Six Ages: Ride Like the Wind

Six Ages: Ride Like the Wind

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Guide to Treasures in Ride Like the Wind
От lyreofsheliak
A guide to magical treasures in Six Ages: Ride Like the Wind.
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Introduction
This guide covers the treasures you can obtain in Six Ages: Ride Like the Wind!

I have sorted these treasures into general categories, with a catchall section to handle ones that don't clearly fit anywhere. Several treasures could have gone in multiple categories; some of these are listed in both places and some in one with a note that the other applies. I apologize for the inconsistency, but frankly this thing has been sitting in my drafts for three years and at this point I think it's either post in imperfect condition or post never.

Standouts & Oddballs: This category lists treasures that fit nowhere else. It's first in the guide because some of these treasures are also the best in the game, and also, one of them is illustrated!

Combat: I split combat treasures into two categories — "passive" covers treasures that act without you doing anything, and "(use in battle)" covers treasures that you have to select at the start of battle to use.

Divine Blessing: These treasures help certain clan members (usually but not always worshippers of a particular god) when you select them to do something, as in a venture or mission.

Magic: These treasures grant you magic when their conditions are met! (Some could have gone under Combat. A few overlap with Vs Test.)

Mood: These treasures increase your clan mood. A couple overlap with Vs Test.

Shrine Support: These treasures make it possible to maintain shrines to various gods with fewer worshippers.

Relations: These treasures make other clans like or fear you. Some could have gone under Combat instead.

Vs Test: These help all clan members succeed at specific tests (such as vs Spirits or vs Selling).

Wealth: These treasures increase your clan's goods, herds, or horses.

Inert: These treasures don't do anything. They're valuable items with no magical powers (or at least none you can use).

If you have a treasure and want to know what it does (and can't CRL+F to find it), you can check the index at the end of the guide to find out what section it's covered in.
Standouts & Oddballs
These are a mix of treasures that are genuinely awesome, and treasures that just don't fit anywhere else.

Blue Goat: This treasure helps your herds generally, and also gives you a boost in your dealings with Ergeshites.

Bowl of Healing Smoke: Automatically cures some sick people each year.

Claws of the Giant Bear: Helps you fight in exploration scenes. Acquired in follow-up of an exploration event that happens if you visit the Autumn Mountains.
NB: This is bugged in the current Steam build, but works as it says it does in the ioS version of the game.

Invisible Drum: "Increases the chances spirits will aid your shamans after they have been successfully called." I think what this actually does is make spirits help you for longer if you persuade them to help.

Iron Gear: helps in situations involving either elves or trolls. (Going by the name, it's a dwarf-created treasure.)

Mojara’s Mask: Mojara's Mask (found via event) is an inert treasure if not worn. If successfully attuned to a leader, however, it will aid them in searching for spirits. (The ideal wearer is young, good at magic, and a shaman; but if all three conditions can't be met, choose a youngster who's not terrible at magic.) The mask is listed as an extra "skill" in the Search for Spirits dialog of the Map screen, but nowhere else.

Mostali Mill: "Dwarf-made artifact can make food out of almost anything in a pinch"
Creates food if you happen to run out, but has a chance of breaking when it does so. Can be found by exploring the Imther Mountains, though you may get the less useful Self-Firing Bow instead.

Necklace of the Four Kingdoms: Helps you when you explore the Four Ram Kingdoms. Obtained via event.

No Hunger Doll: "Decreases the amount of food your people need to survive" (i.e. your food stores will decline more slowly). Obtained via event.

Weeder Pearl: Helps all your actions during Sea Season; also helps against the forces of Water. Obtained via event.
Combat (passive)
Treasures that are useful in battle fall into two broad categories: those that act passively no matter what, and those that must be chosen at the start of battle to do anything.

