Introduction
Weapons - Armor & Clothes - Shields - Helmets
Bracers - Belts - Cloaks - Rings -
Amulets - Boots 


Introduction

This information is also be available in game as cheap purchasable books.


So You Want To Be A Forgemaster!

The improvement of items via magical means has long been associated with the best and worst parts of magic. Long ago, many well learned magic users became what was known then as Forgemasters; creating beautiful and powerful works of art sought by adventurers and monarchs alike. On the other end of the spectrum, though, permanent and powerful enchantments can be quickly achieved through blood sacrifices and other dark sorcery. Even the most noble of Forgemasters generally had to work with magical components that were not always acquired peacefully, or without loss of life.


This history lesson is necessary to begin on the path of a Forgemaster, as we must begin at the current state of the Art as compared to the past. No longer is this art a closely guarded secret; the popularity of their products led to the mass publication of how to perform the art, as well as advancements in convenience and efficiency. The most obvious and shocking advancement being that a personal knowledge of magic is no longer required; simply the skills of one who can Craft Armor or Craft Weapons. Wielders of certain eldritch powers that are able to Imbue Items will find that their knowledge of Using Magical Devices may suffice in place of traditional training in Crafting Armor or Crafting Weapons.


To begin with, one must understand the fundamental differences between two very different categories of item improvements: Enhancements versus Enchantments.


An Enhancement does not interfere with any other improvements, except other Enhancements of a similar nature. A weapon can be both attuned to Fire and sharpened to Keenness, however, a weapon cannot be attuned to both Fire and Acid. If this is attempted, the old Enhancement will be nullified by the new.


An Enchantment is a very powerful item improvement that can NOT be combined with other Enchantments. They do not interfere whatsoever with Enhancements. Beware that an Enchantment is permanent, and cannot be forced off of an item by attempting to apply another Enchantment. Choose your Enchantments wisely.


It is worth noting several odd exceptions to the above. Forgemaster improvements do not mix with extremely powerful Artifacts, and it would be unwise to attempt such a thing. Also, an intimate understanding of the item you are improving is required, therefore, applying improvements to newfangled black powder weaponry will fail. Many Enhancements cannot be applied to a ranged weapon that does not have its own source of Unlimited magical ammunition, though happily, such a thing can be Enchanted upon a ranged weapon, with said Enhancements able to be applied after. Finally, Gloves - such as a Monk wears, for use as a weapon - are generally compatible with Enhancements of both Weaponry and Arms, however, they are only compatible with Enchantments that can be applied to Weapons. Bracers, on the other hand, behave as normal and do not have any strange exceptions.


Before one can apply an improvement to an item, one must gather the required components. In times past, a great many ingredients must be gathered, many of which were secret, thus preserving the Art. However, this has been greatly simplified: Recipe Bundles may be purchased that contain mundane ingredients. In this day and age, a Forgemaster need only concern themselves with these rare components:


- Permanent improvements require life essence to bind the improvement to the item. Thankfully, nothing so crude as blood is required any longer; one may purchase an empty Blood Orb and allow it to syphon a safe amount of their life essence. Larger Blood Orbs require a stronger draw, and many less Experienced individuals may find the process to be impossible for them.


- Specialty reagents can be purchased separately; Catalysts, Dips, Crystals and Fluids required by most recipes.


- Elemental essences are required by many recipes as well. Given Cardathia's history of magical creatures, these essences are widespread, though still somewhat uncommon. Many traders in magical goods will pay a great deal of coin for rarer essences.


- Dashing the ambitions of Forgemasters-to-be with a pacifist streak, many recipes will require components from magical creatures. Worse still, they must be in pristine condition - brutalized giblets will not do. The only thing that can be mentioned to the positive is that this is not specific beyond what has already been described; a drop of ancient dragon blood will serve as well as a pristine half-dragon's fang.


