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Magic item (Dungeons & Dragons)

In the Dungeons & Dragons fantasy role-playing game, a magic item is any object that is imbued with magic powers. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fifth edition. In addition to jewels and gold coins, they form part of the treasure that the players often seek in a dungeon.[1] Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.[2]

Development edit

1st edition Advanced Dungeons & Dragons edit

In the first edition, all artifacts are classed as miscellaneous magic items, even ones that are weapons, armor, or rings. Each artifact has a certain number of Minor, Major, and Prime Powers, and of Minor, Major, and Side Effects which trigger when the item is acquired, or its Major and Prime Powers are used. The powers and effects are selected by the DM from a set of lists, so that players cannot predict the artifact's powers.[3]

2nd edition Advanced Dungeons & Dragons edit

In 1994, Encyclopedia Magica Volume One, the first of a four-volume set, was published. The series lists all of the magical items published in two decades of TSR products from "the original Dungeons & Dragons woodgrain and white box set and the first issue of The Strategic Review right up to the last product published in December of 1993".[4] The books total more than 1500 pages across the four volumes and each volume contains over 1000 magic items.[4][5] There was "no attempt to correct rule imbalances, edit entries, or even match game mechanics to one particular edition of the game".[4]

3rd edition Dungeons & Dragons edit

The 3.5 edition book Magic Item Compendium (2007) was a capstone book that reprinted, updated, organized, and regularized "numerous 3e magic items".[6] Andy Collins, the lead designer on the project, "started this process by identifying the 'big six' magic items that took up the majority of characters' item slots: magic weapons; magic armor & shields; rings of protection; cloaks of resistance; amulets of natural armor; and ability-score boosters".[6] Collins "identified the reasons that these [magic] items were particularly well-loved: they were cost effective, they could be improved, there was nothing else as good in their slots, they were simple, they didn't take time to activate [and] they provided effects that were required for characters to stay competitive".[6] With this in mind, the designers then pulled items from all the 3rd and 3.5 edition books and "after looking through about 2000 magic items, they looted the best 1000 or so".[6]

The Magic Item Compendium also showed some early hallmarks of 4th edition design: items were marked levels and some items appeared at multiple strengths. It also introduced the idea of item sets, where items of a set would improve as more were collected, which would then reappear in the 4th edition book Adventurer's Vault 2 (2009).[6]

4th edition Dungeons & Dragons edit

Many magic items in this edition "have an enhancement value" which improves a character's basic stats.[7]: 258  This enhancement value is a "persistent, always-on" ability.[7]: 258  Additionally, some magical items contain a daily power usable by the character.[7]: 266 

The main categories of magic items in 4th edition are: armor, weapons, implements, rings, potions, and wondrous items ("a catch-all category"). Some magical items could only be used in a specific body slot and a "character can wear only one magical item per slot — a character can't use two arm slot items (say, bracers of defense and a shield of protection) at the same time. The body slots are neck, arms, feet, hands, head, and waist".[7]: 259–260 

Ritual scrolls are single use consumable items, each of which contains a specific ritual (4th edition's equivalent of non-combat spells), halves the time required to perform that ritual and allows it to be performed without a ritual book. After it has been expended, a ritual scroll crumbles to dust. Unlike the scrolls of previous editions, 4th edition's scrolls are not classified as magical items.[8]

5th edition Dungeons & Dragons edit

The 5th edition Dungeon Master's Guide introduced the concept of Item Rarity, in which magic items are given a rating between Common, Uncommon, Rare, Very Rare, and Legendary to denote the frequency in which this item is expected to be found within the game.[9] The only Common magic item to appear in the Dungeon Master's Guide is the Potion of Healing, with an additional list of Common items appearing in the supplementary book Xanathar's Guide to Everything.[10] Artifacts act as a 6th Rarity category for items, such as the Hand of Vecna or the Wand of Orcus, in which there is only one of this item in existence.[11] The categories of magic items in 5th edition are: Armor, Potions, Rings, Rods, Scrolls, Staffs, Wands, Weapons, and Wondrous Items (which acts as a miscellaneous category). Some items require attunement to be used, limiting the number of items a character can benefit from at once to 3 attunable items.[9]