Passive Treasures that Help You Win
These are some of the best combat treasures in my opinion—but keep in mind that that's the opinion of someone who usually ignores combat treasures! The ones that do their job despite being ignored are, obviously, my favorites.
  • Agimori Fire Spirit: Helps with vs Skirmish test; bonus increases during Dark Season. Obtained via event.
  • Flying Horse: Helps your raiders sneak past patrols (you will face a smaller force). Also, should you win an offensive raid, causes the clan you attacked to fear/respect you more. Obtained via the Gamari Horse Mother ritual, but only if you've managed to get the winged horse breeder to talk about her ritual in her event.
  • Master Sword: "Fights as an extra Sword."
  • Storm God Bone: Combat bonus when you fight Rams. Obtained via event.
  • Sword of Death: "Kills someone each round of combat" —at one point this killed fighters on both sides, making it dubiously useful; I think that it's been changed to only kill enemies, but I'm honestly not sure.

Fringe Cases
  • Helm of Elmal: Although this is a warlike treasure, I'm not sure it helps you win battles/raids—what it does is grant bonuses to Elmal worshippers on Combat (yes!) and Magic. (It helps your heroes Beren and Yatakan with all other tests as well.) However, it only acts when you choose them to be tested, which in battle you don't...
  • Singing Stone: Targets of offensive raid won't like you less because of it. (This works no matter what, but doesn't actually help you win—instead, it removes an unpleasant consequence of warfare.)

Passive Treasures that Only Act If You Win
These treasures reward you if you win, but don't help you to do so. Many have additional requirements.
  • Flying Horse: as mentioned above, increases your foe's fear of you (if you were the attacker).
  • Insistent Arrow: increases margin of victory if you win skirmishes. I think this means that it increases the favorability of the victory (i.e. grants you more loot if you're attacking).
  • Sly Dagger: increases margin of victory when your nobles win duels during the battle.

See also Magic—a large number of treasures grant magic if you win a battle in which you used a particular battle tactic.
Combat (use in battle)
These treasures must be chosen at the start of battle to do anything for you. Keep in mind that you can only choose one treasure per battle.

Choose carefully—a treasure that only takes effect if you win isn't a great choice if you think you're likely to lose the battle, and one that mitigates losses isn't terribly useful if you think you're extremely likely to win!

Also, many of them can break on use. So consider whether an effect is worth it, when it might break the first time you use it! Maybe you'd prefer to sell that treasure instead. (I usually do—which is why I'm rather vague on the effectiveness of many battle treasures. I'd rather have the 50 cows or so worth of goods from selling them than an advantage in maybe just one battle.)

Unbreakable - Help You Win
I would personally recommend using treasures that give you a general Combat bonus over those that help with specific tests or increase your ferocity (number of casualties inflicted—this wears away at your enemy's numbers but doesn't help you win rounds).
  • Basikan’s Battle Standard: Helps your nobles fight monsters. If you have provoked a punching bag clan to summon a ram/lizard/chariot from the Gods War, you may want to use this to help fight that monster. Trolls and Alkothi also sometimes bring monsters to the battlefield.
  • Elmal’s Battle Standard: Helps your nobles when they choose to fight enemy leaders in duels. Stacks with Bear Spirit's ability.
  • Orlanth Slasher: Increases your ferocity (number of wounds/deaths inflicted) when you raid Rams.
  • Ostalar’s Battle Standard: Helps your nobles pull off daring stunts in battle, like leaping over an enemy chariot. Stacks with the Antelope Spirit's ability.
  • Raven Rock: Combat bonus when you raid clans that like you.
  • Samnal Slasher: Increases your ferocity when you raid Wheels.
  • Sawing Sword: Combat stat bonus when raided by elves.
  • Shargash Slasher: Combat stat bonus when raided by Alkothi.
  • Sparking Sword: Combat stat bonus when raided by dwarves.
  • Stelfor’s Battle Standard: Helps nobles when they choose to attack many lesser foes at once. Stacks with the Wolf Spirit's ability.
  • Tide-Turning Spear: Combat bonus when the enemy is closer to victory than you are (i.e. has a longer line under their little figure).