**A leaflet has been inserted into this page of the book, warning would-be Forgemasters that certain reagents and components from magical creatures may be considered contraband in certain cities and provinces.**


Once the required ingredients have been combined into a complete Forgemaster's Kit, the improvement can be attempted. Take care - a botched attempt may not only fail to improve the item, but it could also waste the entire Forgemaster's Kit in the process. Conversely, a flawlessly applied enchantment will not require the Blood Orb as a binder, but this result is extremely inconsistent even amongst expert Forgemasters.


If you've remained awake after reading the above, you have taken your first bold step upon the path of a Forgemaster! Best of luck in your endeavours! 


P.S. - Forgemaster Bundles (as purchased from a vendor, waiting to be fulled with goodies to create a Kit) are now colorized by equipment slot. The images below will indicate which is which. Forgemaster Kits (the final product, waiting to be combined with an item) can be differentiated by the color of the bag; Enhancements will remain the default brown, while Enchantment kits have been rehued.


Weapons

It should be noted that Gloves, used as a weapon as a Monk would, count as a Weapon for the purpose of Enhancing and Enchanting. They can also be Enhanced as a piece of Arm equipment. Elemental damage and Keenness Enhancements may only be applied to a ranged weapon if it already has a magical source of Unlimited Ammunition.


General Weapon Enhancements:

Masterwork Weapon (+1 Attack Bonus - Any Weapon) [Effortless]
- Minor Blood Orb
- Arcane Catalyst


Supreme Weapon (+3 Attack Bonus - Any Weapon) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Magical Beast Reagent


Blistering / Chilling / Caustic / Shocking Weapon (1d4 Elemental Damage - Unlimited or Melee Weapon Only) [Effortless]
- Minor Blood Orb
- One Relevant Elemental Essence (Fire, Water, Earth, Air)


Flaming / Frost / Corrosive / Thunderstorm Weapon (1d8 Elemental Damage - Unlimited or Melee Weapon Only) [Moderate]
- Lesser Blood Orb
- Arcane Catalyst
- Three Relevant Elemental Essences (Fire, Water, Earth, Air)


Perforating / Lacerating / Impinging Weapon (1d8 Physical Damage - Unlimited or Melee Weapon Only) [Challenging]
- Lesser Blood Orb
- Sharpening Crystal


Sharpened Weapon (Keen - Unlimited or Melee Weapon Only) [Expert]
- Greater Blood Orb
- Sharpening Crystal
- Draconic Reagent
- Twenty Water Essences



Melee Weapon Enchantments:

Weapon of the Vampire (+2 Vampiric Regeneration - Melee Weapon) [Master]
- Greater Blood Orb
- Alchemical Binding Fluid
- Undead Reagent
- Five Negative Essences


Weapon of Deflecting (+10 Parry Skill - Melee Weapon) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Construct Reagent


Weapon of Crushing (1d6 Massive Criticals - Melee Weapon) [Master]
- Greater Blood Orb
- Alchemical Binding Fluid
- Monstrous Humanoid Reagent
- Twenty Earth Essences


Weapon of Slaughter (Bonus Feat: Cleave - Melee Weapon) [Easy]
- Minor Blood Orb
- Mystic Strengthening Dip


Weapon of Finesse (Bonus Feat: Weapon Finesse - Melee Weapon) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Boxing Gloves (Bonus Feat: Improved Unarmed Strike) [Effortless]
- Minor Blood Orb
- Arcane Catalyst



Ranged Weapon Enhancements:

Hardy Weapon (+3 Mighty - Ranged Weapon) [Effortless]
- Minor Blood Orb
- Arcane Catalyst


Mighty Weapon (+6 Mighty - Ranged Weapon) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- One Positive Essence



Ranged Weapon Enchantments:

Eternal Weapon (Unlimited Ammunition: Basic - Ranged Weapon) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Fey Reagent


Night-Hunter's Weapon (Bonus Feat: Rapid Reload - Ranged Weapon) [Complex]
- Greater Blood Orb
- Mystic Strengthening Dip
- Shapechanger Reagent
- Undead Reagent


Meditator's Weapon (Bonus Feat: Zen Archery - Ranged Weapon) [Difficult]
- Greater Blood Orb
- Mystic Strengthening Dip
- Five Water Essences



Ammunition Imbuing:

One standard elemental essence (fire, earth, water, air) may be combined with unenhanced arrows, bolts or bullets to create enhanced ammunition.


