Treasures
Treasures are the spice of the game. Anyone can smite monsters, or conspire against other characters, but it is the location and looting of the treasures that really make the game special. You really haven't played Magic Realm until you've seen the White Knight with the Garb of Speed, or the Woods Girl with the Belt of Strength and the Bane Sword. Or the Dwarf with the 7-League Boots and the Shielded Lantern.
Treasures are normally Looted from treasure sites, but some can also be bought from native groups or the Scholar. The ideal treasures differ for each character.
Note about Artifacts and Spell Books - in describing which characters can utilise the artifact/spell book, I have omitted mention of the Magician. Since the Magician wants all artifacts (apart, perhaps, for the Sacred Statue), mentioning him each time seems redundant.
=Great Treasure
=Large Treasure
7-League Boots
Extra Move Phase
Chit: Move T5
Not: 2
Gold: 5
One of the more useful of small, non-Great treasures, the 7-league boots not only provide you with a T move (for hauling those heavy treasures about) but also an extra Move phase, just like the Amazon. Any of the characters can use these boots, but the Dwarf particularly benefits from them.
Alchemist's Mixture
Missile Attack M***
Discard: Warlock
Gold: 4
One of the most potent weapons in the game, this potion can be used for an entire combat. It is tough enough to damage even T Armoured monsters, so long as you don't roll badly on the Missile Table.
Amulet
Break one spell or Curse
Discard: Shaman
Gold: 5
This card should be used, not sold. The ability to break a spell or curse is too useful to waste.
Ancient Telescope
Enhanced Peer in Mountains
Gold: 5
An extra Peer phase in mountains. Perhaps most useful for gathering Clues and noting the location of treasure sites. Otherwise, sell it as part of a job lot.
Battle Bracelets
Shift attack if target's Move time is 5 or more
Fame: 2
Noto: 4
Gold: 12
This works against T Dragons, Giants and Ogres on their unalerted side, and T Dragons, T Trolls, Giants, T Serpents, and Spear and Sword goblins on their alerted/red side. Other monsters are too fast.
Beast Pipes
Artifact
Chit: Magic VIII
Spells: 1xVIII
Fame: -5
Noto: 5
Gold: 8
Visitor Price: Scholar, Crone 20
The Druid and Witch are masters of the Beast Pipes. Other characters should either trade with the Druid/Witch (for a Remedy, perhaps) or sell to the Scholar or Crone.
Bejewelled Dwarf Vest
H armour vs. Thrust
Weight: Medium
Cond. Fame: Soldiers 10
Noto: 5
Gold: 27 (23 if destroyed)
M weight but H armour is a good bargain in anyone's books. And it's still worth 23 gold if destroyed. If you have the carrying capacity, the only reason not to use it is the risk of getting a Great Treasure destroyed. They're not that easy to come by. This one may save your life. Especially good for the Berserker, who doesn't normally get much armour.
Belt of Strength
Change move/fight chits: **=T, *=H, 0=M
Fame: 3
Noto: 6
Gold: 16
The only characters who might not benefit from this treasure are the Tremendous fighters - the White Knight, Dwarf and Berserker. All other characters except the Witch King can at least improve the strength of their move and fight chits by activating this treasure. Light characters such as the Swordsman and Woods Girl can use this to good effect.
Black Book
Spell Book
Chit: Magic V
Weight: Light
Fame: -15
Noto: 15
Gold: 10
Visitor Price: Scholar, Crone 50
The Witch and Witch King are interested in this book, but the Druid can learn the Type VIII spells. Note the penalty to Fame. Those characters who want Fame should trade or give it away to someone who needs it.
Blasted Jewel
Artifact
Chit: Magic V
Spells: 1xV
Weight: Heavy
Fame: -15
Noto: 15
Gold: 30
Visitor Price: Scholar 20
The Witch and the Witch King are particularly keen to get their hands on this particular Jewel, even though it's too heavy for them to carry. Black magic is required, unless the spell is Curse, which requires Grey. The weight is the main stumbling point about this treasure. The Witch and Witch King may be forced to use their Absorbed monsters to carry it about.
Book of Lore
Spell Book
Chit: Magic IV
Spells: 4xIV
Weight: Light
Fame: -5
Noto: 10
Gold: 10
Visitor Price: Scholar, Warlock 50
The Holy Grail for the Sorceror, Wizard or Witch King, allowing them to learn and cast more Type IV magic. This is especially useful to the Wizard, who otherwise has a limited number of chits. The Sorceror can provide as much Purple magic as he needs when he doesn't need to use his Type IV chits on spells. Be aware that this treasure carries a Fame penalty. The ability to cast Type IV spells at time 0 without using a chit may offset this though.
