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Queen's Wish: The Conqueror - Items

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Items with no store (S) number are found or bought from merchants.

Rings (except one Shielding Band), necklaces, and charms can only be found.

 

Abbreviations

 

S stores built to buy item

C tier of combat abilities to use item

A tier of arcane abilities to use item

P physical armor

M magical armor

Blk percentage chance of blocking physical and/or magical damage

 

Weapons:

 

Smithy

 

One handed weapons:

 

Light slash

S C

- -  Crude dagger

1 0 Bronze dagger     10% speed bonus

- -  Iron Ahriel dagger    20% speed bonus

2 -  Iron dagger        20% speed bonus, 1 slot

4 - Blessed dirk        20% speed bonus, 1 slot

Folded steel dagger    25% speed bonus, 2 slots

 

Heavy slashing

S C

1 1 Iron shortblade    1 slot

- 1 War axe            1 slot, +10% to critical chance

1 - Steel rapier        1 slot

2 - Folded steel rapier    2 slots

4 1 Bronze broadblade    2 slots, +3 physical damage

6 1 Iron broadblade    2 slots, +3 physical damage

- 2 Vol Warblade        +3 to physical damage

4 2 Steel broadblade    3 slots, +3 physical damage

7 2 Folded steel blade        3 slots, +5 physical damage

- 2 Great axe 1 slot, +20% to critical damage

 

Two handed weapons:

 

S C

1 1 Bronze spear        1 slot, 25% chance to cleave

-  1 Barbed Utak spear bleeding for 3 turns

2 -  Iron spear        1 slot, 25% chance to cleave

4 1 Steel spear        2 slot, 25% chance to cleave

- 2 Barbed Ukatish glaive bleeding for 3 turns

7 1 Folded steel glaive    2 slot, 25% chance to cleave

7 2 Iron halberd        3 slot, 35% chance to cleave

7 2 Steel halberd        3 slot, 35% chance to cleave

 - 2 Temptation Rainbow lance, 2 slots magical damage, bleeding 2 turns, poison for 2 turns

7 3 Folded Steel halberd 3 slot, 35% chance to cleave

 

Arcane weapons

S A

2 1 Arcane dagger +20% to Critical chance, 1 slot

- 1 Ahriel shard +20% to Critical chance

4 1 Fire shortblade +20% to Critical chance, 1 slot

6 2 Ethereal blade +20% to Critical chance, 2 slot

7 2 Crystalized Venom +20% to Critical chance, 2 slot, poison for 2 turns (50%)

7 3 Crystalized Ice +20% to Critical chance, 3 slot, slow for 3 turns (50%)

7 3 Crystalized Fire +20% to Critical chance, 3 slot, vulnerable for 3 turns (50%)

-    Ahriel crystalblade 

 

S A two handed

  1 Fire lance hits are critical 20%, 1 slot

  1 Corrupted lance hits are critical 20%, 1 slot

  2 Ethereal lance hits are critical 20%, 2 slot

  2 Acidic halberd hits are critical 20%, 2 slot, poison for 4 turns (50%)

  3 Flaming halberd hits are critical 20%, 3 slot, vulnerable for 2 turns (50%)

7 3 Coldpoint halberd hits are critical 20%, 3 slot, slowed for 2 turns (50%)

-  1 Ahriel poleshard +20% to Critical chance

- 3 Ahriel pole crystal vulnerable for 2 turns (50% chance)

- 3 The Warped Spear 20% speed bonus, +10% to physical evasion, 3 slots, hits are critical (20%), vulnerable for 2 turns (50%)

 

Carpentry

 

Bows

S C

1 - Crude bow

1 - Yew bow

3 - Longbow hits are critical (5%)

- -  Ahriel bow

4 1 Ash Longbow hits are critical (5%)

6 2 Composite bow hits are critical (5%)

7 3 Havenite warbow  hits are critical (5%)

- 2  Fool's Shot Bow - can cause confusion to party members - bleeding for 2 turns, confusion for 1 turn (10%)

- 1 Ahriel longbow 25% hits are critical

- 2 Ahriel war bow 25% hits are critical

 

Wands - arcane

S A

1 1 Oak wand         weakness 20%, 1 slot

- 1 Ahriel horn wand     weakness 20%

1 1 Wand of horn        weakness 20%, 1 slot 

3 1 Yew wand        slow 30%, 1 slot

5 2 Wand of bone    slow for 2 turns (30%), 2 slots

- 2  Ahriel bone wand slow 30% 2 slots

7 3 Living wand        slow for 2 turns (30%), 2 slots

 