Armor & Clothes

Armor improvements are particularly desirable; thankfully, suits of armor and clothing are generally easy to work with.


Armor Enhancements:

Reinforced Armor (+3 Armor) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Bull's Armor (+4 Strength) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Cat's Armor (+4 Dexterity) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Bear's Armor (+4 Constitution) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Fox's Armor (+4 Intelligence) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Owl's Armor (+4 Wisdom) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Eagle's Armor (+4 Charisma) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip



Armor Enchantments:

Battlemage's Armor (5% Arcane Spell Failure Ignore) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Draconic Reagent


Featherlight Armor (60% Base Weight Reduction) [Moderate]
- Lesser Blood Orb
- Arcane Catalyst
- One Air Essence


Stealthy Armor (Bonus Feat: Stealthy) [Master]
- Greater Blood Orb
- Alchemical Binding Fluid
- Twenty Air Essences
- Magical Beast Reagent


Sturdy Armor (+5 Discipline Skill) [Master]
- Greater Blood Orb
- Alchemical Binding Fluid
- Shapechanger Reagent
- Construct Reagent


Custom-Fit Armor (+5 Concentration Skill) [Master]
- Greater Blood Orb
- Alchemical Binding Fluid
- Aberration Reagent
- One Positive Essence


Shields

Shields and shield emitters are rather small, and have few available improvements that can bind to them.


Shield Enhancements:

Reinforced Shield (+3 Armor) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip



Shield Enchantments:

Battlemage's Shield (5% Arcane Spell Failure Ignore) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Draconic Reagent


Featherlight Shield (60% Base Weight Reduction) [Moderate]
- Lesser Blood Orb
- Arcane Catalyst
- Two Air Essence


Sturdy Shield (+5 Discipline Skill)
- Greater Blood Orb
- Alchemical Binding Fluid
- Ten Earth Essences


Helmets

Helmets are notoriously difficult to work with, possessing no Enhancements and generally always requiring extra reagents for Enchantments.


Helmet Enchantments:

Helm of Mind Shielding (+2 Will Saving Throws) [Complex]
- Lesser Blood Orb
- Sharpening Crystal
- Fey Reagent
- Shapechanger Reagent


Shadowpiercing Helm (Bonus Feat: Ultravision) [Expert]
- Greater Blood Orb
- Alchemical Binding Fluid
- Four Positive Essence


Padded Helm (+5 Concentration Skill) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Two Earth Essences


Focused Lensed Helm (+5 Spot Skill) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Two Fire Essences


Echoing Helm (+5 Listen Skill) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Two Water Essences


Magnifying Lensed Helm (+5 Search Skill) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Two Fire Essences


Beguiler's Helm (+5 Bluff Skill) [Difficult]
- Lesser Blood Orb
- Mystic Strengthening Dip
- One Air Essence
- One Water Essence


Cosmic Helm (+5 Truespeech Skill) [Challenging]
- Lesser Blood Orb
- Mystic Strengthening Dip
- Two Air Essences


Fortified Helm (+5 Discipline Skill) [Difficult]
- Lesser Blood Orb
- Mystic Strengthening Dip
- One Earth Essence
- One Fire Essence


Shadow Lensed Helm (Bonus Feat: Daylight Adaptation) [Complex]
- Lesser Blood Orb
- Alchemical Binding Fluid
- Two Negative Essences


Bracers

Gloves - used as a weapon by Monks and the like - can be Enhanced as a bracer and as a weapon, but must be Enchanted as a weapon.