Chest
Treasure Within Treasure: Take treasures, 50 gold
Weight: Tremendous
A good source of Gold and other treasures if you can find it. It is rare for the Chest to be opened, but it has been done. If you happen to come across the Lost Keys, make sure you get them and keep them. Otherwise the Chest is useless. If you have the carrying capacity then you can take the Chest with you in the hope that you come across the Keys later, but otherwise it must be left behind.
Cloak of Mist
Extra Hide Phase
Noto: 2
Gold: 4
This replicates the Elf's ability. The ability to record an extra Hide phase is especially useful in caves, where the number of phases you can record is severely limited anyway. If the Elf has this item, he can record two bonus Hide phases every day, which virtually ensures that he remains hidden all the time.
Cloven Hoof
+1 on all tables
Chit: Black
Fame: -20
Noto: 40
Gold: 1
Abandon this treasure. You don't want it. You want to get rid of it. If you absolutely need the Notoriety bonus that this gives, Cache it until the very last turn of the game, then come back for it.
Crypt of the Knight
Treasure Within Treasure - roll on table
This place is useful to the characters who have a T carrying capacity, like the White Knight, the Dwarf and the Berserker. The Bane Sword is wonderful when alerted and woeful when not (the slowest attack time in the game). The T armour is invulnerable to many monsters. The Warhorse is the fastest armoured horse in the game. There is also a large treasure and an endless supply of single gold pieces. But it is still possible to get a Curse. This site card requires T strength or the Lost Keys to open.
Crystal Ball
Enhanced Peer or Remote Enchant
Weight: Medium
Noto: 5
Gold: 20
The ability to remote Peer and remote Enchant can be useful for a character who is content to sit still and direct others where to go. Not so good if you actually want to gain some VPs for yourself. Possibly this is best used for its Gold value, which is not insignificant.
Deft Gloves
One die to Loot
Chit: Fight L2
Cond. Fame: Order 5
Noto: 6
Gold: 10
One die to Loot is an incredible advantage. It gives you a one in 6 chance of getting the top treasure in a pile, rather than a 1 in 36 chance you would otherwise have. Do not sell. Do not drop. They also act as a Fight L2 chit, which is marvellous if you're using a light weapon. Particularly good for the Swordsman.
Dragon Essence
Summons monsters as Smoke chit
Chit: Purple
Fame: -10
Noto: 12
Gold: 8
Although the dangers of summoning dragons are fairly great, the advantages of a permanent source of Purple may be greater. This is ideal for the Sorceror, Wizard or Witch-King, who have to get their Purple from enchanted tiles or chits. But it is also useful for those characters who have access to spells that require Purple magic, but have no Type IV chits to enchant. Be aware that this treasure carries a Fame penalty. But the ability to cast Type IV spells without fatiguing a colour chit may offset this.
Dragonfang Necklace
Control one dragon
Cond. Fame: Lancers 12
Noto: 12
Gold: 8
The ability to control a dragon can be significant, but it is dependent on Purple magic being present. It works very well in combination with the Dragon Essence - if you have both, then you have a permanent mount. Go look for the Horde and the T Flying Dragon and become the first of the new generation of Dragon Knights! Enchanting tiles is possibly the best way to provide the Purple magic that is required. You are usually going to find dragons in the Purple tiles.
Draught of Speed
Change Move/Fight/Magic chits: **=2, *=3, 0=4
Discard: Warlock
Gold: 6
The heavier, slower characters benefit most from this potion. The Berserker could use it to get a T2** attack with his unalerted axe, which would undercut just about anything.
Elusive Cloak
Shift manoeuvre if target's Attack time is 5 or more
Noto: 2
Gold: 10
This works against T Dragons, Giants, Sword Goblins, Ogres and some Wolves on their unalerted side, and T Flying Dragons, Winged Demons, T Spiders, Trolls, Serpents, Spiders, Spear and Sword goblins, and Ogres on their alerted/red side. Other monsters are too fast.
Elven Slippers
Boots
Chit: Move L2
Noto: 2
Gold: 5
Any of the Light characters can use the Slippers to gain the fastest possible move time with no fatigue. This is especially good for the Swordsman who can then use his incredibly fast fight times and not have to worry about being undercut. The Elven Slippers and the Deft Gloves make for a potent combination.
