Wuuheim Set


Windchill Set


Fog Set


Masochism Set


Shadow Set


Tattered Set


Unraveling Wizard Set


Tranquil Set


Warrior King Set


Demon King Set

RINGS: Magical artifacts, worn on the hand. They hold deceptively powerful enchantments...


Ironspine Ring

A metal ring passed down through eons of mighty warriors, or a convincing replica.

Increases maximum Equip Burden.

The old founder of Tiolez wore this very ring, and with it, he was able to move rapidly despite his heavy armor.


Ring of the Inner Fire

A red ring, carved from pure ruby.

Increases Stamina regeneration speed.

This symbol of power is given only to the strongest of Blaze Knights, who have proven their worth in the arena.

The rubies used to make these rings is only found in a volcano that endlessly spews flame.


Mist Ring

A hazy ring, always clouded in concealing, but strangely comforting mist.

Causes HP regeneration on the wearer.

This ring resembles the gears that served as the bones and muscles of the Vapor Guard.

Steam exuded from its core, and turned the gears until they were ground to a halt.


Stainless Ring

A pure silver ring, free of any blemish.

Reduces the rate at which equipment loses durability.

When Qero was cut off from Lencoter, they found their armories losing their luster.

This ring was created to stretch their supplies as far as possible.

Certain weapons are incredibly brittle.

Use this to circumvent that limitation.


Master Swordsman's Ring

A thick ring, plated with shards of mismatched armor pieces.

Increases the power of all physical blows, but attack power rapidly decreases if the wearer uses the same attack continuously.

A true warrior does not rely on a single technique.

The Master Swordsman Shiloh, who wandered the Badlands, knew this, and created this ring as an expression of his philosophy.


Thief's Ring

A slippery black ring common in Motus.

Increases the damage of Critical Attacks, but nullifies the poise of the wearer.

The assassins of Motus are known to be subtle killers.

They finish fights in a single blow, before the foe can react.

Clanking, heavy armor would be counterintuitive to their methods.


Ring of the Scoundrel

A gilded ring worn by high-ranking Motus assassins.

Raises dodging speed if the wearer is under 25% Equip Burden.

The 'government' of Motus is held together by threats and fear.

An underling one day could be a lord the next, thanks to a series of accidents.

Assassins are the true power in Motus, because they above all know the value of mobility and stealth.

But even they defer to the Tattered King.

If any one Assassin becomes too hungry for blood, too hated, they tend to disappear without a trace.


Stalker's Ring

A ring that contains the power of the Stalker, sealed by a frozen sigil.

Makes the wearer invisible beyond a certain distance, but auras nullify the effect.

The Stalker was created by a trio of jealous Kings, imbued with a cruelly playful will.

It toyed with what prey it could find until they collapsed from exhaustion, and then closed in for the kill.


Ring of the Lightfoot

A black, thread-thin ring.

Makes the wearer's footsteps inaudible.

The Lightfoot was a mythological creature in Wuuheim culture, who resembled an abnormally tiny man.

He challenged a barbaric ironclad knight to a challenge of walking over burning coals.

The overconfident knight boiled alive in his armor, while the Lightfoot stepped through the coals without a sound, then vanished into the night.

Some in Wuuheim used to whimsically debate what the moral of story was meant to be.

But no more.


The Magic Circle

A luminous circle of pure magic, worn like a ring.

Increases the damage of all Spells, but halves their casts.

Magic flowed through the Artificial God like blood, and its glowing skin was as hard as stone.

Perhaps if it had been guided properly, its powers could have been used to benefit the whole world.

But it was created as a God, and Gods would never submit to mortal control.


Enlightenment Ring

A stone ring engraved with runes.

Increases Memory slots by one.

The Lich was the weakest of the Mystics, but the shrewdest, and his library of spells was the largest.

When the Mystics began to falter, he was the only one to even notice.

When one's memory is vast, they need not limit themselves to a single school of magic.


Ring of the Mundane

A plain grey ring that rejects the supernatural.

Greatly increases Magic Defense, but the wearer becomes unable to cast any spells.

A tribe of ironworkers created Lencoter in the distant past.