Notable magic items edit

Aegis-fang
The magical war hammer of Wulfgar, a character from the Forgotten Realms novels and campaign setting.[12]
Bag of Holding
This fictional bag is capable of containing objects larger than its own size.[13] It appears to be a common cloth sack of about 2 by 4 feet (0.61 by 1.22 m) in size and opens into a nondimensional space or a pocket dimension, making the space larger inside than it is outside.[14] The dimension that it leads to is known as the Astral Plane.[15] This iconic item in the game is coveted by players because it mitigates encumbrance (the game mechanic for the carrying capacity of a player character).[13] Since its introduction, it and concepts like it have appeared in other media.[16][17][18][19]
A number of academics of different disciplines have used the term bag of holding both metaphorically and literally for something which is "bigger than it appears from the outside".[20][21][22][23][24] Levi Keach uses knowledge about the catastrophic interaction of a bag of holding with a portable hole in the game to distinguish a sub-population from the general public.[25]
Bag of Tricks
By reaching into this remarkable bag, a game character can pull out one of the small fuzzy items inside which then turn into some type of animal, depending on luck anything from a weasel to a rhinoceros.[26][27]
Blue Crystal Staff
The Blue Crystal Staff is a magical item with healing powers in the Dragonlance campaign setting. It plays a central role in Dragonlance: Dragons of Autumn Twilight.[28][29] The story of the discovery of the Staff by a barbarian named Riverwind is presented in several different versions within the Dragonlance franchise.[30]
Deck of Many Things
A magical card deck made up of 22 cards; various positive or negative magical effects occur immediately when a card is pulled from the deck. Created by Rob Kuntz and Gary Gygax, this magic item was introduced in 1975's Supplement I: Greyhawk.[31] Shannon Appelcline, author of Designers & Dragons, highlighted that this item has appeared "in various Dungeon Master's Guides (1979, 1989, 2000, 2003) over the years" and a physical version was published "as an insert in Dragon #148 (August 1989)".[32] It was listed as "a paragon-level artifact, in Dungeon #177 (April 2010)", in 4th Edition before it was included as a physical item in the Madness at Gardmore Abbey (2011) box set which listed it as "a heroic-level artifact".[32] The deck reappeared in the 5th Edition Dungeon Master's Guide (2014) as a legendary magic item.[33] It was then redesigned for the 5th Edition box set The Deck of Many Things (2023) named after the magic item; this box set included an expanded physical deck of 66 cards, the Card Reference Guide, and the sourcebook The Book of Many Things, which has 22 chapters themed after the original deck and includes both player and adventure options.[31][34] Madness at Gardmore Abbey and The Book of Many Things both include guidance on using the physical prop to build an adventure based on the cards the Dungeon Master pulls.[32][34]
Appelcline called it "one of D&D's most popular magic items".[32] Thomas Wilde of The Escapist noted that the deck is "one of the oldest magic items" in Dungeons & Dragons and "has been famous for decades as a nearly guaranteed way to derail a campaign. Any card drawn from the deck can abruptly kill, hamper, enrich, empower, or imprison a character. As it's remained mostly unchanged since its debut in 1975, the deck of many things provides an enduring snapshot of the earlier, far more lethal editions".[35] John Harris, in the book Exploring Roguelike Games (2020), called the deck "one of the most iconic D&D items" and "a potent slayer of" player characters. Harris opined that the item has "no strategy" as "it's just a spin of the wheel, either amazing riches or sudden, permanent death. The rational approach to that situation is to not draw, for no possible reward can make up for dying. But really, who in such a situation will fail to pull a card?"[36]
Disks of Mishakal
The Disks of Mishakal contain the teachings of the "True Gods",[37] in the Dragonlance campaign setting. They are described as thin disks of platinum bound together.[38]: 151  After the Cataclysm, the disks were hidden in the ruined city Xak Tsaroth.[37] They were guarded by the black dragon, Khisanth (Onyx).[37] The Disks were found by the companions in the first book in the Chronicles series called Dragons of Autumn Twilight.[37]
The player characters in the computer game Advanced Dungeons & Dragons: Heroes of the Lance must retrieve the Disks of Mishakal from the lair of Khisanth in the ruins of Xak Tsaroth.[39][37] The characters must use the Disks to prevent Takhisis from creating her evil empire.[40]
Dragonlances
The eponymous weapons of the Dragonlance campaign setting, these magical lances have a devastating effect on dragons.[41] Dragonlances are a major factor in defeating the evil Dragonarmies in the Chronicles novels.[42][43] In an earlier point in history of the setting, a character named Huma Dragonbane defeats Takhisis herself with a dragonlance,[30] an evil goddess consistently causing strife in the novels. Huma's use of the artifact is presented in several differing versions within the franchise.[30]
Girdle of femininity/masculinity
The girdle of femininity/masculinity first appeared in the original 1979 Dungeon Masters Guide, detailed on page 145.[44] Such a girdle looks like an ordinary leather belt, but when worn immediately switches the wearer's sex to the opposite gender, then loses all power. Additionally, 10% of these items remove the sex of the wearer.[44] The change causes no actual damage, but it is permanent. The Girdles are included in the first and the second editions of AD&D, their magic potent enough to be fiendishly difficult to reverse; even a Wish spell has even odds, though a deity can set things right.[44] They appear to be absent from the third edition, though similar effects are mentioned as a possible curse outcome. Using a Girdle is the best-known if not only method to bring about such an effect. "Reverse user's gender" is also one of the random cursed item effects in the 3rd edition of D&D. One such item also makes an appearance in Baldur's Gate, where it's among the first magical objects the player finds, but only takes a Remove Curse to do away with. The webcomic The Order of the Stick introduces a Girdle early on[45] and brings it back much later, where it's used to good effect[46][47] and later yet undone with a Remove Curse.
Philter of Love
A magical potion, the fictional version of an aphrodisiac, that causes attraction of a person of the other sex and is a rare mention of love in the game.[48]
Portable hole
In the game, a portable hole is a circle of cloth made from phase spider webs, strands of ether and beams of starlight. When deployed, it creates an extradimensional space six feet in diameter by ten feet deep. Folding the cloth causes the entrance to this space to disappear, but items placed inside the hole remain there. Sufficient air is contained in the hole to support life for up to ten minutes.[49][50] If put inside a bag of holding, both items are destroyed by a dimensional rupture.[25]
Staff of Magius
A magic staff from the world of Dragonlance, it was named after its most famous wielder from the setting's past[38]: 147  even though it was created long before Magius obtained it.[51] It the Dragonlance novels, it was in the possession of the main character Raistlin.[12]

Artifacts edit

Artifacts in the game are unique magic items with great power.[13] Major artifacts include the ones in the following table. They are generally unique and exist for a specific purpose. Less powerful or potent artifacts, or ones that are not unique, are generally called minor artifacts.