Enchanted Meadow
Treasure Within Treasure - roll on table
The L2/L4 pony and the Truesteel Sword await any character who tries their luck here. The Meadow can also grant a Wish or repair any wounds and fatigue the character may be suffering. There is still the possibility of a Curse though. The Truesteel Sword is the sharpest in the game, with M** damage. It is sufficient to kill a Tremendous Armoured monster if played with a H fight chit. The Pony is incredibly fast - especially when galloping - but has no capacity to carry Medium characters or equipment.
Enchanter's Skull
Artifact
Chit: Magic IV
Spells: 1xIV
Weight: Light
Fame: -10
Noto: 10
Gold: 17
Visitor Price: Scholar, Warlock 20
The Sorceror, Wizard and Witch King can learn the spell from the Enchanter's Skull. Anyone in the presence of Purple can take advantage of what this artifact has to offer. Just hope that it contains a useful spell, and not Violent Storm.
Eye of the Idol
Artifact
Chit: Magic II
Spells: 1xII
Weight: Medium
Noto: 13
Gold: 13
Visitor Price: Scholar 20
The Druid, Witch and Wizard can learn its spell. Any character can use the artifact to cast the spell given the appropriate colour.
Eye of the Moon
Control next week's weather
Noto: 13
Gold: 13
This is only used when the Weather optional rules are in effect. Otherwise it is a source of Notoriety or Gold.
Flowers of Rest
Fall asleep, rest fatigued chits
Chit: Gold
Gold: 2
A double-edged sword, this. Anyone who engages in combat or spellcasting in this clearing is certain to miss their next turn. However, they will wake up with all Wounds and Fatigue gone. It also supplies Gold magic to the whole clearing.
Flying Carpet
Permanent Fly spell activated by Purple
Chit: Fly M2
Weight: Medium
Noto: 12
Gold: 17
The ability to Fly when in the presence of Purple magic is very useful, especially to the Sorceror or the Witch King, who have the ability to supply plenty of Purple. The Sorceror is the ideal character to use this treasure, as he has the carrying capacity to haul it around when not using it. The Witch King must use it every time he wants to move, if he doesn't want to leave it behind. The Wizard and Magician don't have much Purple to burn, so they can only use it occasionally. Anyone else requires an enchanted tile (or the Dragon Essence) to use it.
Garb of Speed
Change Move/Fight/Magic chits: **=3, *=4, 0=5
Fame: 2
Noto: 6
Gold: 16
This is not quite as good as the Draught, but its effects are permanent. The White Knight attacking with T3** is fairly scary.
Girtle of Energy
Play up to three asterisks per round
Fame: 2
Noto: 4
Gold: 13
The ability to play three asterisks in a single round is very useful to those characters who normally take a lot of Fatigue - the White Knight, Dwarf and Berserker. The Berserker with this treasure can play his Berserk chit in the Encounter step and still be able to play a T attack in the melee step.
Glimmering Ring
Artifact
Chit: Magic III
Spells: 1xIII
Noto: 10
Gold: 15
Visitor Price: Scholar, Shaman 20
The Elf (of course) and the Wizard can learn the spell that the ring contains. All the Type III spells require Gold magic. This is possibly most useful to the Wizard, who has only one Type III chit.
Gloves of Strength
Gloves
Chit: Fight T5
Cond. Fame: Order 5
Noto: 6
Gold: 8
Perhaps most useful to provide T attacks without fatigue, which is useful for the Dwarf and White Knight, who otherwise must fatigue in order to get attacks at this strength. Best used with the Great Axe or Morning Star, which have attack times on the chit. An attack at Time 5 is not usually sufficient to undercut the big, powerful monsters.
Glowing Gem
Artifact
Chit: Magic VII
Spells: 1xVII
Cond. Fame: Soldiers 5
Noto: 5
Gold: 17
Visitor Price: Scholar 20
Good luck for the Elf, Pilgrim and Woods Girl, who can learn its spell.
Golden Arm Band
H Armour vs. Swing
Weight: Light
Cond. Fame: Lancers 3
Gold: 13 (11 if destoryed)
This is even better than the Bejewelled Dwarf Vest, since it provides H armour while only weighing L. It's worth 11 Gold if destroyed.
Golden Crown
H Armour vs. Smash
Weight: Heavy
Cond. Fame: Guard 20
Noto: -15
Gold: 50 (48 if destroyed)
This one's heavy. It provides only the same armour as its weight. It may be better to just sell it for the Gold and the Notoriety you don't lose for carrying it. It is a Great Treasure though, and they can be hard to come by. It is worth 48 Gold if destroyed. It is part of the Imperial Regalia, and is worth considerable Fame if it is returned to the Guard.
