Artifacts: Tsekour's Sight, Unlocked: A small trinket in the shape of an opened eye. Allows the user to access their animas' sight by closing their eyes and mentally focusing on the animas.
Demon's Eye, Unlocked: A glass eye encased in a metal ring setting. When the eye is in direct line of sight of another person the wearer of the ring can possess their physical form at the cost of losing control of their own. Their body will remain a motionless statue while they possess the body of the person in the ring's line of sight. The longer the user possesses the body of another, the weaker their own body will become. If the line of sight is broken or the wearer of the ring chooses to end the connection they will be forced back to their own body. The connection can hold with no ill effects for 30 minutes. After that time the separation of body and soul begins to tear at the user's soul, siphoning away their energy and creating a sensation of being pulled downward. The sensation will continue until the user loses consciousness. Upon returning to controlling their own body they will momentarily feel disassociated, as if it does not belong to them, and may feel lingering phantom sensations of the possessed person's physical attributes.
Pocket Ocean, Unlocked:A ornate blue bottle with scales etched into the glass to make it resemble a curled fish-tail. If tipped upside down nothing drains from the bottle but when filled with water the contents shimmer, rolling and crashing against the glass like waves. Grants the possessor of the filled bottle the ability to breathe strictly within the body of water the bottle holds. The liquid acts the same regardless of where it came from. Character gains gills while the item is in use.
Nightsilk Cloak, Unlocked: A full-length nightsilk hooded cloak that appears almost see-through from one side and a deep, solid black from the other, allowing the wearer to see out through it but all others to see only blackness. Excellent for providing the wearer with a way to disappear fully into the shadows and still see what is around them.
Basket of Holding, Unlocked: A basket made of woven kelp. Any living thing placed in the basket enters a suspended existence. Nothing can harm or sense whatever exists inside the basket, and anything in the basket does not feel the passage of time or movement. If the basket is destroyed the living thing trapped within will tumble free of the debris, unharmed and exactly in the state they were when placed inside. To remove a living thing from the basket, the specific thing must be thought of as the basket is opened. The same magic is in effect as that used in the hats and pockets of entertainers and thieves. The basket is large enough to house an animal the size of a large hare but cannot conceal anything that does not fit through the hole at the top.
Khyber Sword: A steel sword said to have been forged in dragon fire. The blade can pierce unenchanted armor and will never dull.
Foriegn Artifact: Book of Dwarvish Runes: A small book of translated dwarvish runes that look remarkably similar to common dwarvish runes with small, marked differences. The strokes are broader and the edges are softer than the runes used by Idan's dwarf population.
Charred Glass Orb: A sphere orb made of glass and metal found in the ashes left behind after Koroc's death.
Cult Medallion: A medallion with a phoenix engraved on one side and a gauntlet on the other.
Abillities: Persuasive Presence: Daud's willpower becomes almost tangible when applied. He is able to talk people with lesser will than his own into doing things they would normally be reluctant to do. While this ability does not override survival instincts, it does allow him to convince another person to give him something he wants, help him with a task, or forget they ever saw him.
Animas Alterations: Fires of Determination: Mercy may now tap into the fires of her determination to create flames from either her mouth, her limbs, or her tail.
Justice: Mercy's coloration can now take on any of the colors and textures of her surroundings in appearance, effectively camouflaging herself and anything behind her from view.
Daud
Daud's willpower becomes almost tangible when applied. He is able to talk people with lesser will than his own into doing things they would normally be reluctant to do. While this ability does not override survival instincts, it does allow him to convince another person to give him something he wants, help him with a task, or forget they ever saw him.