Artifact Campaign/Source Reference books
Acorn of Wo Mai Forgotten Realms: The Horde Book of Artifacts (1993),[52] Encyclopedia Magica Vol. 1 (1994)
Axe of the Dwarvish Lords[53] Greyhawk: Eldritch Wizardry[54] Dungeon Master's Guide (1979),[44] Book of Artifacts (1993),[55] Encyclopedia Magica Vol. 1 (1994),[56] Axe of the Dwarvish Lords (module, 1999)[57]
Crown of Horns[58] Forgotten Realms: City of Splendors (1994) Netheril: Empire of Magic (1995), Volo's Guide to All Things Magical (1996)
Demonomicon The Lost Caverns of Tsojcanth (1982)[59] "Spellcraft: Demonomicon of Iggwilv" Dragon Magazine #336,[59] "Iggwilv's Legacy: The Lost Caverns of Tsojcanth" Dungeon Magazine #151, Demonomicon of Iggwilv (column series published across Dragon, Dungeon, and Dragon+ between 2005 and 2015),[59] Demonomicon (2010),[59] Tasha's Cauldron of Everything (2020)[60]
Eye of Vecna Greyhawk: Eldritch Wizardry[54] Dungeon Master's Guide (1979),[44] WGA4 – Vecna Lives! (1990),[61] Book of Artifacts (1993),[55] Encyclopedia Magica Vol. 2 (1995)[62]
The Gauntlet[53] Greyhawk: UK3 The Gauntlet Encyclopedia Magica Vol. 2 (1995)
Hand of Vecna Greyhawk: Eldritch Wizardry[54] WGA4 – Vecna Lives! (1990),[61] Book of Artifacts (1993),[55]
Mighty Servant of Leuk-o Greyhawk: Eldritch Wizardry Dungeon Master's Guide (1979), Book of Artifacts (1993), Encyclopedia Magica Vol. 2 (1995), Tasha's Cauldron of Everything (2020)[63]
Orbs of Dragonkind[52] Greyhawk: Eldritch Wizardry Dungeon Master's Guide (1979), Book of Artifacts (1993), Encyclopedia Magica Vol. 2 (1995)
Peaceful Periapt of Pax M5 Talons of the Night[53] Encyclopedia Magica Vol. 2 (1995)
Rod of Seven Parts Greyhawk: Eldritch Wizardry[54][13] Dungeon Master's Guide (1979),[44] Dungeon Master's Guide (1989),[64] Book of Artifacts (1993),[55] Rod of Seven Parts boxed set,[65] Encyclopedia Magica Vol. 3 (1995),[66] Arms and Equipment Guide (2003)[67]
Sword of Kas Greyhawk: Eldritch Wizardry[54] WGA4 – Vecna Lives! (1990),[61] Book of Artifacts (1993),[55] Encyclopedia Magica Vol. 4 (1995),[68] Dungeon Masters Guide (2000),[53] Open Grave: Secrets of the Undead,[69] Dungeon Master's Guide (2014)[69]
Teeth of Dahlvar-Nar Greyhawk: Dungeon Master's Guide (1979) Book of Artifacts (1993), Encyclopedia Magica Vol. 4 (1995, under "Tooth"), Tasha's Cauldron of Everything (2020)[70]
Wand of Orcus[52] Eldritch Wizardry[54] Monster Manual (1977),[71] Encyclopedia Magica Vol. 4 (1995)[68]

Reception edit

Michael J. Tresca, in the book The Evolution of Fantasy Role-Playing Games (2011), highlighted that both mundane and magical items are key to Dungeons & Dragons combat but are also often overlooked. Tresca wrote, "be it mundane equipment the adventurer needs to survive or endless lists of magical items that give the character an advantage, equipment provides a means of artificially inflating a character's power level. As a result, adventurers obsessively catalogued every item they owned just to stay alive". The impact of hoarding items led to character encumbrance being "largely abandoned" at game tables over the various editions of the game since the bookkeeping became "too much of a hassle". Tresca also highlighted that enhancement values to basic stats became "exaggerated" over time: "magic armor bestowed a +1 bonus to armor class, magic weapons provided a +1 bonus to hit and damage, and so forth. These bonuses extend as high as +10 in some editions of Dungeons & Dragons".[72]

20 magic items were highlighted in Io9's 2014 "The 20 Most WTF Magical Items in Dungeons & Dragons" list and the author described them as "magical items that I will simply call 'Artifacts of Dickishness' " — the article highlights items such as the Ring of Contrariness, the Ring of Bureaucratic Wizardry, the Brooch of Number Numbing and the Horn of Baubles.[73]

Inspirations edit

Other fantasy stories edit

  • The Hand and Eye of Vecna were inspired by items appearing within Michael Moorcock's Corum novels:[74] A left hand and left eye which are able to grant whoever replaces their existing hand and eye with them unusual powers.[52]
  • Ioun stones (pronounced EYE-oon[75]) are based on similar artifacts from Jack Vance's Dying Earth series.[76][77] When functioning, these gemstones float in a circular pattern around their bearer's head, and grant various benefits based on their color and shape. In the original Jack Vance stories Ioun stones are highly prized by arch-magicians, and are acquired from a race known as the archveults, who mine them from remnants of dead stars (in his book Rhialto the Marvellous). In 2E Dungeons & Dragons it had been conjectured in Dragon magazine that Ioun stones instead come from the Positive Material Plane. Dragon #174 featured an article that included many dozens of new types of ioun stone,[78] as well as an article about an elemental lord who hoards ioun stones on his home plane of radiance.[79] Under 3.0/3.5 editions of the rules they are instead manufactured by spellcasters in the same manner as other magical items.
  • The Vorpal Sword is taken from Lewis Carrol's poem "Jabberwocky".[77] In Dungeons & Dragons, the sword has specific properties relating to beheading, which is the method the blade in the poem uses to slay the titular monster.

Folklore and mythology edit

References edit

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  64. ^ Cook, David. Dungeon Master's Guide (TSR, 1989)
  65. ^ Williams, Skip (1996), The Rod of Seven Parts, Lake Geneva, WI: TSR, ISBN 0-7869-0418-6
  66. ^ Henson, Dale, and Doug Stewart, eds. Encyclopedia Magica Vol 3 (TSR, 1995)
  67. ^ Cagle, Eric, Jesse Decker, Jeff Quick, and James Wyatt Arms and Equipment Guide (Wizards of the Coast, 2003)
  68. ^ a b Henson, Dale, and Doug Stewart, eds. Encyclopedia Magica Vol 4. (TSR, 1995)
  69. ^ a b "Artifacts of the Ages | Dungeons & Dragons". dnd.wizards.com. from the original on 2021-05-14. Retrieved 2020-12-31.
  70. ^ Hoffer, Christian (December 21, 2020). "Dungeons & Dragons Pulls the Mysteries From One of Its Most Intriguing Magic Items". Comicbook.com. from the original on 2020-12-21. Retrieved 2020-12-21.
  71. ^ Gygax, Gary. Monster Manual (TSR, 1977)
  72. ^ Tresca, Michael J. (2011). The Evolution of Fantasy Role-Playing Games. Jefferson, N.C.: McFarland & Co. p. 71. ISBN 978-0-7864-6009-0. OCLC 697175248.
  73. ^ Bricken, Rob (June 26, 2014). "The 20 Most WTF Magical Items in Dungeons & Dragons". Io9. from the original on May 1, 2021. Retrieved May 1, 2021.
  74. ^ Dragon magazine #371, January 2009, p.62.
  75. ^ . Wizards of the Coast. Archived from the original on 2008-10-02. Retrieved 2008-10-03.
  76. ^ "The idea and name for the ioun stone originally appeared in a series of books written by Jack Vance. Collectively, these works are referred to as the Dying Earth novels. They include: The Dying Earth, Eyes of the Overworld, Cugel’s Saga, and Rhialto the Marvelous." (Hargenrader 1991, "Bazaar", p 90)
  77. ^ a b c DeVarque, Aardy. "Literary Sources of D&D". from the original on 2011-12-30. Retrieved 2020-07-23.
  78. ^ Hargenrader, Matthew P. (October 1991). "Bazaar of the Bizarre: Ioun stones: Where do you go if you want some more?". Dragon Magazine. No. 174. TSR, Inc. pp. 90–94.
  79. ^ Hargenrader, Matthew P. "The Dragon's Bestiary" Dragon #174. (TSR, 1991).

