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-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Wizard 

- +2 Level 1 Spell Slots

- Arcane Recovery 

  • Replenish expended Spell Slots

  • +1 Arcane Recovery Charge used per Spell Slot Level 

Cantrips:

- Booming Blade

  • Normal Weapon Damage + 1d8 Thunder Damage when target moves

  • Can be cast while Silenced

  • Level 5 = +1d8 Thunder Damage & +2d8 Thunder Damage when target moves

  • Level 11 = +2d8 Thunder Damage & +3d8 Thunder Damage when target moves

- Shocking Grasp

  • 1d8 Lightning Damage

  • Target cannot use Reactions

  • Advantage on targets with Metal Armour

  • Level 5 = 2d8

  • Level 10 = 3d8

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spells:

- Shield (Reaction)

  • When about to be hit, can use a Reaction to cast Shield

    • +5 AC

    • Immune to Magic Missile

    • Lasts until start of your next turn

- Longstrider (Ritual)

  • +3m Movement Speed

- Expeditious Retreat (Concentration)

  • Immediately gain Dash this turn and as a Bonus Action until this spell ends

  • Can last until Long Rest

- Magic Missile

  • 1d4 + 1 Force Damage per missile

  • Always hits

  • +1 missile per upcast

- Thunderwave

  • 2d8 Thunder Damage

  • Pushes creatures away

  • +1d8 Thunder Damage per upcast

- Burning Hands

  • 3d6 Fire Damage in 5m Cone AoE

  • DEX Save to halve damage

  • +1d6 per upcast

Race: Any

Background: Any

Skills: Any

Stats:

  • STR = 8

  • DEX = 17

  • CON = 15

  • INT = 16

  • WIS = 8

  • CHA = 8

OR

  • STR = 8

  • DEX = 16

  • CON = 14

  • INT = 16

  • WIS = 12

  • CHA = 8

--------------------LEVEL 2--------------------

Wizard 2

Subclass: Bladesinging

- +1 Level 1 Spell Slot

- +1 Bladesong Power

- Training in War and Song

  • Light Armour Proficiency

  • Performance Proficiency

  • Proficiency with Daggers, Longswords, Rapiers, Scimitars, Shortswords, & Sickles

- Bladesong

  • +2 AC

  • +2 CON Saves (+3 = LVL 5 / +4 = LVL 9)

  • +3m Movement Speed

  • Advantage in Acrobatics

  • Bladesong Climax

    • Unleash the full damaging and healing effects of your Bladesong at once. Your Bladesong Damage Charges will harm enemies an additional 1d6Force damage, and your Bladesong Healing Charges will heal you and your allies an additional 1d6hit points

      • Spell Attacks build Bladesong Damage Charges

        • +1d6 Force Damage per charge

      • Melee Attacks build Bladesong Healing Charges

        • +1d6 HP per charge

Spells:

- Sleep

  • Select targets up to 24 HP and put them to Sleep

  • +8 HP per Upcast

- Tasha’s Hideous Laughter (Concentration) (10 turns)

  • Prone a creature with Hideous Laughter

  • Target must have INT of 5+

  • Target can try to escape when taking damage

--------------------LEVEL 3--------------------

Wizard 3

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

Spells:

- Hold Person (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

- Mirror Image (10 turns)

  • Create 3 Illusory duplicates of yourself that distract attackers

  • +3 AC per duplicate

  • When you evade an attack, 1 duplicate dissappears

--------------------LEVEL 4--------------------

Wizard 4

- +1 Level 2 Spell Slot

Cantrip:

- Bone Chill

  • 1d8 Necrotic Damage

  • Target cannot regain HP for 1 turn

  • If target is Undead, has Disadvantage on Attack Rolls

  • 2d8 Necrotic Damage at Level 5

  • 3d8 Necrotic Damage at Level 10

Spells: Any

Feat: Ability Improvement (+1 DEX +1 CON or +2 DEX)

--------------------LEVEL 5--------------------

Wizard 5

- +2 Level 3 Spell Slots

- +1 Bladesong Power

Spells:

- Haste (Concentration) (10 turns)