The one among them who would become King wore this ring, which originally had no special properties.

But when a sorcerer arrived in their territory and threatened to enslave them, he withstood a barrage of spells through sheer force of will.


Timeslow Ring

A ring that seems to twist into itself.

Increases the duration of timed spell effects.

Time and space are distorted in the Aeon Ruins, but not untamable.

This ring stretches the passage of time, allowing spells to last longer.

The only other objects that can truly match it are the mysterious Soapstones, Crystals, and Charms.

But even then, one cannot truly control their effects.


Skilled Hunter's Ring

A ring adorned with a feather and a stone.

Increases the range of all projectiles.

There once was a bandit that only preyed on other bandits.

She lived in a forest that eventually vanished off the face of the earth, but her legacy remained.

This ring belonged to her, the Silent Hunter.


Ring of the Searing Light

A special ring that captures all light and reflects it.

It is uniquely connected to mortality, and when the wearer is near death, the light within increases all damage dealt.

Light shines upon the world, and represents safety and order.

But the closer you get to the light, the larger your shadow becomes.

And eventually, the light becomes too bright to bear.

That is when death occurs.


Ring of the Calm Waters

A special ring that contains enchanted water.

It is uniquely connected to mortality, and when the wearer is near death, the water within eases their pain and increases all defense.

Water is where life began, and sustains those who drink it.

But the deeper you delve into the waves, the harder it is to return.

And eventually, your limbs become too tired to reach the surface.

That is when death occurs.


Resonance Ring

A pure white ring that represents ancient virtue.

Increases damage and defense while the wearer is a White Phantom.

This ring is born from a human Soul that sought rebirth without death.

Whether they wanted peace or not is irrelevant: actions are greater than desires.


Distortion Ring

A pure black ring given to juvenile demons.

Increases damage and defense while the wearer is a Black Phantom.

This ring is born from a human Soul that sought rebirth without death.

Whether they wanted blood or not is irrelevant: actions are greater than desires.


Scar Ring

A red ring with a pattern that resembles spreading veins and capillaries.

It makes the wearer's skin resistant to bleeding, by increasing the rate at which wounds scar over.

Renegade Thege dabbled in a strange sort of magic, and for it, he was exiled from Lencoter.

These rings that resist bodily ailments do so by dubious means.


Snakebite Ring

A green ring with a spike in the center.

It weakly poisons the wearer, causing constant damage but rendering any other poison useless.

Renegade Thege dabbled in a strange sort of magic, and for it, he was exiled from Lencoter.

These rings that resist bodily ailments do so by dubious means.


Firecharm Ring

A tarnished orange ring with a tuft of black fabric attached.

Increases Fire resistance, and reduces the build-up of water on the wearer.

These tarnished rings use scraps of Charms to imbue the wearer with the elements.

They are creations of Ada the Calm, a drifter who dwelt in Vestum to demonstrate that the country was not as lost as it seemed.

The Firecharm heats the wearer's skin, making it more tolerant to fire, and quickly evaporating water.


Stormcharm Ring

A tarnished silver ring with a tuft of yellow fabric attached.

Increases Lightning resistance.

These tarnished rings use scraps of Charms to imbue the wearer with the elements.

They are creations of Ada the Calm, a drifter who dwelt in Vestum to demonstrate that the country was not as lost as it seemed.

The Stormcharm gives the user an aura of ozone, preparing their body for the shock of lightning.


Icecharm Ring

A tarnished blue ring with a tuft of white fabric attached.

Increases Cold resistance, and Physical defense.

These tarnished rings use scraps of Charms to imbue the wearer with the elements.

They are creations of Ada the Calm, a drifter who dwelt in Vestum to demonstrate that the country was not as lost as it seemed.

The Icecharm gives the wearer's flesh the hardness of ice, making heavy blows hit just a bit lighter.


Runecharm Ring

A tarnished black ring with a tuft of glowing fabric attached.

Increases Magic resistance, and slows the advance of Corruption.

These tarnished rings use scraps of Charms to imbue the wearer with the elements.

They are creations of Ada the Calm, a drifter who dwelt in Vestum to demonstrate that the country was not as lost as it seemed.