Further reading edit

  • Bryant, Levi R. (October 2012). "Substantial Powers, Active Affects: The Intentionality of Objects". Deleuze Studies. 6 (4): 529–543. doi:10.3366/dls.2012.0081. Retrieved February 18, 2022.

magic, item, dungeons, dragons, dungeons, dragons, fantasy, role, playing, game, magic, item, object, that, imbued, with, magic, powers, these, items, their, tools, character, possessing, them, magic, items, have, been, prevalent, game, every, edition, setting. In the Dungeons amp Dragons fantasy role playing game a magic item is any object that is imbued with magic powers These items may act on their own or be the tools of the character possessing them Magic items have been prevalent in the game in every edition and setting from the original edition in 1974 until the modern fifth edition In addition to jewels and gold coins they form part of the treasure that the players often seek in a dungeon 1 Magic items are generally found in treasure hoards or recovered from fallen opponents sometimes a powerful or important magic item is the object of a quest 2 Contents 1 Development 1 1 1st edition Advanced Dungeons amp Dragons 1 2 2nd edition Advanced Dungeons amp Dragons 1 3 3rd edition Dungeons amp Dragons 1 4 4th edition Dungeons amp Dragons 1 5 5th edition Dungeons amp Dragons 2 Notable magic items 3 Artifacts 4 Reception 5 Inspirations 5 1 Other fantasy stories 5 2 Folklore and mythology 6 References 7 Further readingDevelopment edit1st edition Advanced Dungeons amp Dragons edit In the first edition all artifacts are classed as miscellaneous magic items even ones that are weapons armor or rings Each artifact has a certain number of Minor Major and Prime Powers and of Minor Major and Side Effects which trigger when the item is acquired or its Major and Prime Powers are used The powers and effects are selected by the DM from a set of lists so that players cannot predict the artifact s powers 3 2nd edition Advanced Dungeons amp Dragons edit In 1994 Encyclopedia Magica Volume One the first of a four volume set was published The series lists all of the magical items published in two decades of TSR products from the original Dungeons amp Dragons woodgrain and white box set and the first issue of The Strategic Review right up to the last product published in December of 1993 4 The books total more than 1500 pages across the four volumes and each volume contains over 1000 magic items 4 5 There was no attempt to correct rule imbalances edit entries or even match game mechanics to one particular edition of the game 4 3rd edition Dungeons amp Dragons edit The 3 5 edition book Magic Item Compendium 2007 was a capstone book that reprinted updated organized and regularized numerous 3e magic items 6 Andy Collins the lead designer on the project started this process by identifying the big six magic items that took up the majority of characters item slots magic weapons magic armor amp shields rings of protection cloaks of resistance amulets of natural armor and ability score boosters 6 Collins identified the reasons that these magic items were particularly well loved they were cost effective they could be improved there was nothing else as good in their slots they were simple they didn t take time to activate and they provided effects that were required for characters to stay competitive 6 With this in mind the designers then pulled items from all the 3rd and 3 5 edition books and after looking through about 2000 magic items they looted the best 1000 or so 6 The Magic Item Compendium also showed some early hallmarks of 4th edition design items were marked levels and some items appeared at multiple strengths It also introduced the idea of item sets where items of a set would improve as more were collected which would then reappear in the 4th edition book Adventurer s Vault 2 2009 6 4th edition Dungeons amp Dragons edit Many magic items in this edition have an enhancement value which improves a character s basic stats 7 258 This enhancement value is a persistent always on ability 7 258 Additionally some magical items contain a daily power usable by the character 7 266 The main categories of magic items in 4th edition are armor weapons implements rings potions and wondrous items a catch all category Some magical items could only be used in a specific body slot and a character can wear only one magical item per slot a character can t use two arm slot items say bracers of defense and a shield of protection at the same time The body slots are neck arms feet hands head and waist 7 259 260 Ritual scrolls are single use consumable items each of which contains a specific ritual 4th edition s equivalent of non combat spells halves the time required to perform that ritual and allows it to be performed without a ritual book After it has been expended a ritual scroll crumbles to dust Unlike the scrolls of previous editions 4th edition s scrolls are not classified as magical items 8 5th edition Dungeons amp Dragons edit The 5th edition Dungeon Master s Guide introduced the concept of Item Rarity in which magic items are given a rating between Common Uncommon Rare Very Rare and Legendary to denote the frequency in which this item is expected to be found within the game 9 The only Common magic item to appear in the Dungeon Master s Guide is the Potion of Healing with an additional list of Common items appearing in the supplementary book Xanathar s Guide to Everything 10 Artifacts act as a 6th Rarity category for items such as the Hand of Vecna or the Wand of Orcus in which there is only one of this item in existence 11 The categories of magic items in 5th edition are Armor Potions Rings Rods Scrolls Staffs Wands Weapons and Wondrous Items which acts as a miscellaneous category Some items require attunement to be used limiting the number of items a character can benefit from at once to 3 attunable items 9 Notable magic items editAegis fang The magical war hammer of Wulfgar a character from the Forgotten Realms novels and campaign setting 12 Bag of Holding This fictional bag is capable of containing objects larger than its own size 13 It appears to be a common cloth sack of about 