TEXT:  +1 Chain Armor of Iron Will
  The steel links of this heavy chain
  armor have an opalescent quality 
  that reﬂects light around the 
  wielder in a splay of muted colors, 
  which some claim represent
  the gods’ dominions. Whatever
  the case, the armor does
  bolster the mental defenses
  of its wearer. 
  Beneﬁt: +1 AC and MD.
  Quirk: Prone to abstract 
  speculation.
  Supple Boots of the Slippery Eel
  These soft boots are made from 
  the skin of the giant black eels 
  that live among the Wake Islands
  in the Midland Sea. The eel skin 
  soles are surprisingly resilient and 
  surprisingly slick.
  Beneﬁt: +1 to disengage checks. 
  Add your Dexterity modiﬁer to 
  your disengage checks.
  Quirk: Loves puns.
   +1 Elven Cloak
  Each elven cloak, often called a 
  “forestfold cloak,” is said to be 
  sewn by the handmaidens of the
  Elf Queen and holds the memory
  of her forest court within its 
  threads.
  Beneﬁt: +1 to PD. Add +10 to
  checks to remain hidden in 
  natural surroundings.
  Quirk: Prefers the ﬁnest things
  in life; of course, they are elven.
   Helm of the Undaunted Hero
  Those who have the will to follow 
  the Crusader can do anything, or 
  so they say. What is true is that
  many of their helms become im-
  bued with their endless courage. 
  Many without owners.
  Beneﬁt: +1 to MD. Recharge 6+ 
  (after save roll): At the start of 
  your turn, you can roll a save 
  against one ongoing save ends 
  effect as a free action. Make the 
  recharge roll immediately after 
  you use the power instead of 
  during your next short rest. 
  Quirk: Favors Traditional Battle 
  hymns
  Shield of Protection
  This stout kite shield bearing the
  likeness of the Great Gold Wyrm 
  in bright, embossed gold once
  belonged to one of “the 
  thousand”—the thousand mighty 
  paladins who traversed the Abyss 
  to ﬁght beside the Gold in a past 
  age. Only ninety‐seven were said 
  to return from that journey still
  bearing their shields. 
  Beneﬁt: Enemies engaged with 
  you take a –1 attack
  penalty against your allies.
  Quirk: Tends to others with too 
  much familiarity. 
  Symbol of Gathered Power
  This odd symbol has a different
  precious gemstone forming each
  of its three prongs. Magical power 
  emanates from it, but the symbol
  is difﬁcult to look at for any length
  of time without a strange, 
  repetitive image forming in the 
  viewer’s mind. 
  Beneﬁt: Recharge with full
  heal‐up: During a short rest,
  you can regain an expended
  daily adventurer‐ level spell.
  Quirk: One‐track mind.
   +1 [Melee Weapon] of Vengeance
  This brutal‐looking weapon
  oozes emotional violence and 
  anger, and it’s obvious that its 
  sole design is to harm others.
  The simple but effective styling is 
  a common element among the
  barbarian weaponsmiths who
  create such weapons to ﬁght for 
  or against the Orc Lord. 
  Beneﬁt: +1 bonus to attacks and 
  damage. 
  While you are staggered, you deal 
  +1d6 damage with attacks that hit 
  using this weapon.
  Quirk: Quick to take offense.
  Pick 1 or Roll d6
  1-2: Healing Potion (2)
  Heal using a recovery + 1d8 hp
  3-4: Potion of Fire Resistance
  Gain ﬁre resistance for the rest of 
  the battle. Attackers must roll 
  natural 16+ or ﬁre attack deals 
  only deals half damage.
  5-6: Magic Oil +1
  Until the end of the battle, an item 
  oil is applied to gains a +1 bonus. 
  For armor: +1 AC. For weapon or 
  implement: +1 to attack and 
  damage.
  +1 Haughty [Ranged Weapon]
  Designed by either the Empire or 
  the Wild these weapons are 
  highly effective at taking down 
  enemy leaders. 
  Beneﬁt: +1bonus to attack and 
  damage. 
  When you hit an enemy with this 
  weapon, if it’s the most dangerous 
  foe in the battle (or tied for most 
  dangerous, GM’s assessment), 
  you deal +1d3 damage to it.
  Quirk: Challenges others to 
  improvised contests.
  
SOURCE: textdata/thevault/Deduped  Shit/Monsters and Items/13th Age Item Cards.pdf