  • +2 AC

  • Advantage on DEX Saving Throws

  • +9m Movement Speed

  • +1 Action per turn

  • When Haste ends, become Lethargic

    • Cannot move or take actions for 1 turn

- Counterspell (Reaction)

  • Nullify a creature’s spell as a Reaction

  • Spell must be 3rd Level or lower

  • If Spell is 4th Level or above, must succeed a Check to nullify

  • Check Difficulty is based on Spell’s Level

--------------------LEVEL 6--------------------

Wizard 6

- +1 Level 3 Spell Slot

- Extra Attack

Spells:

- Fireball

  • 8d6 Fire Damage with 4m AoE

  • DEX Save to halve damage

  • +1d6 per upcast

- Slow (Concentration)

  • Slow up to 6 enemies for 10 turns

    • -2 AC

    • -2 DEX Saves

    • Can only take Action or Bonus Action, not both

    • Cannot take Reactions

    • Cannot make more than 1 attack per turn

    • Spells might delay

--------------------LEVEL 7--------------------

Wizard 7

- +1 Level 4 Spell Slot

Spells:

- Fire Shield (10 turns)

  • Shed light in 3m radius

  • Resistance to Fire or Cold Damage

  • Retaliate against melee attackers with 2d8 Fire or Cold Damage

- Phantasmal Killer (Concentration) (10 turns)

  • Haunt a creature with its worst nightmares

  • 4d10 Psychic Damage per turn

    • Cannot move

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

  • +1d10 per upcast

--------------------LEVEL 8--------------------

Wizard 8

- +1 Level 4 Spell Slot

Spells:

- Greater Invisibility (Concentration)

  • Attacks against creature have Disadvantage

  • Creature Attacks with Advantage

  • Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items

- Confusion (Concentration)

  • Confuse a group of creatures for 3 turns

    • Hostile to everyone

    • Wanders aimlessly

    • Chance to skip turn

  • Larger AoE per upcast

Feat: Ability Improvement (+2 DEX or +2 WIS)

--------------------LEVEL 9--------------------

Wizard 9

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

- +1 Bladesong Power

Spells:

- Hold Monster (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

- Cone of Cold

  • 8d8 Cold Damage in 9m Cone AoE

  • CON Save to halve damage taken

  • Creates Ice Area 9m Cone

    • Difficult terrain - movement speed is halved and creatures may fall Prone

      • Can't move or take  Actions,  Bonus Actions, or  Reactions, and has Disadvantage on Strength and Dexterity saving throws.

      • Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.

      • A Prone creature must spend half its Movement Speed to stand up.

        • A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.

  • +1d8 per Upcast

--------------------LEVEL 10--------------------

Wizard 10

- +1 Level 5 Spell Slot

- Song of Defence (Reaction)

  • When you take damage during Bladesong, you can expend a spell slot to subtract 5 damage per spell slot

Cantrip: Any

Spells: Any

- Conjure Elemental

  • When cast at Level 5, summon:

    • Air Elemental

    • Earth Elemental

    • Fire Elemental

    • Water Elemental

  • When cast at Level 6, summon:

    • Air Myrmidon

    • Earth Myrmidon

    • Fire Myrmidon

    • Water Myrmidon

- Telekinesis

  • Can be recast for 10 turns so long as you maintain concentration

--------------------LEVEL 11--------------------

Wizard 11

- +1 Level 6 Spell Slot

Spells: Any

- Disintegrate

  • 10d6+40 Force Damage

--------------------LEVEL 12--------------------

Wizard 12

Spells: Any

Feat: Ability Improvement (+2 DEX or +2 WIS)

--------------------GEAR--------------------

Important Items: 

- Elixir of Viciousness

-------ACT 1-------

Head:

- Diadem of Arcane Synergy*

  • When you inflict a condition, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

- Haste Helm

  • At the start of combat, gain Momentum for 3 turns

    • Momentum

      • +1.5 Movement Speed

Location: Chest in Blighted Village near Waypoint

------------------------------

Chest:

- Spidersilk Armour*

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

------------------------------

Gloves:

- Daredevil Gloves*

  • +1 Spell Attack Rolls

  • Daredevil Proximity (Toggleable)