2 by 4 feet 0 61 by 1 22 m in size and opens into a nondimensional space or a pocket dimension making the space larger inside than it is outside 14 The dimension that it leads to is known as the Astral Plane 15 This iconic item in the game is coveted by players because it mitigates encumbrance the game mechanic for the carrying capacity of a player character 13 Since its introduction it and concepts like it have appeared in other media 16 17 18 19 A number of academics of different disciplines have used the term bag of holding both metaphorically and literally for something which is bigger than it appears from the outside 20 21 22 23 24 Levi Keach uses knowledge about the catastrophic interaction of a bag of holding with a portable hole in the game to distinguish a sub population from the general public 25 Bag of Tricks By reaching into this remarkable bag a game character can pull out one of the small fuzzy items inside which then turn into some type of animal depending on luck anything from a weasel to a rhinoceros 26 27 Blue Crystal Staff The Blue Crystal Staff is a magical item with healing powers in the Dragonlance campaign setting It plays a central role in Dragonlance Dragons of Autumn Twilight 28 29 The story of the discovery of the Staff by a barbarian named Riverwind is presented in several different versions within the Dragonlance franchise 30 Deck of Many Things A magical card deck made up of 22 cards various positive or negative magical effects occur immediately when a card is pulled from the deck Created by Rob Kuntz and Gary Gygax this magic item was introduced in 1975 s Supplement I Greyhawk 31 Shannon Appelcline author of Designers amp Dragons highlighted that this item has appeared in various Dungeon Master s Guides 1979 1989 2000 2003 over the years and a physical version was published as an insert in Dragon 148 August 1989 32 It was listed as a paragon level artifact in Dungeon 177 April 2010 in 4th Edition before it was included as a physical item in the Madness at Gardmore Abbey 2011 box set which listed it as a heroic level artifact 32 The deck reappeared in the 5th Edition Dungeon Master s Guide 2014 as a legendary magic item 33 It was then redesigned for the 5th Edition box set The Deck of Many Things 2023 named after the magic item this box set included an expanded physical deck of 66 cards the Card Reference Guide and the sourcebook The Book of Many Things which has 22 chapters themed after the original deck and includes both player and adventure options 31 34 Madness at Gardmore Abbey and The Book of Many Things both include guidance on using the physical prop to build an adventure based on the cards the Dungeon Master pulls 32 34 Appelcline called it one of D amp D s most popular magic items 32 Thomas Wilde of The Escapist noted that the deck is one of the oldest magic items in Dungeons amp Dragons and has been famous for decades as a nearly guaranteed way to derail a campaign Any card drawn from the deck can abruptly kill hamper enrich empower or imprison a character As it s remained mostly unchanged since its debut in 1975 the deck of many things provides an enduring snapshot of the earlier far more lethal editions 35 John Harris in the book Exploring Roguelike Games 2020 called the deck one of the most iconic D amp D items and a potent slayer of player characters Harris opined that the item has no strategy as it s just a spin of the wheel either amazing riches or sudden permanent death The rational approach to that situation is to not draw for no possible reward can make up for dying But really who in such a situation will fail to pull a card 36 Disks of Mishakal The Disks of Mishakal contain the teachings of the True Gods 37 in the Dragonlance campaign setting They are described as thin disks of platinum bound together 38 151 After the Cataclysm the disks were hidden in the ruined city Xak Tsaroth 37 They were guarded by the black dragon Khisanth Onyx 37 The Disks were found by the companions in the first book in the Chronicles series called Dragons of Autumn Twilight 37 The player characters in the computer game Advanced Dungeons amp Dragons Heroes of the Lance must retrieve the Disks of Mishakal from the lair of Khisanth in the ruins of Xak Tsaroth 39 37 The characters must use the Disks to prevent Takhisis from creating her evil empire 40 Dragonlances The eponymous weapons of the Dragonlance campaign setting these magical lances have a devastating effect on dragons 41 Dragonlances are a major factor in defeating the evil Dragonarmies in the Chronicles novels 42 43 In an earlier point in history of the setting a character named Huma Dragonbane defeats Takhisis herself with a dragonlance 30 an evil goddess consistently causing strife in the novels Huma s use of the artifact is presented in several differing versions within the franchise 30 Girdle of femininity masculinity The girdle of femininity masculinity first appeared in the original 1979 Dungeon Masters Guide detailed on page 145 44 Such a girdle looks like an ordinary leather belt but when worn immediately switches the wearer s sex to the opposite gender then loses all power Additionally 10 of these items remove the sex of the wearer 44 The change causes no actual damage but it is permanent The Girdles are included in the first and the second editions of AD amp D their magic potent enough to be fiendishly difficult to reverse even a Wish spell has even odds though a deity can set things right 44 They appear to be absent from the third edition though similar effects are mentioned as a possible curse outcome Using a Girdle is the best known if not only method to bring about such an effect Reverse user s gender is also one of the random cursed item effects in the 3rd edition of D amp D One such item also makes an appearance in Baldur s Gate where it s among the first magical objects the player finds but only takes a Remove Curse to do away with The webcomic The Order of the Stick introduces a Girdle early on 45 and brings it back much later where it s used to good effect 46 47 and later yet undone with a Remove Curse Philter of Love A magical potion the fictional version