Bracer Enhancements:

Bull's Bracers (+4 Strength) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Aberration Bits


Cat's Bracers (+4 Dexterity) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Magical Beast Bits


Bear's Bracers (+4 Constitution) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Monstrous Humanoid bits


Fox''s Bracers (+4 Intelligence) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Draconic Bits


Owl's Bracers (+4 Wisdom) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Shapechanger Bits


Eagles's Bracers (+4 Charisma) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Fey



Bracer Enchantments:

Resistant Bracers (1/5 Numeric DR) [Complex]
-Lesser Blood Orb
-Alchemical Binding Fluid
-Aberration Bits


Celestial Bracers (+5 Armor vs Evil) [Expert]
-Lesser Blood Orb
-Alchemical Binding Fluid
-1 Positive Essence
-Fey Bits


Fiendish Bracers (+5 Armor vs Good) [Expert]
-Lesser Blood Orb
-Alchemical Binding Fluid
-1 Negative Essence
-Undead Bits


Compartmentalized Bracers (+5 Open Lock) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Bracers of Deflecting (+10 Parry) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-2 Earth Essences

Artificer's Braces (+5 Craft Weapon/Armor) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Dungeoneer's Bracers (+5 Disable Trap) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Trapper's Bracers (+5 Set Trap) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Spellweaver's Bracers (+5 Spellcraft) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening dip
-Draconic Bits


Spellshaper's Bracers (Bonus Feat: Extraordinary Spell Aim) [Complex]
-Greater Blood Orb
-Sharpening Crystal
-Monstrous Humanoid Bits


Bracers of Locking Grip (Bonus Feat: Two-Weapon Fighting) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Construct Bits
-Fire Essence


Belts

Belt improvements tend to be expensive and difficult, as belts are very small objects.


Belt Enhancements:

Bull's Belt (+4 Strength) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Monstrous Humanoid Bits


Cat's Belt (+4 Dexterity) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Magical Beast Bits


Bear's Belt (+4 Constitution) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Undead Bits


Fox's Belt (+4 Intelligence) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Draconic Bits


Owl's Belt (+4 Wisdom) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Construct Bits


Eagle's Belt (+4 Charisma) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Fey Bits



Belt Enchantments:

Belt of Health (+2 Fortitude) [Complex]
-Lesser Blood Orb
-Sharpening Crystal
-aberration Bits
-Shapechanger Bits


Fortified Belt (+5 Discipline) [Challenging]
-Lesser Blood Orb
-Sharpening Crystal


Infuriating Belt (+10 Taunt) [Moderate]
-Minor Blood Orb
-Mystic Strengthening Dip


Belt of Spell Girding (Bonus Feat: Spell Girding) [Expert]
-Lesser Blood Orb
-Alchemical Binding Fluid
-Magical Beast Bits
-Water Essence


Cloaks

Due to the sheer amount of fabric or material used, cloaks tend to be of average difficulty to improve.


Cloak Enhancements:

Bull's Cloak (+4 Strength) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Aberration Bits


Cat's Cloak (+4 Dexterity) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Magical Beast Bits


Bear's Cloak (+4 Constitution) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Monstrous Humanoid Bits


Fox's Cloak (+4 Intelligence) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Draconic Bits


Owl's Cloak (+4 Wisdom) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Shapechanger Bits


Eagle's Cloak (+4 Charisma) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Fey Bits



Cloak Enchantments:

Cloak of Shadow (+5 Hide) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Undead Bits
-Air Essence


Reinforced Cloak (+3 Deflection AC) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Monstrous Humanoid Bits
-Earth Essence


Terrifying Cloak (+5 Intimidate) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Shapechanger Bits
-Fire Essence


Fortified Cloak (+5 Discipline) [Difficult]
--Lesser Blood Orb
-Mystic Strengthening Dip
-Aberration Bits
-Water essence


Cloak of Focus (+5 Concentration) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Construct Bits
-Fire Essence


Rings

One of the most commonly enhanced items, rings do have a steep learning curve, simply because they are capable of holding very powerful enchantments.