Golden Icon
No other effect
Chit: Grey
Weight: Tremendous
Fame: -10
Noto: 20
Gold: 100
The most expensive treasure in the game, if you have the capacity to carry it to somewhere that you can sell it. With that much money you can hire even Neutral native groups.
Good Book
Spell Book
Chit: Magic I
Weight: Light
Fame: 5
Noto: 5
Gold: 10
Visitor Price: Scholar 50
Useful especially to the Pilgrim, but the Elf and Woods Girl can both learn the Type VII spells. They can also use the book to cast the Type I spells in the presence of White magic (i.e. at the Chapel). The Pilgrim can learn all of the spells that this book contains. This book would also allow the White Knight to cast spells away from the Chapel.
Gripping Dust
Weapon stays alerted
Discard: Warlock
Gold: 3
Some weapons you just don't want to unalert. The Morning Star, Bows, Spears, the Bane Sword are all considerably less effective when unalerted. This dust allows you to keep your weapon alerted-side up throughout the entire combat.
Handy Gloves
Gloves
Chit: Fight M3
Fame: 1
Noto: 2
Gold: 6
Most characters can do with an M attack at time 3, especially the Light characters who can use it to gain higher damage with their Light weapons.
Hidden Ring
Artifact
Chit: Magic VI
Spells: 1xVI
Fame: -10
Noto: 10
Gold: 20
Visitor Price: Scholar 20
The Sorceror and Witch King are able to learn the conjuring spell that the Hidden Ring contains. Purple magic will be required, except for World Fades.
Imperial Tabard
No other effect
Weight: Medium
Cond. Fame: Guard 20
Noto: -10
Gold: 17
This treasure has no effects. It is a Great Treasure though, and it can get you a fair amount of Fame if you return it to the Guard. It is a part of the Imperial Regalia.
Lost Keys
Gold: 5
This is a wonderful, wonderful treasure. It lets you open the Chest, the Vault or the Crypt of the Knight, all of which are very worth getting in to. Hang on to the Keys if you find them. You'll regret it if you don't.
Lucky Charm
Roll one die on all tables
Gold: 14
Possibly the best treasure in the game. Buy it or steal it, no matter what.
Magic Spectacles
Extra Search phase
Noto: 2
Gold: 6
An extra Search phase is incredibly useful to most characters. Again, in caves this allows you to locate and loot considerably faster than otherwise. Someone in a cave with the Magic Spectacles and the Cloak of Mist will be almost as functional in a cave as out of it. Don't give up this treasure no matter what.
Magic Wand
Set red die on Magic tables
Fame: -10
Noto: 10
Gold: 17
Normally you would set the red die to 1, making this the equivalent of rolling 1 die on spell tables. But you could also set it differently, so as to ensure that you don't get the best possible result - such as when casting Power of the Pit. Also good with the Transform spell, where you can use it to guarantee that that Dragon is well and truly frogged.
Map of Lost Castle/Lost City/Ruins
-1 to Locate rolls
Gold: 3
The three maps are useful to have if you happen to be looking for treasure sites in the areas they cover. The map of the Ruins is doubly helpful, since it affects not only the Ruins tile, but any tile with a Ruins warning chit.
Mouldy Skeleton
Treasure Within Treasure - add treasures to pile and receive Curse
This card is immediately discarded and cannot be used again. The magic armour must then be looted from the treasure site. For many characters this card represents only a Curse, as the armour is all Heavy. It is also placed on the top of the treasure pile, so is quite difficult to get all of. For a character like the Berserker though, who doesn't normally have any armour at all (except for a helmet, which he frequently loses fairly quickly), these items can be lifesaving. Good luck Looting them though.
Oil of Poison
Add one sharpness star
Discard: Crone
Gold: 3
This will effectively allow weapons to penetrate armour. Or provide higher damage against unarmoured opponents. The Captain with an Axe and the Oil of Poison would be capable of killing a T Dragon if he's lucky. With this and most potions, they are best used at the first opportunity. If you end up saving it for a more important combat, you will find yourself hoarding it until the end of the game. It's no good if you hang on to it - no Fame or Noto and it's not a Great Treasure, so you'd better use it.