of an aphrodisiac that causes attraction of a person of the other sex and is a rare mention of love in the game 48 Portable hole In the game a portable hole is a circle of cloth made from phase spider webs strands of ether and beams of starlight When deployed it creates an extradimensional space six feet in diameter by ten feet deep Folding the cloth causes the entrance to this space to disappear but items placed inside the hole remain there Sufficient air is contained in the hole to support life for up to ten minutes 49 50 If put inside a bag of holding both items are destroyed by a dimensional rupture 25 Staff of Magius A magic staff from the world of Dragonlance it was named after its most famous wielder from the setting s past 38 147 even though it was created long before Magius obtained it 51 It the Dragonlance novels it was in the possession of the main character Raistlin 12 Artifacts editArtifacts in the game are unique magic items with great power 13 Major artifacts include the ones in the following table They are generally unique and exist for a specific purpose Less powerful or potent artifacts or ones that are not unique are generally called minor artifacts Artifact Campaign Source Reference booksAcorn of Wo Mai Forgotten Realms The Horde Book of Artifacts 1993 52 Encyclopedia Magica Vol 1 1994 Axe of the Dwarvish Lords 53 Greyhawk Eldritch Wizardry 54 Dungeon Master s Guide 1979 44 Book of Artifacts 1993 55 Encyclopedia Magica Vol 1 1994 56 Axe of the Dwarvish Lords module 1999 57 Crown of Horns 58 Forgotten Realms City of Splendors 1994 Netheril Empire of Magic 1995 Volo s Guide to All Things Magical 1996 Demonomicon The Lost Caverns of Tsojcanth 1982 59 Spellcraft Demonomicon of Iggwilv Dragon Magazine 336 59 Iggwilv s Legacy The Lost Caverns of Tsojcanth Dungeon Magazine 151 Demonomicon of Iggwilv column series published across Dragon Dungeon and Dragon between 2005 and 2015 59 Demonomicon 2010 59 Tasha s Cauldron of Everything 2020 60 Eye of Vecna Greyhawk Eldritch Wizardry 54 Dungeon Master s Guide 1979 44 WGA4 Vecna Lives 1990 61 Book of Artifacts 1993 55 Encyclopedia Magica Vol 2 1995 62 The Gauntlet 53 Greyhawk UK3 The Gauntlet Encyclopedia Magica Vol 2 1995 Hand of Vecna Greyhawk Eldritch Wizardry 54 WGA4 Vecna Lives 1990 61 Book of Artifacts 1993 55 Mighty Servant of Leuk o Greyhawk Eldritch Wizardry Dungeon Master s Guide 1979 Book of Artifacts 1993 Encyclopedia Magica Vol 2 1995 Tasha s Cauldron of Everything 2020 63 Orbs of Dragonkind 52 Greyhawk Eldritch Wizardry Dungeon Master s Guide 1979 Book of Artifacts 1993 Encyclopedia Magica Vol 2 1995 Peaceful Periapt of Pax M5 Talons of the Night 53 Encyclopedia Magica Vol 2 1995 Rod of Seven Parts Greyhawk Eldritch Wizardry 54 13 Dungeon Master s Guide 1979 44 Dungeon Master s Guide 1989 64 Book of Artifacts 1993 55 Rod of Seven Parts boxed set 65 Encyclopedia Magica Vol 3 1995 66 Arms and Equipment Guide 2003 67 Sword of Kas Greyhawk Eldritch Wizardry 54 WGA4 Vecna Lives 1990 61 Book of Artifacts 1993 55 Encyclopedia Magica Vol 4 1995 68 Dungeon Masters Guide 2000 53 Open Grave Secrets of the Undead 69 Dungeon Master s Guide 2014 69 Teeth of Dahlvar Nar Greyhawk Dungeon Master s Guide 1979 Book of Artifacts 1993 Encyclopedia Magica Vol 4 1995 under Tooth Tasha s Cauldron of Everything 2020 70 Wand of Orcus 52 Eldritch Wizardry 54 Monster Manual 1977 71 Encyclopedia Magica Vol 4 1995 68 Reception editMichael J Tresca in the book The Evolution of Fantasy Role Playing Games 2011 highlighted that both mundane and magical items are key to Dungeons amp Dragons combat but are also often overlooked Tresca wrote be it mundane equipment the adventurer needs to survive or endless lists of magical items that give the character an advantage equipment provides a means of artificially inflating a character s power level As a result adventurers obsessively catalogued every item they owned just to stay alive The impact of hoarding items led to character encumbrance being largely abandoned at game tables over the various editions of the game since the bookkeeping became too much of a hassle Tresca also highlighted that enhancement values to basic stats became exaggerated over time magic armor bestowed a 1 bonus to armor class magic weapons provided a 1 bonus to hit and damage and so forth These bonuses extend as high as 10 in some editions of Dungeons amp Dragons 72 20 magic items were highlighted in Io9 s 2014 The 20 Most WTF Magical Items in Dungeons amp Dragons list and the author described them as magical items that I will simply call Artifacts of Dickishness the article highlights items such as the Ring of Contrariness the Ring of Bureaucratic Wizardry the Brooch of Number Numbing and the Horn of Baubles 73 Inspirations editThis section has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This section possibly contains synthesis of material which does not verifiably mention or relate to the main topic Relevant discussion may be found on the talk page July 2020 Learn how and when to remove this template message This section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed July 2020 Learn how and when to remove this template message Learn how and when to remove this template message Other fantasy stories edit The Hand and Eye of Vecna were inspired by items appearing within Michael Moorcock s Corum novels 74 A left hand and left eye which are able to grant whoever replaces their existing hand and eye with them unusual powers 52 Ioun stones pronounced EYE oon 75 are based on similar artifacts from Jack Vance s Dying Earth series 76 77 When functioning these gemstones float in a circular pattern around their bearer s head and grant various benefits based on their color and shape In the original Jack Vance stories Ioun stones are highly prized by arch magicians and are acquired from a race known as the archveults who mine them from remnants of dead stars in his book Rhialto the Marvellous In 2E Dungeons amp Dragons it had been conjectured in Dragon magazine that Ioun stones instead come from the Positive Material Plane Dragon 174 featured an article that included many dozens of new types of