The Runecharm places a magic barrier around the wearer's Soul, protecting it from outside influence.


Cling Ring

A rough-hewn ring with a simple circular pattern.

Reduces the max HP loss while in Soul Form.

This ring is a ceremonial artifact, placed on the fingers of corpses before they are entombed.

It is meant to signify peace and safety in death.

This sentiment takes on literal meaning in the Aeon Ruins, where nostalgia and concepts are given form.


Cracked Ring of Clinging Souls

A very old Cling Ring, cracked through the center and exuding an odd light.

Allows full HP while in Soul Form, but only when worn alongside the Cling Ring.

It seems that the tradition of burying the dead with special rings goes back much farther than expected.

No matter what the age, mortals always respect the dead.


Foghorn Ring

A ring that spirals out into a cone shape.

Lose nothing upon death, but the ring shatters.

The Explorer who became the Vapor Guard held this ring, but did not wear it.

If he had, perhaps he could have avoided his piteous fate.

When it takes effect, it makes a distinctive droning sound that strikes dread into the hearts of men.


Windfall Ring

A ring made of pure gold.

Increases the amount of Souls the wearer gains.

Used in the Soul Wars by the especially soul-hungry.

But in modern times, so many gold rings were created that the genuine articles were difficult to locate.

There is a thin line between desire and greed.

Whether you cross it is up to you.


Ring of the Treasure Hunter

A ring adorned with a false lock.

Increases the chance of the wearer finding items.

It belonged to a treasure hunter who lived long before the Soul Wars started.

He made a living collecting treasure, but his brave adventures usually amounted to wallowing in endless waste.

Much of what is in the Ruins is damaged beyond repair, and unsalvageable.

But it takes a sharp eye to spot value in what seems to be broken.


Memetic Ring

A ring made of the same shadowy material as Shades.

They will sense a kindred spirit, and target you above anyone else.

The nature of the Shades is amorphous and mysterious, seeming to fill in the cracks, altering itself to fit any situation.

Normally one would not want to attract the ire of the shadowy things, but sometimes need must overcome safety.


Devourer's Ring

A blood-red ring, with a crude maw carved into the metal.

When you gain Souls, gain a similar amount of HP.

The survivors who were exiled to Sheol tried to stay alive, sustaining themselves with the flesh that sloughed off the corpses of the Killing Fields high above.

But the cold, the dark, and the rot eventually drove them mad, causing them to feast upon each other.

They never expected that the one who would devour them all would be naught but a simple child, whose parents had killed themselves for fun.


Ring of Everlasting Water

A slippery blue ring that constantly exudes water.

Causes Drench on the wearer.

Once the floodgates were breached, they constantly gushed water, flooding the aqueducts with tainted water.

That was not the first warning sign, but it was ignored like all the others.

Water can be a blessing and a curse.

Use this ring with care.


Dehydration Ring

A ring that dries and cracks the skin.

Wearer receives no Water build-up, but takes extra damage from Fire.

The Demon of Desiccation hungered for moisture more than anything, even surpassing its demonic craving for Souls.

It once had a will of its own, but frustration and effective immortality wore away at its resolve until it became little more than a harbinger of inevitable doom.


Blank Ring

An unmarked, beige ring.

It is empty of any magic power.

Useless alone, but an empty cup can hold any drink.

Skilled treasure hunters crave these rare vessels of possibility.


Ring of the Hollow Demon

A diabolical off-white ring, with no decoration but a single hole.

Consumes the power of any Ring equipped alongside it, transforming it into a Blank Ring.

Once there was a man whose cruelty was a catastrophe unto itself.

He would lead children into deep woods, and slaughter them by the dozen.

Existence rebelled against him, and the woods were absorbed into the Aeon Ruins.

The man was never seen again.

This ring has the fearsome power to devour everything.

If you value your other rings, wear this one rarely.


Ring of Phantasmal Glory

A symbol of the ultimate triumph.

It produces a phantasmagorical aura, and earthshaking footsteps.

It has no effect on your combat strength, but opponents who look upon you will realize the true depth of your skill.

The number of people who died in the panic following the Phantasm's arrival nearly rival the amount killed directly by the thing.