Staves - arcane - two handed

S A

1 1 Oak staff        weakness 50%, 1 slot

2 2 Electrum rod    weakness for 2 turns (50%), 1 slot

- 2 Ahriel rod weakness 50% 

4 2 Enchanted staff    slow for 2 turns (50%), 2 slots

 3 Crystalline rod    slow for 2 turns (50%), 2 slots

3 Elixir cure wand    slow for 2 turns (50%), 3 slots

- 3 Ahriel staff slow (50%), 2 slots

 

Armor

 

Smithy

 

Armor

S C P M Blk

-  -  3 2 60% Leather vest       

1 -  4 2 60%Leather armor    1 slot

- 1  5 2 60% Utakish leather +10% poison resist

2 -  7 4 60% Studded leather 1 slot

-  1 7 4 60% Swamp-Runner leather +25% to Poison resist

3 -  7 5 60% Havenite Jerkin 2 slots

- 1  9 8 60% Ice Drake leather 2 slots

4 1 9 6 60% Drakeskin jacket 2 slots

- - 7 4 60% Assassin jerkin 10% speed bonus, +10% to Critical chance, 1 slot)

1 - 5  2 60% Bronze Scale armor +10% to Stun resist, 10% Speed penalty, 1 slot

- 1 5 2 60% Vol scale armor +10% to Stun resist, 10% Speed penalty

2 1 7  3 60% Iron Scale armor +10% to Stun resist, 10% Speed penalty, 2 slot

- 2 12 5 70% Vol chainmail +10% Stun resist, 1-% Speed penalty

4 1 9 4 60% Iron chainmail +10% Stun resist, 10% Speed penalty, 2 slots

5 2 14 6 70% Steel chainmail  +10% Stun resist, 10% Speed penalty, 2 slots

  2 15 8 60% Fine hauberk +10% Stun resist, 10% Speed penalty, 3 slots

3 1 5  3 70% Iron breastplate +20% to Stun resist, 20% Speed penalty, 1 slot

4 2 9 4 70% Steel breastplate +20% to Stun resist, 20% Speed penalty, 2 slot

-  2 7 3 70% Ukatish breastplate +20% to Stun resist, 20% Speed penalty

6 2 13 6 80% Iron plate armor +20% to Stun resist, 20% Speed penalty, 2 slot

  3 17 8 80% Steel plate armor +20% Stun resist, 20% Speed penalty, 3 slots

- 2 13 6 80% Ukatish plate armor +20% to Stun resist, 20% Speed penalty, 2 slot

- 2 7 3 60% Armor of the Woods +10% to Mental resist, +10% to Healing bonus, 1 slot

- 3 21 10 80% Infernal plate +20% to Stun resist, 20% Speed penalty, +1 to Life Drain, +5 to Magical damage

7 3 21 10 80% Haven plate +20% Stun resist, 20% Speed penalty, 3slots

 

 

Helmets

S C P M Blk

1 -   1 1 20% Leather cap       

-  -  2 1  20% Utakish cap

1 -  2 1  20% Leather helm     

1 -  3 2 20% Fine Leather helm 

4 1 4 2 20% Haven leather helm 1 slot

- 1  4 2 20% Helm of the Woods +1 Life Drain, 1 slot

- 2 3 2 20% Ice Drake helm 

-    3 2 29% Rqdiant helm +4 damage to undead

1 -  3 1 25% Iron Chain helm 

-  - 4 2 25% Vol Chain helm  

-  1 4 3 30% Ukatish sallet  +1 to magical damage

4 2 6 3 25% Bronze helm 1 slot

5 2 7 3 25% Steel helm   1 slot

2 -  3 1 25% Iron Chain helm  

2 1 4 2 25% Steel Chain helm 

3 1 5 2 25% Fine Mail coif 

2 1 3 2 30% Bronze sallet 

3 1 4 3 30% Iron sallet 

4 2 5 3 30% Iron plate helm  2 slots

5 2 6 4 30% Steel plate helm   2 slots

- 2 6 4 30% Ukatish plate helm 2 slots

6 3 8 4 30% Haven Bassinet 3 slots

 

Weaving Room

 

Robes

S A P M Blk

1 1 2 7 70% Apprentice robes +10% to Blessing duration

- 1 2 6  70% Ahriel robes +3% to Blessing duration, +3% to Healing bonus

1 1 2 7 70% Healer's robes  +10% to Healing bonus, 1 slot

2 1 2 7 70% Fiery robes +1 Magical damage, 1 slot

3 2 6 18 70% Enchanter's Raiment +20% to Blessing duration, 2 slots

- 2 6 13 70% Ahriel Raiment +6% to Blessing duration, +6% to Healing bonus, +1 to Mafical damage