Ointment of Bite
Undercut on ties
Discard: Crone
Gold: 5
Undercutting by equalling the opponent's manoeuvre time is more useful than you might think. An alerted Great Axe (attack time 4) can normally undercut the T Dragon, the Giant or Ogres (on their unalerted side). With the Ointment of Bite, add to this list all the other types of dragon, the T Troll, the Demon, the Heavy Trolls and Serpents, Vipers and Ghosts. Again, this is best saved for a critical combat where your opponents have Move times of 4 or greater on either side. This would be no good, for example, against the Octopus.
Ointment of Steel
T armour vs. all attacks
Discard: Shaman
Gold: 4
The ultimate armour - for a single combat. Very useful for characters who don't have the carrying capacity for heavy armour, yet get caught in the midst of a horde of goblins.
Penetrating Grease
Ignore armour
Discard: Crone
Gold: 4
Ignoring armour is incredibly useful. It means that you may be able to damage the Order and their horses for a start. Dragons and Trolls are also normally tough to get rid of because of their armour. Again, it's not worth Fame or Notoriety, and you can't get much Gold for it, so you may as well use it against the first armoured monster or native group you come across.
Phantom Glass
Use Magic Signt
Weight: Light
Noto: 2
Gold: 8
Using Magic Sight to search is a double-edged sword. You have a smaller chance of finding treasure, spells or counters with it, but each is more advantageous than with the regular search tables. If you find treasures, you take the top treasure in the stack, which would normally only be found by rolling a double 1 on the Loot table. If you find spells, you automatically learn the spell without the chance of getting a Curse. The advantage to using the Phantom Glass is that you can inactivate the treasure whenever you like, unlike the Witch King who is stuck with it unless he uses World Fades. It's best to inactivate it when you encounter an unopened Horde or Lair, but activate it on the Statue or when you're down to only a couple of treasures.
Potion of Energy
Play any number of asterisks per round
Discard: Warlock
Gold: 5
The Girtle on steroids. Lasts only one combat, but it completely prevents you from fatiguing. Again, it is the high-Fatigue characters who can use this best. Use it or lose it.
Poultice of Health
Rest two asterisks per Rest phase
Discard: Shaman
Gold: 2
Resting more asterisks per rest phase is always useful. Use this treasure, rather than selling it. It's not worth enough Gold to be worthwhile selling.
Power Boots
Boots
Chit: Move H4
Noto: 3
Gold: 8
H4 is a fast move for Heavy characters. Most move slower without fatigue.
Power Gauntlets
Gloves
Chit: Fight H4
Fame: 3
Noto: 4
Gold: 7
This is possibly most useful for those who normally use M weapons like the Black Knight. He can use this to overcharge his Mace and inflict H damage without fatiguing any asterisks.
Quick Boots
Boots
Chit: Move M3
Fame: 1
Noto: 2
Gold: 8
These are good for the Medium characters like the Captain and Amazon. The Amazon's Move M3 chits are two-asterisk chits, so she would be able to use these boots to do a fast attack.
Reflecting Grease
Not wounded by attacks that strike armour
Discard: Crone
Gold: 3
For characters that wear armour, like the White and Black Knights, the Captain and the Amazon, this saves them from costly wounds. To characters that don't wear armour (including the Light characters who can't) this is not worth carrying. It doesn't sell for much either. See if you can trade it for something they can't use, like a spellbook or something.
Regent of Jewels
Extra Trade phase
Weight: Light
Cond. Fame: Soldiers 10
Noto: 10
Gold: 67
This is possibly more useful for its Gold value than for its properties (an extra Trade phase). It is the second most expensive treasure in the game. It also carries Fame if it is returned to the Soldiers. It is worth noting that the Regent itself cannot be sold in the extra phase it provides.
Remains of Thief
Treasure Within Treasure - take treasures, receive Curse
This is a bit easier to deal with than the Mouldy Skeleton. Ideal for the Swordsman, who can get the best Light weapon in the game - the Living Sword. This sword attacks at time 2 when alerted and time 3 when unalerted, and so is faster than any other weapon in the game on average. Other characters can take advantage of this sword though - I'm told that it's quite effective in the hands of the Wizard. The Thief also has a large treasure and a fair amount of Gold.
Royal Sceptre
Extra Hire phase
Weight: Light
Cond. Fame: Guard 20
Noto: -15
Gold: 8
Part of the Imperial Regalia, the Sceptre should be returned to the Guard for its high Fame bonus (two whole VPs worth). An extra Hire phase isn't useful enough to need to hang on to this, especially if you also require Notoriety.