ioun stone 78 as well as an article about an elemental lord who hoards ioun stones on his home plane of radiance 79 Under 3 0 3 5 editions of the rules they are instead manufactured by spellcasters in the same manner as other magical items The Vorpal Sword is taken from Lewis Carrol s poem Jabberwocky 77 In Dungeons amp Dragons the sword has specific properties relating to beheading which is the method the blade in the poem uses to slay the titular monster Folklore and mythology edit The Carpet of Flying is based upon the magic carpet of Persian mythology later popularized in media through 1001 Arabian Nights and other adaptations 77 References edit Fine Gary Alan 1983 Shared Fantasy Role playing Games as Social Worlds University of Chicago Press p 16 ISBN 0 226 24944 1 Livingstone Ian 1982 Dicing with Dragons Routledge p 80 ISBN 0 7100 9466 3 This prevents players from gaining any knowledge of these items even if they happen to own or read a copy of this volume and it also makes each artifact and relic distinct from campaign to campaign from Dungeon Master s Guide first edition a b c Kulp Kevin Encyclopedia Magica Vol 1 2e Product History DriveThruRPG Archived from the original on 2019 02 11 Retrieved 2020 06 02 Swan Rick June 1995 Role playing Reviews Dragon 218 Lake Geneva Wisconsin TSR 87 88 a b c d e Appelcline Shannon Magic Item Compendium 3 5 Product History Dungeon Masters Guild Archived from the original on 2023 04 18 Retrieved 2020 06 02 a b c d Slavicsek Bill Dungeons and Dragons 4th Edition For Dummies 2nd Edition pp 257 274 ISBN 9781118052570 OCLC 899181782 Dungeons amp Dragons Roleplaying Game Official Home Page Article Excerpts Rituals Archived from the original on 2009 10 22 a b Crawford Jeremy and Mike Mearls Dungeon Master s Guide Wizards of the Coast 2014 ISBN 978 0 7869 6562 5 Pp 135 141 Crawford Jeremy and Mike Mearls Xanathar s Guide to Everything Wizards of the Coast 2017 ISBN 978 0 7869 6611 0 Pp 136 140 Crawford Jeremy and Mike Mearls Dungeon Master s Guide Wizards of the Coast 2014 ISBN 978 0 7869 6562 5 Pp 219 227 a b Canavan Aidan Paul April 2011 Looting the Dungeon The Quest for the Genre Fantasy Mega Text PDF Thesis pp 94 95 Archived PDF from the original on 2021 05 18 Retrieved 2020 10 30 a b c d Mizer Nicholas J 2019 Responsibly and Accurately Dwelling in Imagined Worlds Tabletop Role Playing Games and the Experience of Imagined Worlds Cham Switzerland Palgrave Macmillan pp 123 159 doi 10 1007 978 3 030 29127 3 5 ISBN 978 3 030 29126 6 S2CID 212836410 Archived from the original on 2020 07 03 Retrieved 2020 07 23 Cook Monte Williams Skip Tweet Jonathan 2003 Dungeon Master s Guide v 3 5 Renton Wash Wizards of the Coast p 248 ISBN 0786928891 Bag of Holding D amp D Beyond Retrieved 2024 04 01 Anderson T amp Galley S 1985 The history of Zork The New Zork Times 4 1 3 Pratchett Terry 2007 Making Money Doubleday p 194 Austin Patrick Lucas 2018 06 25 We re Almost Certainly Getting Some New AirPods What Will They Be Gizmodo Archived from the original on 2020 07 01 Retrieved 2020 07 24 Caldwell Serenity 2014 06 02 Gear We Love Rough Rider bag takes you through even the toughest commutes Macworld Archived from the original on 2020 08 10 Retrieved 2020 07 24 Woo Benjamin 2018 The invisible Bag of Holding Whiteness and Media Fandom In Click Melissa A Scott Suzanne eds The Routledge Companion to Media Fandom New York NY ISBN 978 1 138 63892 1 OCLC 1013876252 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Nyong o Tavia 2018 Debt to Society Accounting for Life under Capitalism By Miranda Joseph Knowledge Ltd Toward a Social Logic of the Derivative By Randy Martin TDR The Drama Review 262 2 161 doi 10 1162 DRAM r 00756 S2CID 57560399 Archived from the original on 18 April 2023 Retrieved 24 April 2023 Nygard Michael T 2018 Release It Design and Deploy Production Ready Software The Pragmatic Bookshelf pp 69 70 Archived from the original on 23 April 2023 Retrieved 26 April 2023 Wagner Kathryn Mogk 2022 Prayer at Plough Medieval Reading Practices and the Work of the Paternoster PDF In Donoghue Daniel Simpson James Watson Nicholas Wilson Anna eds The Practice and Politics of Reading 650 1500 D S Brewer p 147 ISBN 9781843846413 Yao Powen Ye Zhankai Zyda Michael 2022 Virtual Equipment System Toward Bag of Holding and Other Extradimensional Storage in Extended Reality 24th HCI International Conference HCII 2022 Proceedings Part I Virtual Augmented and Mixed Reality Design and Development 14th International Conference VAMR 2022 Held as Part of the 24th HCI International Conference HCII 2022 Virtual Event June 26 July 1 2022 Springer International Publishing doi 10 1007 978 3 031 05939 1 8 Archived from the original on April 28 2023 Retrieved April 28 2023 a b Keach Levi May 2018 Investigating the Role of Liminality in the Cultural Transition of the Late Eighth Millennium BC on Cyprus Thesis University of Nevada Las Vegas pp 78 79 Archived from the original on 2020 07 02 Retrieved 2020 07 24 Cook Monte Williams Skip Tweet Jonathan 2003 Dungeon Master s Guide v 3 5 Renton Wash Wizards of the Coast p 259 ISBN 0786928891 Ewalt David M 2013 Of Dice and Men The Story of Dungeons amp Dragons and the People Who Play It Scribner p 80 ISBN 978 1 4516 4052 6 Toonz to produce Dragonlance The Hindu 2006 12 09 Archived from the original on 2020 11 05 Retrieved 2020 10 30 Odom Mel 2008 01 06 Movie Review Dragonlance Dragons of Autumn Twilight blogcritics org Archived from the original on 2012 08 19 Retrieved 2020 10 30 a b c Robertson Benjamin J 2017 From Fantasy to Franchise DRAGONLANCE and the Privatization of Genre Extrapolation 58 2 3 146 doi 10 3828 extr 2017 9 ISSN 2047 7708 a b Hall Charlie 2023 10 19 D amp D s Deck of Many Things is the physical embodiment of an old school dungeon crawl Polygon Archived from the original on 2023 12 04 Retrieved 2024 02 07 a b c d Appelcline Shannon Madness at Gardmore Abbey 4e Product History DriveThruRPG Archived from the original on 2019 11 13 Retrieved 2019 11 13 Gilsdorf Ethan December 3 2014 A look at the new Dungeons amp Dragons Dungeon Master s Guide Boing Boing Archived from the original on December 31 2023 