4 2 6 18 70% Healer's Raiment +15% to Healing bonus, 2 slots

4 2 6 18 70% Warmage's Raiment +2 to Magical damage, 2 slots

6 3 9 27 80% Sage's vestment +30% to Blessing duration, 3 slots

7 3 9 27 80% Holy vestment +20% to Healing bonus, 3 slots

7 3 9 27 80% Sorcerer's vestment +3 Magical damage, 3 slots

- 1 2 20 70% Ahriel vestment +8% to Blessing duration, +8% to Healing bonus, +2 Magical damage, 1 slot

- 1 2 20 70% Necromancer's robe +8% to Blessing duration, +8% to Healing bonus, +2 Magical damage, +10% to Critical chance, 1 slot

 

Cowls

S C P M Blk

1 - 1  3 20% Apprentice hood 

-  - 1 2 20% Ahriel cowl 

2 - 1 4  20% Acolyte's cowl

3 1 2 5 25% Caster's hood  1 slot

4 1 2 6 30% Spidersilk cowl   1 slot

7 2 3 7 30% Blessed hood  2 slots

- 1 2 4  30% Fine Ahriel cowl

 

Carpentry

 

Shields

 

60% chance of absorbing damage

S C P M

1 - 4 1 Wood buckler                 

1 1 5 2 Scale buckler     1 slot

-  1 6 3 Vol buckler                

2 1 6 3 Hardwood buckler    1 slot

4 1 7 3 Steel buckler     2 slots    

    

70% chance of absorbing damage 

S C P M

1  1 5 2 Wood shield        5% speed penalty, 1 slot

-  - 6 3 Vol shield                    

2 1 6 3 Wood tower shield 5% speed penalty, 2 slots

6 2 8 4 Iron tower shield 10% speed penalty, 2 slots

7 3 10 5 Steel tower shield 10% speed penalty, 3 slots

- 2  8 4  Vol tower shield, !0% speed penalty, 1 slot

 

80% chance of absorbing damage 

- 3 10 5 Dyne's Palisade  10% speed penalty, +2 to Shield Ally, 3 slots

 

Orbs (only found or bought)

S A P M

-  1 2 4 50% Amethyst orb  +5% mental resist, 1 slot

-  1 3 6 50% Amber orb  +5% mental resist, 1 slot

- 2  4 8 50% Solid Magma orb +10% mental resist, 2 slots

- 2 5 10 50% Lightning orb +10% mental resist, 2 slots

- 3 6 12 50% Draconic orb +15% mental resist, 3 slots

- 3 7 14 50% Coldpoint orb +15% mental resist, 3 slots

- 2 5 10 50% Queen Glory +10% mental resist, 2 slots, +4 Confusing Aura

 

Alchemist

 

Changing Potions

 

1 Healing - heal for 15-35

1 Weapon Poison - weapon does poison damage for 10 turns

2 Bone Flask - Call Icy Bones (Sapphire skeleton for 6 turns)

2 Woodskin - evasion for 5 turns

3 Jar of Vapors - affects nearby allies and cures 6 turns of negative effects

3 Fleetfoot - Haste 16 turns

4 Energy - restore 2 energy

4 Ironskin - spellsheild for 5 turns

5 Goo Flask - summons slime for 6 turns

5 Battle - Blessing and Haste for 9 turns, cures 6 turns of negative effects

6 Jar of Medicine - affects nearby allies and cures 10 turns of negative effects and heal for 13-37

6 Restoration potion - heal for 19-55m cures 14 turns of negative effects

7 Infernal flask - summons an infernal construct for 6 turns

7 Power potion - restores 3 energy

 

 

Augmentations

 

Runes (for weapons)

 

S

1 Deadeye rune +5% to hit chance

1 Strength rune +1 physical damage

1 Shock rune +1 magical damage

2 Curse rune +10% to curse duration

2 Cheapshot rune +5% to critical chance

3 Crushing rune +2 physical damage

4 Power rune +2 magical damage

- Blademaster rune +4 physical damage

- Arcanist rune +4 magical damage

5 Folded Steel rune +5 damage to Ahriel

6 Free Spirit rune +5 damage to Vol

7 Oppresion rune +5 damage to Utak

 

Augments (for armor, shield, helm, necklace)