Unbreakable - Decrease Losses on Defeat
These treasures should be chosen only if you expect to lose the battle you are fighting. As far as I can tell, all of them decrease your material losses when you are defeated on a defensive raid.
  • Battling Brothers Banner: Decreases your losses when you are defeated by Rider attackers.
  • Branch Burning Banner: Decreases your losses when you are defeated by elf attackers.
  • Bucking Mare Banner: Reduces your losses when you are defeated by an attacker seeking to take captives.
  • Cloud Parting Banner: Decreases your losses when you are defeated by Ram attackers.
  • Demon Barrier Banner: Decreases your losses when you are defeated by attacking Alkothi.
  • Dwarf Hurler Banner: Decreases your losses when you are defeated by dwarf attackers.
  • Grasping Talon Banner: Reduces your losses when defeated by an attacker who seeks plunder.
  • Tusk Burning Banner: Decreases your losses when you are defeated by troll attackers.
  • Wide Ditch Banner: Decreases your losses when you are defeated by Wheel attackers.

Breakable - Help You Win
  • Hollow Spear: Grants a bonus on any tactics used during the engaged/melee section of a battle.
  • Self-Firing Bow: Makes skirmishing more effective. (This is the only treasure I've noticed having multiple copies of at once—I believe you can find them exploring in the Imther Mountains.)

Breakable - Take Effect After Victory
These treasures can break if used, and take effect only if you win. I have not used them enough to say if there's a risk every time you use them, or only if you in fact win and benefit from their effect. I'm also not sure how they help when you're defending rather than attacking. In any case, I'd advise against using these unless you are confident that you will win. And keep in mind that several only take effect if you choose a particular goal!

Unless otherwise noted, these apply to full raids and not herd or honor raids.

Treasures that increase your margin of victory (loot earned):
  • Thunderstick: Increases margin of victory when you are attacking (i.e. aggressor in the raid) to kill (chose that as your goal).
  • Gold-Seeking Scope: Increases margin of victory when you are attacking to plunder.
  • Coffle Cutter: Increases when margin of victory when you attack a slavekeeping clan.
  • Shield of Tablets: Increases margin of victory when you are the attacker and choose survival as your goal.
  • Rampant Belt Plaque: Increase margin of victory on herd raid victory as attacker.
  • Rearing Belt Plaque: Increase margin of victory on herd raid victory as defender.
  • Shield of Thorns: Increase margin of victory when you are the defender and you choose to drive them off as your goal.

See also Relations—several bell treasures must be chosen before battle to have a relations effect afterwards.
Divine Blessing
These treasures give divine blessing to worshippers of a particular god.

In gameplay terms, this means that so long as you have one of these treasures in your possession, every time a worshipper of that god is tested in particular skills—usually those related to their god's domain of influence—they will have a bonus applied to their actions. In other words, they're better at what they're hopefully already good at.

These treasures are useful if you have worshippers of the relevant god around and call on them to do things. If you don't have any, or if their skills are so lackluster you never choose them for missions, you can decide whether to keep the treasure just in case someone pops up later, or trade it away for something more immediately useful.

  • Ekarna: Cape of Ekarna
  • Elmal: Helm of Elmal
  • Erissa: Robe of Erissa
  • Dostal: Pouch of Dostal
  • Gamari: Gamari Blanket
  • Hyalor: Ring of Hyalor
  • Inilla: Basket of Inilla
  • Nyalda: Staff of Nyalda
  • Relandar: Diadem of Relandar
  • Zarlen: Star Scope of Zarlen

Nothing similar seems to exist for Busenari, Osara, or Uryarda.

The Helm of Elmal is a treasure that you get relatively often through successful raids; the Star Scope of Zarlen is, I believe, a treasure that Zarlen himself can give you if you meet him (though I prefer his "safe passage" blessing instead.) Most of the others are potential ritual rewards, and some can be gained by trading.

Quasi-Divine Blessing
These aren't technically part of the set above, but they work very similarly.

The Sky God Bone (attainable via a late-game random event) also does something similar for both Elmal and Osara worshippers, although the bonus is actually larger. Also, you may not be able to hold on to that one for very long... (But the event in which you lose it is actually pretty awesome, so I recommend hanging onto it as long as you can and then taking the loss with good grace.)