Sacred Grail
No other effect
Chit: White
Weight: Medium
Cond. Fame: Order 50
Noto: -25
Gold: 12
Although this would allow the White Knight or the Pilgrim to cast spells while away from the Chapel, it perhaps would be best to return this to the Order. 50 points of Fame is enough to cover putting all 5 VPs into Fame, so this can reasonably be described as a game-winning treasure.
Sacred Statue
Artifact
Chit: Magic I
Spells: 1xI
Weight: Light
Cond. Fame: Order 10
Noto: -5
Gold: 10
Visitor Price: Scholar 20
Useful for the Pilgrim, but especially to the White Knight, since it will allow him to cast a spell away from the Chapel. Other characters will be able to use this artifact to cast its spell while at the Chapel. This is the only artifact that the Magician can not learn a spell from.
Scroll of Alchemy
Spell Book
Chit: Magic VI
Spells: 4xVI
Weight: Light
Fame: -10
Noto: 15
Gold: 10
Visitor Price: Scholar, Warlock 50
The Sorceror and Witch King are masters of conjuring, and can easily provide enough Purple chits to make this book work for them.
Scroll of Nature
Spell Book
Chit: Magic II
Weight: Light
Noto: 5
Gold: 10
Visitor Price: Scholar, Shaman 50
The Druid, Elf and Witch can all learn some of the spells that this book has, but only the Wizard can learn them all.
Shielded Lantern
Extra phase in Caves
Weight: Light
Gold: 8
One of the most useful treasures for those who venture into Caves. The extra phase can be used for anything.
Shoes of Stealth
One die to Hide
Chit: Move L3
Noto: 2
Gold: 7
For any Light character, these shoes are a godsend. They give you only a 16.67% chance of failing to Hide, as opposed to a 30.56% chance. Since Light characters are more likely to want to hide from monsters, this is incredibly useful - especially for characters who get bonus Hide phases (the Elf or a character using the Cloak of Mist). The Gold price is small, so it's probably not worth selling them. They also provide a Move L3 with no fatigue.
Timeless Jewel
Do not record orders
Weight: Light
Cond. Fame: Soldiers 5
Noto: 7
Gold: 34
It is a tossup whether the ability to take your turn without having to record orders is worth 34 Gold. This treasure certainly allows you to modify your turn on the spur of the moment - after seeing what the monster roll is for example. Some people may consider the Gold price to be more valuable.
Toadstool Circle
Treasure Within Treasure - roll on table
This is a dangerous place. It radiates Black magic permanently, meaning that those with Absorb Essence will become a monster, preventing them from being able to Search. Looting the Circle carries with it great risk, but if you're very lucky (or have the Deft Gloves and the Lucky Charm), you may pick up one of the best Heavy weapons in the game - the Devil Sword. With an attack of H* and speed 3 or 4, this is equivalent to the Morning Star with sharpness. There is also a treasure card for those who aren't quite so lucky. On a roll of 3, you are instantly teleported to a cave clearing of your choice - which is OK if the Circle itself is in a cave, but just as likely to plunge you into a nest of goblins. And then of course there is the possibility of a Curse or a Power of the Pit, both of which can be crippling to most characters. Some say that it's not worth the risk. The Berserker would love to get the Devil Sword, but the possibility of getting a Blight and Ill Health are too great. The Toadstool Circle also allows any character an extra Enchant phase while in the same clearing.
Toadstool Ring
Extra Enchant phase
Noto: 3
Gold: 9
The extra Enchant phase can be useful for the spellcasting characters. The Witch King and Sorceror would be able to use this to get their Enchant phases completely out from the normal four-phases turn, making them possibly as quick as some of the non-magical characters. Anyone else will just want it for its gold value.
Vial of Healing
Convert Wounds to Fatigue
Discard: Order
Gold: 2
Very good for someone like the White Knight who is likely to be taking a lot of Wounds. He can use the Vial, and then travel to the Chapel to buy it back.
Withered Claw
Roll for Wish and Curse
Discard: Shaman
Gold: 3
Is it worth it? Only you can answer. It will depend on the roll:
1: I wish I were elsewhere - Eyemist (cannot Search)
2: I wish you were elsewhere - Squeak (cannot Hide)
3: I wish for a Vision - Wither (effort asterisks fatigue)
4: I wish for Peace - Ill Health (cannot Rest)
5: I wish for Health - Ashes (recorded Gold is worthless)
6: I wish for Strength - Disgust (recorded Fame is worthless)
The main disadvantage of this item is its unpredictability. But it's not worth much Gold, so only worth selling as part of a job lot. Use it at the Chapel, and unless you get a 1,1 roll you'll get rid of the Curse at midnight.