The special items rules are simple.
| Item | Description | Cost |
|---|---|---|
| Banner of Leadership | Whichever side posesses the banner, has the benefit of the Command special ability | 5 |
| The Bomb | The player with the bomb can detonate it, inflicting 1d6 clicks of damage to all figures within 12 inches of the token, including the wielder. | |
| Magestone Amulet | The amulet gives Invulnerability to the wielder, providing the figure does not have Magic Immunity | |
| Bracers of Strength | The wielder gains +1 to damage and ignores Demoralization | |
| Wings of the Dragonfly | The wings give the wearer the Flight ability at their normal speed. | |
| Dragonwing Cloak | This grants bearer special ability of flight, three times, before it is used up | 6 |
| Eye of Scrying | This allows bearer to look at an adjoining area of dungeon, sight unseen. The Eye reveals a 180 degree arc, with a 10" radius. It may be used 3 times before it is used up. | 5 |
| Gold Bar | In an ongoing campaign, may be used point for point to recruit extra warriors in a future battle. | 5 |
| Healing Potion | Allows the owner to use the Magic Healing ability once, then it is used up. Not usable by Golems or Undead | 3 |
| Heavy Black Powder | This is usable only by Black Powder Rebels. The owner's ranged attack does an additional click of damage. However, if a critical miss is rolled, his weapon backfires and he takes 2 damage. Three uses. | 4 |
| Mageston Stabilizer | This is usable only by Atlanteans. The owner's ranged attack does an additional click of damage. However, if a critical miss is rolled, his weapon backfires and he takes 2 damage. Three uses. | 4 |
| Magic Whetstone | This may be used to sharpen a melee weapon, by spending an action. The next attack made by that figure will be as if he had Weapon Mastery. Three uses. | 3 |
| Minor Magestone | Can be added on to an Atlantean golem. It may be used once to heal 1d6 points of damage. | 3 |
| Ring of Detection | Can be used to automatically detect traps, within a 4" radius around the user. This ring has 3 uses. | 5 |
| Scaled Mask | This allows the owner to use the Aquatic ability three times. | 3 |
| Shield of the Titans | This grants the owner the Defend ability. May be used 3 times. | 4 |
| Shielding Brooch | The owner may use the Toughness ability, three times, before it shatters. | 3 |
| Shockstone | May be thrown up to a warrior's attack value in inches. All non-captives within 4" are attacked with Shockwave (attack value 8). This may only be used once. | 3 |
| Slippers of Stealth | Gives the owner the Stealth ability, three times. This is only per the SA on the SAC, and not any extra benefits described in the dungeon rules. | 3 |
| Troll Torc | Grants the wearer Regeneration ability once. | 3 |
| Vampire Cloak | Grants the Vampirism ability three times | 3 |
| Warpstone | Gives the owner Magic Immunity for one attack. The owner may not use any of his own Magic abilities while it is in his possession. | 3 |
| Zombie Skullcap | Grants the wearer the use of Necromancy ability three times, before it cracks an becomes useless. | 4 |
Item Notes and Ideas: Many of the items above came from Scrye #8.2. Not all items may be complete or balanced. My goal is to have most items have a limited number of uses, or to be captured back and forth amongst the players. Scrye's orginal Dungeon rules had items, and various actions reduce the figure's speed. This seemed overly complex, and I decided that just limiting the number of items a figure can carry would be simpler. I'm also not in favor of having to keep track of how many uses an item has. This leads to someone using 2/3 uses in the game. In the next game, does it reset, or stay the same? I am more inclined to go with single use items, never destroyed items, and items that are lost when the wielder is damaged. This seems more clean to handle, as no extra information must be maintained. Expect to see all items follow this method, as I edit this document.
Another area to explore, are victory conditions. Unlike the typical Mage Knight battle of elimination, a game where the goal of seizing important items would not place emphasis on destroying the other army. Thus scoring should be different. Scoring should be based on the value of the items taken off the field, and on surviving figures. Thus the victory point calculation should be 20 x Item Value + build value of all surviving, non-demoralized, non-resurrected figures. This scoring does not penalize Necromancy players, but gives them no point advantage either.