The Moonstone helps any female noble with any test. (This one is awesome, but it's also hard to get—you can only find it by getting lost in the Gods War, hitting the right event, making a particular choice, and finding your way home alive.)
Magic
These treasures grant magic under some circumstances. They're divided according to what those circumstances are.

Battle Tactics
These treasures can be earned by completing the ritual Hyalor Tablet Maker and choosing a treasure from the giant's pouch as your reward, though you can also find them exploring or even start with them. They grant magic if you won a raid in which you successfully used a particular battle tactic.
  • Blood Twig: Grants 1 magic if you win a raid in which you made a berserk attack.
  • Bull Stone: Grants 1 magic if you win a raid by holding your ground.
  • Cautionstone: Grants 1 magic for withdrawing cleverly. (Again, a successful withdrawal counts as a loss; I think "cleverly" here means pulling it off, basically.)
  • Darestone: Grants 1 magic if you win a raid by taking risks to win.
  • Marten Skull: Grants 1 magic if you win a raid by fighting fiercely.
  • Owl Egg Stone: Grants 1 magic if you win a raid by fighting cleverly. (I think of this as the best of the lot, since "fight cleverly" is a very good option once you have a Heroic Combat / competent leadership warleader.)
  • Sakkar Skull: Grants 1 magic if you win a raid by waiting for opportunities. (Note that waiting for opportunities makes you less likely to win that turn, & thus less likely to win on that turn—so this might not be the treasure to pick over the others...)
  • Skull of the Old Wolf: Grants 1 magic if you win a raid by conserving your strength.
  • Squirrel Skull: Grants 1 magic if you "flee cleverly"—successful fleeing counts as a loss but hey, free magic!
  • Terror Lizard Skull: Grants 1 magic if you win a raid by pressing the attack.
  • Turtle Stone: Grants 1 magic if you win a raid by fighting cautiously (i.e., you chose to fight cautiously and won the battle on that turn).

Openminded or Bullheaded
These are a pair: each Sacred Time, the Bowl of Unity gives you a point of clan magic if your people are open towards new ways, and the Border Stone does the same if they are not. If you have both, you'll always get that point of magic, but you will never benefit from both at once.
  • Border Stone
  • Bowl of Unity

Others
  • Golden Mirror: Grants a point of magic each Sacred Time. (Also has effects on Beren, so I'd recommend not trading it away.)
  • Finch Whistle: Grants magic as well as mood on tests vs. Despair.
  • Holy Spark: Gives you magic each Dark season, but only if you do not have positive clan magic at that point.
  • Imperial Horse Stick: Grants magic on tests vs. Disorder.
  • Laughing Rattle: Description: "Rewards you when others take joy in your wretchedness". This description probably does not fill you with enthusiasm, but in practice it is amazing. Gives 2 or 5 points of magic on tests vs. Schadenfreude. Tests vs. Schadenfreude are extremely rare, but one of them is the Recruit Clan members venture—this treasure turns that venture into a better source of magic than Ceremony.
  • Solar Mask of Yelm: Restores expended magic after a successful Gods War ritual
    Gives between 2 and 4 points of magic on successful completion of a Gods War ritual. Can only be acquired by visiting the ruins of Elempur after you hear of a sinkhole there.
Mood
Emblems:
Emblem treasures have the form "Emblem of X: Holy emblem to sew into your story tent; improves mood when [condition is met]". They are named for various gods and figures of legend. Not every god has an emblem, and Hyalor's increases wealth instead , so it's in a different section.