    • Ranged Spell Attacks can be made in Melee when adjacent to an enemy

Location: Sold by A'jak'nir Jeera at Crèche Y'llek

- Gloves of Baneful Striking

  • When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw

  • Applies to all Saving Throws, not just spells

Location: Purchased from Lady Esther at Rosymorn Monastery Trail

- Gloves of the Growling Underdog

  • +1 Strength Saving Throws

  • Advantage on Melee Attack Rolls when surrounded by 2 or more foes

Location: Dror Ragzlin’s Treasure Chests

------------------------------

Boots:

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

- Boots of Speed

  • Grants “Click Heels” which is a Bonus Action Dash

Location: Gnome in Myconid Colony

- Boots of Stormy Clamour

  • When you inflict a condition on a creature, also inflict 2 turns of Reverberation

    • Reverberation

      • Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn

      • When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)

      • Creatures Immune to Thunder cannot receive Reverberation

Location: Sold by Omeluum

- Disintegrating Night Walkers*

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Amulet of Branding*

  • Brand the Weak

    • Bludgeon the Weak

      • Target is Vulnerable to Bludgeoning Damage for 3 turns

    • Slash the Weak

      • Target is Vulnerable to Slashing Damage for 3 turns

    • Pierce the Weak*

      • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek

- Amulet of Misty Step

  • Misty Step (Short Rest)

Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8

- Necklace of Elemental Augmentation

  • When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier

Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek

- Moondrop Pendant

  • When below 50% HP, wearer does not provoke Opportunity Attacks

Location: In a chest in the Owlbear cave

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

------------------------------

Rings:

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- Ring of Arcane Synergy*

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Ring of Elemental Infusion*

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit

    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

------------------------------

Melee Weapons:

- Phalar Aluve*

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

    • All allies within 6m gain +1d4 Attack Rolls and Saving Throws

  • Shriek (Short Rest)

    • All enemies within 6m have -1d4 Saving Throws

    • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

- Sword of Screams

  • Rapier

  • +1d4 Psychic Damage

Location: Dropped by Nere

- Knife of the Undermountain King

  • Shortsword

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • If you roll 2 damage or less, reroll and take the highest result

  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek

------------------------------

Ranged Weapons:

- Bow of Awareness

  • +1 Enchantment

  • +1 Initiative

Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp

- Hunting Shortbow*

  • +1 Enchantment

  • Advantage on Monstrosity Enemy types for ALL weapons equipped

  • Hunter’s Mark (Long Rest) (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

Location: Purchased from Dammon

------------------------------

-------ACT 2-------

Head:

- Circlet of Hunting

  • +1d4 Attack Rolls to creatures marked with Hunter’s Mark*, True Strike, Faerie Fire, or Guiding Bolt

Location: Purchased from trader at Moonrise Towers

- Helmet of Arcane Acuity*

  • +1 DEX Saving Throws

  • When you deal damage with a Weapon Attack, gain Arcane Acuity for 2 turns (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Mason’s Guild Basement

------------------------------

Chest: N/A

------------------------------

Gloves:

- Flawed Helldusk Gloves

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

- Gloves of Battlemage’s Power*

  • +1 STR Saving Throws

  • When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Last Light Inn Quartermaster

- Gloves of the Duellist

  • +2 Attack Rolls while only wielding one weapon in Main Hand

Location: Purchased from trader at Moonrise Towers

------------------------------

Boots: N/A

------------------------------

Cloak:

- Cloak of Protection*

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

------------------------------

Amulet:

- Amulet of the Harpers

  • Advantage on WIS Saving Throws

  • Shield (Long Rest)

Location: Bought from Quartermaster Talli at Last Light Inn

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)

    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

- Spineshudder Amulet

  • When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation

Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers

------------------------------

Rings:

- Ring of Free Action*

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

- Shifting Corpus Ring

  • Invisibility (Long Rest)

  • Blur (Long Rest)

    • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

------------------------------

Melee Weapons:

- Render of Mind and Body

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers

- Sword of Life Stealing

  • +2 Enchantment

  • On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP

Location: Purchased from Dammon

------------------------------

Ranged Weapons:

