- Physical – Melee weapons, unarmed strikes, shifted claws/bites, or any blow that keys off item‑damage.
- Magical – Attacks using magic‑damage, including mythical attacks.
- Accepted: May undertake a hard‑mode quest with their herald to obtain a stacking item.
- Abandoned / Hybrids: Two options—
• Pay ½ the MP cost of the item tier (Basic/Upgraded/Mastered) and complete an OOC quest centred on upgrading the item.
• Seek an IC quest from Dygra. Her challenges are more difficult but require no MP payment. - Selling : Any item in your inventory—or an OOC prize—can be sold back to the merchants for 50 % of its MP value. Post in the guild thread with your OOC account and list what you’re off‑loading. (Some prizes, like stat redistribution, aren’t normally purchasable; ask an admin in your chat for a quote.) Once sold, those goods go into the guild’s stock for others to buy.
- Buying : Check the constantly updated stock list in the guild thread. Post the item name and which character should receive it. Racial restrictions are waived for guild purchases—anyone can buy anything that’s listed.
How Items Work
Magical items generally fall into three broad cateogories: Offensive (weapons), Defensive (shields, charms and armour) and Other (luck‑boosting, healing, flavour). Except where noted, each item should perform one function. If it also tacks on a status effect (e.g. blinding, poisoning, a knock-back) its usable range must be significantly reduced or come with a range penalty compared to a pure damage counterpart of the same tier.
Description | At‑a‑Glance |
|---|---|
| Item Categories | Offensive (weapons), Defensive (shields, charms & armour), and Other (luck-boosting, healing, flavour). |
| One‑Function Rule | An item does one thing. Adding a status effect is allowed only if the range is greatly reduced or the item gains a long cool‑down. |
| Offensive Tier Scaling | Basic → Upgraded → Mastered For damage, scaling simply lifts the same damage type up the tier ladder. For range, Basic range usually caps at 5ft, Upgraded range usually caps at 15 ft, and Mastered may reach 30 ft. |
| Defensive Items (Shields/Armour) | When you use a shield it occupies your entire action for that turn. The shield blocks physical or magic damage for the shield’s tier (Basic / Upgraded / Mastered). |
| Defensive Items (Shielding rings, trinkets, etc) |
• Type 1 (Light) – Always on; blocks 10 / 20 / 30 HP (Basic / Upg / Mast). • Type 2 (Heavy) – Always on; blocks at item stat, but wearer has ½ movement & disadvantage. • Type 3 (Cool‑down) – Blocks at item stat with no penalties, but with a cooldown dependant on the tier. • Basic: 1× per thread • Upgraded: 3‑post cool‑down • Mastered: 2‑post cool‑down All armour must name an element to block or specify that they block physical damage. |
| Luck‑Boosting Items |
Luck is the only stat items may raise. • Crafted by a player: +1 / +2 / +3 (Basic / Upg / Mast). • Herald quest reward: +3 / +5 / +7. • Big‑God quest reward: +5 / +7 / +9. Stacking Luck beyond +10 total requires admin approval. |
| Status / Secondary Effects | If an item inflicts a secondary status (blinding, stunning, poisoning, a knock-back effect) it must do so at a reduced range or carry a notable cool‑down. No item may stack multiple status effects. |
| Crafting & Rarity | Player‑crafted items are always reduced in strength and range compared to divine or quest rewards. Elemental blocks must name the element—“fire,” “water,” “lightning,” etc.—never Light / Dark / Grey. |
| Flavour & Utility Items |
Provide narrative convenience or style, not combat power. Unlimited or low‑impact usage. Examples : Bag of Holding (endless storage), Two‑Way Parchment (long‑distance notes), Finders Seekers feather (always finds a raven courier), Magical T‑Shirt (shift‑friendly clothing), Spyglass (see through walls). Because these items are just for flavour, the rules about their limitations are much more relaxed. |
| Raw Materials (Quest Loot) |
Rare components found in KQs or story events. They do nothing until crafted by a god,
after which the finished item may carry up to two distinct effects, one of which is normally tied to the item itself, with no penalties. Examples : Giant Land‑shark Tooth, Abyssal Leviathan Skin, Spectral Villis Lace, Owlbear Talons, DreamWalker Antlers. |
| Relics (Pre‑War Artifacts) |
One‑of‑a‑kind treasures left over from an ancient war. They deliver powerful effects with no drawbacks,
cannot be replicated, and are strictly unique. Examples : Atticus Amulet (Basilisk shift + petrify), Seal of the Duke (healing/damage starlight dome), Gambler's Gloves (doubles the user's luck stat). New relics may appear only via major plot events and always need admin sign‑off. |
| Single‑Use Items |
Consumables that vanish after activation. They deliver their full effect once, then are gone for good. Tier is
determined by potency. Examples : Spring Water (heals to max HP), Hot Springs Water (Mastered healing), Revivify Feather (revives a dead character), 1‑Hour Memory Potion (erases memories), Beetle Husk (lethal poison). Replacements require a new quest or purchase—these items cannot be recharged. |
Physical vs. Magical Damage
Stacking Items
Items may be "stacked" to enable the use of multiple items in one action during a KQ/PQ+. Stacked items cannot be bought or quested for normally, and may increase the offensive/defensive/range capabilities of an existing item. Stacked items cannot be used on their own, are reliant on an existing item to function, and require admin-approval prior to purchase or questing.
Birthday gifts and levelling rewards may be spent toward stacking items.
Merchant’s Guild
The Merchant’s Guild is a roving caravan that pops up all across Caido. Their wares range from everyday non‑magical goods to rare one‑off curios that can be bought with MP at a discounted rate. Better yet, the merchants are always willing to buy items from you.