  • Emblem of Busenari: Holy emblem to sew into your story tent; improves mood when provisions are well husbanded
  • Emblem of Dostal: Holy emblem to sew into your story tent; improves mood when hunting goes well
  • Emblem of Ekarna: Holy emblem to sew into your story tent; improves mood when bargaining goes well
  • Emblem of Elmal Holy emblem to sew into your story tent; improves mood when one of your warriors wins a duel
  • Emblem of Osara: Holy emblem to sew into your story tent; improves mood when skirmishes go well
  • Emblem of Relandar: Holy emblem to sew into your story tent; improves mood when learned words are spoken
  • Emblem of Zenangar: Holy emblem to sew into your story tent; improves mood when diplomacy goes well

Other Mood Treasures:
  • Finch Whistle: improves mood when you win Despair tests.
  • Mighty Whooping Rattle: Improves mood when you intimidate ("lean on") others.
Shrine Support
These treasures help maintain a shrine/temple with fewer worshipers. (In other words, they’re useful if you’re going for the shrine achievement, or otherwise finding that the limit to your piety is not wealth but population.)

They don't exist for all religions—I looked!

The treasures, and the gods whose shrines they help:
  • Aronpala’s Bulb: Erissa
  • Clay Cow: Busenari
  • Copper Fleece: Uryarda
  • Gamari’s Feather: Gamari
  • Gazzam Ledger: Buseryan (note: useless if you preserved another god)
  • Nyalda Stone: Nyalda
  • Obsidian Sickle: Pela
  • Radiant Lodestone: Zarlen
  • Singing String: Osara
Relations
Horn of Vingkot:

"While you own this treasure, others will love and fear you, especially if you maintain good relations with the Ram People"

This treasure can only be gained in a specific event, and it is expensive. But the relations boost it provides is a large one in terms of both Like and Fear, and applies to all valley clans, not just the Ram People.






Battle treasures that have a relations effect after victory:
These treasures must be selected before a battle to have any effect. All can break on use.
  • Wind-Shattering Bell: After raid victory against Rams, makes all Rams fear you a bit, especially the one you just defeated.
  • Spoke-Shattering Bell: After raid victory against Wheels, makes all Wheels fear you somewhat, especially the one you just defeated.
  • Chastening Bell: After raid victory against Riders, all Rider clans that don't dislike you fear/respect you a bit, and the clan you defeated fears you more regardless of whether they like you.
  • Joyful Bell: After defensive raid victory, all clans neighboring your attacker like you more (how much depends on your margin of victory).
  • Vengeful Bell: After you win an offensive raid against another clan, that clan's neighbors will all like you more (how much depends on your margin of victory).
Vs Test
Most choices in Six Ages involve a test in the form "Skill vs. Opposition." This section covers treasures that help the latter part of that phrase.

For example, conducting a spirit ritual in response to an event is usually a test of Magic vs. Spirits. A leader's magic skill is the primary factor in success or failure, but a treasure that aids tests vs. Spirits will also confer an advantage.

Some of these situations are a lot more common than others—for example, Schadenfreude tests are rare, but Spirit ones are very common.

  • Agimori Fire Spirit: Scalds attacking foes, working especially well when it is cold
    Helps with vs Skirmish test; bonus increases during Dark Season. Obtained via event.

  • Clay Mask: Prehistoric mask that aids rituals drawing on the power of spirits
    Helps tests vs Spirits

  • Finch Whistle: Girds hearts against despair
    Helps tests vs Despair. Also helps mood and grants magic.

  • Flagon of Verlaro: Helps soothe the outraged
    Helps tests vs. Resentment.

  • Golden Honeycomb: Helps overcome skeptical minds
    Helps tests vs Skepticism

  • Horn of Truth: Helps fools see the truth
    Helps tests vs. Credulity

  • Imperial Horse Stick: Helps overcome disorder
    Helps tests vs Disorder. Also grants magic

  • Laughing Rattle: Rewards you when others take joy in your wretchedness.
    Helps with tests vs. Schadenfreude, one of which is when you perform a venture to recruit clan members. Also, grants magic. Surprisingly much magic. This might be my favorite treasure in the game.

  • Raven Mask: Punctures overconfidence
    Helps tests vs. Confidence

  • Reverberant Drum: Helps your shamans call spirits
    Helps with tests vs. Spirits, but breaks after several uses. Get rid of it ASAP.