Ring Enhancements:

Bull's Ring (+4 Strength) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Cat's Ring (+4 Dexterity) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Bear's Ring (+4 Constitution) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Fox's Ring (+4 Intelligence) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Owl's Ring (+4 Wisdom) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip


Eagle's Ring (+4 Charisma) [Moderate]
- Lesser Blood Orb
- Mystic Strengthening Dip



Ring Enchantments:

Lucky Ring (+1 Universal Saving Throws) [Expert]
-Lesser Blood Orb
-Alchemical Binding Fluid
-Fey Bits
-20 Fire Essences


Trollsblood Ring (+1 Regeneration) [Complex]
-Lesser Blood Orb
-Alchemical Binding Fluid
-5 Positive Essences


Ring of Knowledge (+10 Lore) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Undead Bits
-3 Earth Essences


Ring of Cosmic Aptitude (+10 Truespeech) [Easy]
-Lesser Blood Orb
-Arcane Catalyst


Ring of Studious Discipline (+10 Iaijutsu Focus) [Easy]
-Lesser Blood Orb
-Arcane Catalyst


Ring of Fireguard (5 Fire Reduction) [Expert]
-Lesser Blood Orb
-Sharpening Crystal
-20 Water Essence


Ring of Iceguard (5 Cold Reduction) [Expert]
-Lesser Blood Orb
-Sharpening Crystal
-20 Fire Essence


Ring of Acidguard (5 Acid Reduction) [Expert]
-Lesser Blood Orb
-Sharpening Crystal
-20 Air Essence


Ring of Stormguard (5 Electrical Reduction) [Expert]
-Lesser Blood Orb
-Sharpening Crystal
-20 Earth Essence


Ring of Nondetection (Nondetection) [Master]
-Greater Blood Orb
-Alchemical Bonding Fluid
-5 Negative Essence
-5 Positive Essence


Amulets

Amulets are usually somewhat easy to work with due to how much metal tends to be used in their creation.


Amulet Enhancements:

Bull's Amulet (+4 Strength) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Aberration Bits


Cat's Amulet (+4 Dexterity) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Magical Beast Bits


Bear's Amulet (+4 Constitution) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Monstrous Humanoid bits


Fox''s Amulet (+4 Intelligence) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Draconic Bits


Owl's Amulet (+4 Wisdom) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Shapechanger Bits


Eagles's Amulet (+4 Charisma) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Fey



Amulet Enchantments:

Barkskin Amulet (+3 Natural AC) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-2 Earth Essences
-Construct Bits


Amulet of Arcane Resistance (26 Spell Resistance) [Complex]
-Lesser Blood Orb
-Sharpening Crystal
-Draconic Bits
-Aberration Bits


Amulet of Spellcraft (+5 Spellcraft) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-3 Fire Essence


Amulet of Diplomacy(+5 Persuade) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-3 Water Essence


Interrogator's Amulet (+5 Sense Motive) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-3 Earth Essence


Amulet of Knowledge (+5 Lore) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-3 Air Essence


Amulet of Command (Bonus Feat: Extra Turning) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Positive Essence


Boots

Boots are notoriously fiddly items to enchant.


Boot Enhancements:

Bull's Boots (+4 Strength) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Monstrous Humanoid Bits


Cat's Boots (+4 Dexterity) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Magical Beast Bits


Bear's Boots (+4 Constitution) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Undead bits


Fox''s Boots (+4 Intelligence) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Draconic Bits


Owl's Boots (+4 Wisdom) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Construct Bits


Eagles's Boots (+4 Charisma) [Expert]
-Greater Blood Orb
-Alchemical Binding Fluid
-Fey



Boot Enchantments:

Boots of Silence (+5 Move Silently) [Difficult]
-Lesser Blood Orb
-Mystic Strengthening Dip
-Undead Bits
-1 Water Essence


Boots of Speed (+10% Movement Speed) [Challenging]
-Lesser Blood Orb
-Mystic Strengthening Dip
-3 Air Essences


Boots of Silence (+2 Reflex) [Complex]
-Lesser Blood Orb
-Sharpening Crystal
-Aberration Bits
-Magical Beast Bits


Springy Boots (+10 Jump) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Stable Boots (+10 Balance) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Equestrian Boots (+10 Ride) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip


Dancer's Boots (+10 Tumble) [Moderate]
-Lesser Blood Orb
-Mystic Strengthening Dip



Introduction
Weapons - Armor & Clothes - Shields - Helmets
Bracers - Belts - Cloaks - Rings -
Amulets - Boots