Retrieved February 7 2024 a b Hall Charlie 2024 01 29 D amp D s Deck of Many Things is an experiment that failed but the cards are pretty sweet Polygon Archived from the original on 2024 02 03 Retrieved 2024 02 07 Wilde Thomas 2023 10 19 DnD The Book of Many Things Brings Back a Dreaded Item The Escapist Archived from the original on 2023 11 08 Retrieved 2024 02 07 Harris John September 10 2020 Exploring Roguelike Games CRC Press ISBN 9780367482596 a b c d e Barton Matt Stacks Shane 2019 Dungeons and Desktops The History of Computer Role Playing Games Second ed CRC Press p 176 ISBN 978 1 138 57464 9 a b Johnson Harold Terra John 1992 Tales of the Lance World Book of Ansalon TSR Inc ISBN 9781560763383 South Phil March 1989 Screen Shots Part II Advanced Dungeons and Dragons Heroes of the Lance review Your Sinclair 39 80 ISSN 0269 6983 Archived from the original on May 15 2013 Retrieved March 29 2007 alternate HTML version of the review Archived from the original on 2007 03 01 Fantasy Roleplaying Heroes of the Lance review Crash No 62 March 1989 p 71 ISSN 0954 8661 Archived from the original on May 15 2013 Retrieved March 29 2007 Hickman Tracy Weis Margaret 1987 Dragonlance Adventures TSR Inc p 94 ISBN 0880384522 Cebrian Sale Ricardo 2016 The Art of Warfare and Fantasy Writing ISBN 978 1507163191 Wienecke Janz Detlef ed 2002 Lexikon der Zauberwelten Gandalf amp Co Wissen Media Verlag p 62 ISBN 3 577 13505 0 a b c d e f Gygax Gary 1979 Dungeon Master s Guide Essential Reference Information for Gamemastering Advanced D amp D Lake Geneva WI TSR Inc p 156 ISBN 0 935696 02 4 Giant In the Playground Games Archived from the original on 2021 10 21 Retrieved 2021 10 21 Giant In the Playground Games Archived from the original on 2021 10 20 Retrieved 2021 10 21 Giant In the Playground Games Archived from the original on 2021 10 21 Retrieved 2021 10 21 Sturrock Ian 2015 Love for Dice Love Sex Romance and Reward in Tabletop Role Playing Games In Enevold Jessica MacCallum Stewart Esther eds Game Love Essays on Play and Affection McFarland amp Company p 64 ISBN 978 0 7864 9693 8 Wondrous Items d20srd org www d20srd org Archived from the original on 2018 06 13 Retrieved 2018 06 14 Portable Hole D amp D 5th Edition on Roll20 Compendium roll20 net Archived from the original on 2018 06 15 Retrieved 2018 06 14 Margaret Weis Hickman Tracy November 1999 Book 2 volume 1 chapter 7 Not destined to meet again in this world The Annotated Chronicles 1st ed Wizards of the Coast p 565 ISBN 0 7869 1870 5 Archived from the original on June 25 2003 Retrieved 2006 07 01 a b c d D amp D Top 5 Most Iconic Artifacts Bell of Lost Souls 2016 12 01 Archived from the original on 2021 11 29 Retrieved 2020 11 08 a b c d Dungeons amp Dragons 20 Powerful Items That Are Impossible To Find And Where To Find Them ScreenRant 2018 09 28 Archived from the original on 2020 11 09 Retrieved 2020 12 31 a b c d e f Gygax Gary Brian Blume 1976 Eldritch Wizardry Lake Geneva WI TSR Inc a b c d e Cook David 1993 Book of Artifacts Lake Geneva WI TSR Inc ISBN 1 56076 672 7 Henson Dale Doug Stewart 1994 Encyclopedia Magica Volume 1 Lake Geneva WI TSR Inc pp 115 116 ISBN 1 56076 842 8 Williams Skip 1999 Axe of the Dwarvish Lords Renton WA TSR Inc ISBN 0 7869 1347 9 Zambrano J R 2022 02 13 D amp D An Adventurer s Guide To Laeral Silverhand Bell of Lost Souls Archived from the original on 2023 04 04 Retrieved 2023 04 04 a b c d Appelcline Shannon Demonomicon 4e Product History DriveThruRPG Archived from the original on 2021 11 20 Retrieved 2020 11 06 Chapman Matt August 26 2020 In the Works Tasha s Cauldron of Everything Dragon 33 Wizards of the Coast Archived from the original on October 7 2020 Retrieved November 6 2020 a b c Cook David Vecna Lives TSR 1990 Henson Dale and Doug Stewart eds Encyclopedia Magica Vol 2 TSR 1995 Hoffer Christian November 5 2020 Dungeons amp Dragons Brings Back Classic and Powerful Magic Item ComicBook com Archived from the original on 2020 11 05 Retrieved 2020 11 06 Cook David Dungeon Master s Guide TSR 1989 Williams Skip 1996 The Rod of Seven Parts Lake Geneva WI TSR ISBN 0 7869 0418 6 Henson Dale and Doug Stewart eds Encyclopedia Magica Vol 3 TSR 1995 Cagle Eric Jesse Decker Jeff Quick and James Wyatt Arms and Equipment Guide Wizards of the Coast 2003 a b Henson Dale and Doug Stewart eds Encyclopedia Magica Vol 4 TSR 1995 a b Artifacts of the Ages Dungeons amp Dragons dnd wizards com Archived from the original on 2021 05 14 Retrieved 2020 12 31 Hoffer Christian December 21 2020 Dungeons amp Dragons Pulls the Mysteries From One of Its Most Intriguing Magic Items Comicbook com Archived from the original on 2020 12 21 Retrieved 2020 12 21 Gygax Gary Monster Manual TSR 1977 Tresca Michael J 2011 The Evolution of Fantasy Role Playing Games Jefferson N C McFarland amp Co p 71 ISBN 978 0 7864 6009 0 OCLC 697175248 Bricken Rob June 26 2014 The 20 Most WTF Magical Items in Dungeons amp Dragons Io9 Archived from the original on May 1 2021 Retrieved May 1 2021 Dragon magazine 371 January 2009 p 62 Dungeons amp Dragons FAQ Wizards of the Coast Archived from the original on 2008 10 02 Retrieved 2008 10 03 The idea and name for the ioun stone originally appeared in a series of books written by Jack Vance Collectively these works are referred to as the Dying Earth novels They include The Dying Earth Eyes of the Overworld Cugel s Saga and Rhialto the Marvelous Hargenrader 1991 Bazaar p 90 a b c DeVarque Aardy Literary Sources of D amp D Archived from the original on 2011 12 30 Retrieved 2020 07 23 Hargenrader Matthew P October 1991 Bazaar of the Bizarre Ioun stones Where do you go if you want some more Dragon Magazine No 174 TSR Inc pp 90 94 Hargenrader Matthew P The Dragon s Bestiary Dragon 174 TSR 1991 Further reading editBryant Levi R October 2012 Substantial Powers Active Affects The Intentionality of Objects Deleuze Studies 6 4 529 543 doi 10 3366 dls 2012 0081 Retrieved February 18 2022 Retrieved from https en wikipedia org w index php title Magic item Dungeons 26 Dragons amp oldid 1216627376 Other fantasy stories, wikipedia, wiki, book, books, library,

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