  • Rope of Seven Knots: Aids you when dealing with outsiders
    Helps tests vs Foreignness

  • Shining Sun Mask: Brings courage to the fearful
    Helps tests vs Fear

  • Sky Seeds: Helps your priests spin to the Sky World when burned
    Helps tests vs. Divine, but breaks after several uses. Get rid of them ASAP.

  • Soft Boots: Lulls the wary
    Helps tests vs Alertness

  • Staff of Sharp Dealing: Aids you when others wish to buy from you
    Helps tests vs. Buying

  • Wealth Plaque of the Wary Grouse: Aids you when you try to sell
    Helps tests vs. Selling, as well as caravans.

  • Yamsur's Brazier: Aids you against Darkness
    Helps tests vs. Darkness

  • Yeleni Buzzard Charm: A buzzard beak, which aids in finding game, berries, and hidden foes
    Helps tests vs. Elusiveness, which come up most often in the context of hunting and foraging for food.
Wealth
These treasures increase your wealth, whether in the form of trade goods, herds, or horses.

Increase Goods
  • Emblem of Hyalor: "Increases your wealth when your people embrace change" (i.e. when you fail to convince them to follow old ways). Grants 5 goods each time. Not my favorite since it relies on failing.
  • Kiln of Plenty: Grants goods each Sacred Time, more if you are goods-poor.
  • Stone of Mostal: Grants goods when you fail to convince people to be open. (Again, this relies on failure.)

Increase Herds
  • Busenari’s Bell: Increases Herds each Sea Season, more if your herds are small.
  • Nose Ring of Busenari: Increases herds (by 4) when you "put worshippers of Busenari to the test"—that is, whenever you explicitly select one for a mission or other task.

Increase Horses
  • Foaling Blanket: Grants 3 horses each Sea season.
  • Gamari’s Caparison: Increases horse herds each Sea season, granting more if your horse herd is small.

Inert
Almost all treasures have magical powers. There are, however, exceptions.

These treasures aren't useful, unless you're trying to gain any treasures at all to please Ekarna. Unless you're dealing with that omen, the best use of these is to sell them.

  • Mojara’s Mask: If you didn't attune it to a leader, the mask has no magical uses.
  • Orlanthi Battle Standard: As the description says, this is of use only to Rams. There's a description of what it does for them when you get it, but you can't benefit from this magical effect yourself.
  • Urgrain’s Coin: Chances are you'll never see this. (If you do, actually, congratulations—it's not easy!) You can sell it away, but Rams won't buy it—go to a Rider or Wheel clan.
Alphabetical Index
While I've tried to organize this guide by function, maybe you just want to look up a treasure and find out what it does! This is an alphabetical list that just notes which section(s) a given treasure is explained in.