S

1 Healing +8% to Healing

1 Iron +1 to physical armor

1 Staunching +5% to Bleed resist, +5% to Poison resist

1 Duration +20% to Blessing duration

2 Fleetfoot 5% Speed bonus

2 Steadfast +20% Curse resist

2 Steelturn +5% to Physical evasion

2 Fireturn +5% to Magical evasion

3 Surgeon's +10% to Healing

3 Strong Will +!0% to Mental resist

4 Stabiltiy +10% to Stun resist

4 Preserving +10% to Bleed resist, +10% to Poison resist

4 Haste +5% Speed bonus

5 Steel +2 Physical armor

- Radiant Augment +4 Magical armor

- Equipoise augment  +15% to Mental resist

- Folded Steel augment +4 to Physical armor

- Lightning augment +9% Speed bonus

 

Rings

 

Shielding band (+1 physical, +1 magical armor)

Sureshot ring (+8% to hit chance)

Surgeon's ring (+10% to Healing)

Band of Warmth (+1 to maximum energy)

Ring of Blessing (can cast +1 Inspiring Cry)

Sapphire ring (+10% to mental resist)

Brutal Band (+2 Physical damage)

Emerald ring (+20% Bleed resist, +20% Poison resist)

Incantor's ring (+2 to magical damage, +15% to blessing duration)

Razor ring (+2 Bloodletting)

Swamp-Runner Band (+5 damage to Slimes, Reptiles, and Bugs)

Mage's symbol (+3 magical damage)

Ring of Protection (+3 physical armor, +3 magical armor)

Armor band (+4 to physical armor, +4 to Magical armor)

Venom ring (+1 to Poison rain, +5% to Poison resist)

Fleetfoot ring (+10% speed penalty bonus)

Ring of Spines (+1 to Vicious Strikess)

Restoring ring (+1 to Healing, +1 to Curing)

Corruption ring (+1 to Disruption, +1 to Time Warp)

Ring of the Warlord (+1 to Bludgeon Senseless, +10% to hit chance)

Glorious ring (+20% to Stun resist, +20% to Curse resist)

Fury ring (+10% to critical chance, +2 to physical damage)

Elixir-stone ring (+3 maximum energy)

Life ring (+10 to maximum health)

Nisse Quietbringer (+1 to Silence, 3 slots)

Wizard's ring (+20% to Blessing duration, +2 to maximum energy)

Electrum-Plated ring (+5% to physical evasion, +1 to Evasion charm)

 

Necklaces

Battle torc (+2 physical armor)

Elixir stone (+25% Curse resist)

Utakish trophy (+20% to Bleed resist)

Shaman's fetish (+10% healing, +10% blessing duration)

Opal symbol (+4 maximum health)

Chieftain's Fang (+1 to Vicious Strikes)

Vol Periapt (+25% Poison resist, 2 slots)

Nullity necklace (+20% mental resist, 2 slots)

Electrum disk (+2 maximum energy)

Stability torc (+20% to Stun resist, 2 slots)

Fanatic's fetish (+1 Free Mind, +10% to Mental resist, +5% to critical chance, 3 slots)

Jade necklace (3 slots)

Silver necklace (2 slots)

Bronze neckpiece (1 slot)

Radiance necklace (+1 Radiance, 3 slots)

Static Jade (+5 to Magical armor, +10% to Curse resist. +10% to Curse duration, 3 slots)

Coldsteel necklace (+10% to physical evasion, 1 slot)

Ruby pendant (+2 to physical armor, +1 to Shield Ally, 1 slot)

Madness symbol (+20% to Mental resist, +1 to Mindshield)

 

Charms (in pack)

Vicious Barb (+1 to Bloodletting)

Gruesome charm (+10% Poison resist )

Feather charm (+5% speed bonus)

Glitterstone (quest item)

Luminescent Pyrite (quest item)

Crystal pearl (teleport)

Blessed Horn (+1 physical armor)

Charm of the Vol (+1 to Tower of Might, +10% stun resist)

Creepy Doll (+10% to curses duration in pack)

Tan Runed charm (+10% to Healing)

Gray Runed charm (+10% to Blessing duration)

Snail Shell charm (+10% to Stun resist)

Charm of the Ukat (+1 to Vicious Strikes, +10% to Bleed resist)

Tutu (quest item)

Chalcistrine (quest item)

Lillian's Claw (+1 to Vicious Strikes, +1 to Bloodletting)

Fortune charm (+5% to hit chance)

Charm of the Ahriel (+1 Radiance, +10% to Mental resist)

Brainstone (quest item)

Charm of the Nisse (+5% to physical evasion, +5% to magical evasion)

 

Festival Harp (once per day - Draining Dance - stun for 1 turn, restore 1 energy, heal for 50)

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Nice list. Something that you may want to add though is where these items can be obtained if you are able to always get the same item from a particular location.
 

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Temptation was originally physical damage so that was why it still needs combat abilities.

 

I'll update the information by moving it with the other combat weapons.

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