- Darkfire Shortbow*

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

    • When Haste ends, become Lethargic (lose a turn)

Location: Purchased from Dammon

------------------------------

-------ACT 3-------

Head:

- Helldusk Helmet

  • +2 Saving Throws against Spells

  • Immune to Critical Hits

  • Immune to Blinded

  • See in Darkness up to 12m

  • Immolating Gaze (Short Rest)

    • Frighten creature

    • +2d8 Fire Damage against Burning creatures

Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939

- Pyroquickness Hat

  • When you deal Fire Damage with a non-cantrip spell, Burn yourself and gain an additional Bonus Action this round

Location: Vault of Elminster

- Helmet of Grit

  • +1 DEX Saving Throws

  • When the wearer has 50% or less HP, gain an additional Bonus Action

Location: Looted from chest in cursed room of Szarr Palace X: -1298 Y: 965

------------------------------

Chest:

- Bhaalist Armour*

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

- Elegant Studded Leather

  • 14 AC + Full Dexterity Modifier

  • +2 Initiative

  • Advantage on Stealth Checks

  • Shield (Short Rest)

    • When you are about to be hit, use a Reaction to increase AC by 5

    • Take 0 damage from Magic Missile

    • Lasts until start of your next turn

Location: Looted from High Security Vault n°9

- Helldusk Armour

  • Heavy Armour

  • 21 AC

  • Considered Proficient with this armour while wearing it

  • When you succeed a Saving Throw, the caster receives Burning for 3 turns

  • Resistance to Fire

  • Immunity to Burning

  • -3 Damage from all sources

  • Fly

Location: Looted from Raphael

------------------------------

Gloves:

- Craterflesh Gloves

  • On Critical Hit, deal +1d6 Force Damage

  • +1 STR Saving Throws

Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.

- Helldusk Gloves

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the House of Hope

- Martial Exertion Gloves

  • Take 6d6 Piercing Damage

  • Double Movement Speed

  • Gain Additional Action

Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)

------------------------------

Boots:

- Helldusk Boots

  • Immune to Prone

  • Immune to Difficult Terrain

  • Can use Reaction to succeed a failed Saving Throw

  • Hellcrawler (Short Rest)

    • Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius

Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.

------------------------------

Cloak:

- Cloak of Displacement

  • Causes enemies Disadvantage on Attack Rolls against you until you take damage

Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing

------------------------------

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings:

- Band of the Mystic Scoundrel

  • After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action

Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle

------------------------------

Melee Weapons:

- Belm

  • +2 Enchantment

  • Whirlwind Attack (Short Rest)

    • Strike all nearby foes, making separate Attack Rolls for each

  • Perfectly Balanced Strike

    • Bonus Action Normal Damage Weapon Attack

Location: Jaheira’s Basement

- Duellist’s Prerogative**

  • Rapier

  • +3 Enchantment

  • +1d4 Necrotic Damage

  • +1 Reaction per turn

  • While Off-Hand is empty, score a Critical Hit when rolling a 19

  • Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit

  • Challenge to Duel

    • Cause target to have Disadvantage on Attack Rolls against anyone but caster

    • Target possibly might Bleed after being hit by caster

  • Dueller’s Enthusiasm

    • Bonus Action normal weapon attack

Location: Reward for completing the quest Save Vanra

- Crimson Mischief

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP

  • Main Hand Only: +7 Piercing Damage when attacking with Advantage

  • Off-Hand Only: Add your Ability Modifier to the damage

Location: Dropped by Orin

- Bloodthirst

  • Dagger

  • +2 Enchantment

  • Bound Weapon

  • Number needed to roll a Critical Hit is reduced by 1

  • True Strike (Bonus Action) (Cantrip) (Short Rest)

  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage

  • Off-Hand: When a creature misses you with a Melee Attack, gain True Strike

  • Off-Hand: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone

------------------------------

Ranged Weapons:

- Hellrider Longbow

  • +3 Initiative

  • Advantage on Perception Checks

  • Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire

Location: Sold by Ferg in Rivington

- The Dead Shot

  • Longbow

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage

Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City

------------------------------

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