Agimori Fire Spirit: Vs Test, Combat (passive)
Aronpala's Bulb: Shrine Support
Basikan's Battle Standard: Combat (use in battle)
Basket of Inilla: Divine Blessing
Battling Brothers Banner: Combat (use in battle)
Blood Twig: Magic
Blue Goat: Standouts & Oddballs
Border Stone: Magic
Bowl of Healing Smoke: Standouts & Oddballs
Bowl of Unity: Magic
Branch Burning Banner: Combat (use in battle)
Bucking Mare Banner: Combat (use in battle)
Bull Stone: Magic
Busenari's Bell: Wealth
Cape of Ekarna: Divine Blessing
Cautionstone: Magic
Chastening Bell: Relations
Claws of the Giant Bear: Standouts & Oddballs
Clay Cow: Shrine Support
Clay Mask: Vs Test
Cloud Parting Banner: Combat (use in battle)
Coffle Cutter: Combat (use in battle)
Copper Fleece: Shrine Support
Darestone: Magic
Demon Barrier Banner: Combat (use in battle)
Diadem of Relandar: Divine Blessing
Dwarf Hurler Banner: Combat (use in battle)
Elmal's Battle Standard: Combat (use in battle)
Emblem of Busenari: Mood
Emblem of Dostal: Mood
Emblem of Ekarna: Mood
Emblem of Elmal: Mood
Emblem of Hyalor: Wealth
Emblem of Osara: Mood
Emblem of Relandar: Mood
Emblem of Zenangar: Mood
Finch Whistle: Vs Test, Magic
Flagon of Verlaro: Vs Test
Flying Horse: Combat (passive)
Foaling Blanket: Wealth
Gamari Blanket: Divine Blessing
Gamari's Caparison: Wealth
Gamari's Feather: Shrine Support
Gazzam Ledger: Shrine Support
Gold-Seeking Scope: Combat (use in battle)
Golden Honeycomb: Vs Test
Golden Mirror: Magic
Grasping Talon Banner: Combat (use in battle)
Helm of Elmal: Divine Blessing
Hollow Spear: Combat (use in battle)
Holy Spark: Magic
Horn of Truth: Vs Test
Horn of Vingkot: Relations
Imperial Horse Stick: Vs Test
Insistent Arrow: Combat (passive)
Invisible Drum: Standouts & Oddballs
Iron Gear: Standouts & Oddballs
Joyful Bell: Relations
Kiln of Plenty: Wealth
Laughing Rattle: Vs Test, Magic
Marten Skull: Magic
Master Sword: Combat (passive)
Mighty Whooping Rattle: Mood
Mojara's Mask: Standouts & Oddballs, Inert
Moonstone: Divine Blessing
Mostali Mill: Standouts & Oddballs
Necklace of the Four Kingdoms: Standouts & Oddballs
No Hunger Doll: Standouts & Oddballs
Nose Ring of Busenari: Wealth
Nyalda Stone: Shrine Support
Obsidian Sickle: Shrine Support
Orlanth Slasher: Combat (use in battle)
Orlanthi Battle Standard: Inert
Ostalar’s Battle Standard: Combat (use in battle)
Owl Egg Stone: Magic
Pouch of Dostal: Divine Blessing
Radiant Lodestone: Shrine Support
Rampant Belt Plaque: Combat (use in battle)
Raven Mask: Vs Test
Raven Rock: Combat (use in battle)
Rearing Belt Plaque: Combat (use in battle)
Reverberant Drum: Vs Test
Ring of Hyalor: Divine Blessing
Robe of Erissa: Divine Blessing
Rope of Seven Knots: Vs Test
Sakkar Skull: Magic
Samnal Slasher: Combat (use in battle)
Sawing Sword: Combat (use in battle)
Self-Firing Bow: Combat (use in battle)
Shargash Slasher: Combat (use in battle)
Shield of Tablets: Combat (use in battle)
Shield of Thorns: Combat (use in battle)
Shining Sun Mask: Vs Test
Singing Stone: Combat (passive)
Singing String: Shrine Support
Skull of the Old Wolf: Magic
Sky God Bone: Divine Blessing
Sky Seeds: Vs Test
Sly Dagger: Combat (passive)
Soft Boots: Vs Test
Solar Mask of Yelm: Magic
Sparking Sword: Combat (use in battle)
Spoke-Shattering Bell: Relations
Squirrel Skull: Magic
Staff of Nyalda: DivineBlessing
Staff of Sharp Dealing: Vs Test
Star Scope of Zarlen: Divine Blessing
Stelfor's Battle Standard: Combat (use in battle)
Stone of Mostal: Wealth
Storm God Bone: Combat (passive)
Sword of Death: Combat (passive)
Terror Lizard Skull: Magic
Thunderstick: Combat (use in battle)
Tide-Turning Spear: Combat (use in battle)
Turtle Stone: Magic
Tusk Burning Banner: Combat (use in battle)
Urgrain's Coin: Inert
Vengeful Bell: Relations
Wealth Plaque of the Wary Grouse: Vs Test
Weeder Pearl: Standouts & Oddballs
Wide Ditch Banner: Combat (use in battle)
Wind-Shattering Bell: Relations
Yamsur's Brazier: Vs Test
Yeleni Buzzard Charm: Vs Test
1 коментара
Kiver 13 авг. 2023 в 12:59 
That's a lot of treasures great job and thanks! Looking forward to Six Ages 2.