[1]
Name = Kaatriv's Cloak
Hint = In the Academy somewhere
Hint1 = Kaatriv's cloak. Its lewd Arcana bouquet is nauseating.
Hint2 = The garment of a powerful witch. It sucks Arcana in.
HintFae = How can an item feel horny?
Lore1 = An artifact very probably of demonic origin, this cloak exudes a strong sensual aura that's not altogether unpleasant, but also slightly worrisome. This makes sense for an item built and used by succubi, although, in this researcher's opinion, not knowing how this effect is generated should be a source of concern. Study of the item and its properties will continue. In the meantime, sporadic use of the cloak is suggested.
Lore2 = Further efforts have revealed fascinating results concerning the cloak that used to belong to the demon Kaatriv. Cross-artifact comparisons show considerable similarities between groups of artifacts tagged as “sun artifacts” and those tagged as “demon origin artifacts”. Both groups bear enchantments that seem simple, yet prove impossible to replicate while preserving the simplicity of the enchantments. Even more odd: exposure to artifacts from both of these groups feels... arousing. (The effects of Cait's cloak are far more noticeable in that regard.) One way this could make sense is if the Arcana used to create those enchantments was more powerful than the Arcana we know. Could there be a link between this special kind of Arcana and demons, specifically succubus?
Effect1 = Arouse monstergirls
Effect2 = Gain more Lewd Arcana
Faeffect = Arouse monstergirls

[2]
Name = Backpack
Hint = Bring some friends to the beach
Hint1 = It's a backpack.
Hint2 = It looks bigger on the inside.
HintFae = So heavy!
Lore1 = Created using ancient techniques of tanning and leathercraft, this artifact endows the user with the mystical power of holding more items. Furthermore, items affected by this artifact will be protected from water, dust and other environmental hazards, and will even follow the user wherever they go. For these effects to work, objects must remain within this artifact's effective range. That is to say: inside of it.
Lore2 = It's a fucking backpack. Maybe with magic we can make it a little bit bigger...?
Effect1 = Carry more items
Effect2 = Carry even more items
Faeffect = Get more equipment slots

[3]
Name = Soul Cage
Hint = Hidden in a haunted manor
Hint1 = The undead will help you.
Hint2 = The lich is your trusted ally.
HintFae = I won't tell Europa.
Lore1 = When the necromancer Lizzy completed her transformation into an undying lich, a phylactery was necessary to contain her soul. After sacrificing her lover on their wedding day, perhaps it made twisted sense to her dark mind for the ring she had received to be part of that unholy artifact. Arcana radiates from this object, and it would seem dangerous to use it against the will of its creator.
Lore2 = Moon magic's ties to necromancy and death become readily apparent upon examination of this artifact. The Arcana necessary to maintain a soul outside of its natural living container gets drawn from ambient sources. Specifically, the artifact seeks to tap into the rich flow of Arcana released by those who have recently passed on, making the Graveyard an ideal place for the lich to hide her phylactery. In turn, this Arcana can be released to attack the enemies of the lich, or to defend her friends.
Effect1 = Undead spirits help in battle
Effect2 = Undead spirits cast more often
Faeffect = The Bride will charm enemies

[4]
Name = Sun Scroll
Hint = Vera wants this
Hint1 = An old parchment that's warm to the touch.
Hint2 = The warmth it gathers doesn't dissipate.
HintFae = Hephal...
Lore1 = Deciphering this scroll is a monumental task, even for scholars experienced in magical theory, but early results point to a heretofore unknown way of considering Arcana, among general spellcasting tips with a focus on fire magic. Normally, Arcana is viewed as a form of energy that is gathered and then infused (in a witch or her familiar) for the purpose of creating more potent spells. Yet, parts of this scroll imply the existence of a completely different method of using Arcana that may have existed prior to some forgotten transition in the general practice of magic. The mysterious previous method is not described, as the scroll is focused on providing insight that relates to the traditional spellcasting taught here in the Academy. How does any of this relate to the sun?
Lore2 = Continued study of the scroll deepens the mystery. Spells described in it appear impossible in light of modern magical standards. Scholars have long posited that Arcana may have been more powerful in the distant past, due to historical documents describing unlikely feats of power from ancient witches, but such examples were usually dismissed as embellishments. The contents of this scroll, if true, would prove that theory correct. The Ambers add that the previously mentioned transition toward the modern type of spellcasting could have a corresponding transition in the type of Arcana used, though that is pure speculation. The research notes end on the musing that, if Arcana was as powerful as described in that scroll, a witch gathering enough of it would become indistinguishable from a god.
Effect1 = Double the power of Sun Spells
Effect2 = Sun spells are always potent
Faeffect = Perfect Sun spells hit more

[5]
Name = Sun Wand
Hint = Where the sun is brightest
Hint1 = Sparks fly out of this wand when shaken.
Hint2 = It occasionally lights my stuff on fire.
HintFae = ... the Sun God.
Lore1 = A focus is an item that was either enchanted, or holds inherent properties that facilitate the transmission of Arcana from a state of storage, as in a familiar or other magically inclined being, to an active state. In other words, it helps shape raw Arcana into spells. While many of the greatest witches of the Academy have boasted of their abilities to cast spells without the aid of a focus, the simple truth is that the usage of such focuses as wands, staves or gemstones isn't always a crutch to compensate for a lack of skills. An already strong witch with a fiery wand is just that much more likely to incinerate her foes.
Lore2 = The runes and enchantments used to craft this wand have been chosen with the apparent intent of making it a weapon of war. While a focus can help create any spell, this one was designed to facilitate an aggressive approach to magical combat. Interesting to note is that one of the runes on the wand is non-magical, and can only be described as a label. The wand was labeled a “sun magic” artifact, as if whoever crafted it worried that someone might attempt to use a different type of magic with it. If “sun magic” is the magic that we know and practice today, one can only wonder about what different kind of magic used to be.
Effect1 = Sun spells are quicker to cast
Effect2 = Sun scroll spells are quicker to cast
Faeffect = Empower your Sun spells while naked

[6]
Name = Glove of Elements
Hint = A reward from the Ambers
Hint1 = A glove very reactive to magic
Hint2 = It fits me perfectly
HintFae = A succubus glove?
Lore1 = This clever artifact was designed to assist witches in combat by casting its own spells without requiring any conscious input from the user. Whenever the witch draws into her own Arcana (or more likely that of her Familiar), enchantments built into the glove tap into that same power source to produce a predetermined Rock Smash spell. This effect would be exceptionally useful in preventing a witch from being overwhelmed by large numbers.
Lore2 = The glove appears to be of demonic origin, according to research from the Ambers. Yet, it has remained with the Academy for a very long time. That might mean that demons were involved with the Academy  even in ancient times, much like Cait was today. It does seem strange to think that demons would require the sort of spellcasting assistance that this artifact provides. Either it was never intended to be used by demons in the first place, or perhaps demons were weaker in the past.
Effect1 = Auto-cast Rock smash
Effect2 = Cast directly at your enemy
Faeffect = Empower both gloves

[7]
Name = The Second Glove
Hint = In the pyramid
Hint1 = Makes casting much easier
Hint2 = It's a bit too small
HintFae = Why is Kaatriv's symbol here?
Lore1 = Much like the first Glove of Elements, this second glove bears opportunistic enchantments that draw from the Arcana of a witch in the state of casting to create secondary spells; in this case, the Ember spell. Kaatriv's symbol features prominently on the glove. It looks quite similar to the first glove, but I can't help but notice how this one is a rather tight fit. If it isn't from the same pair as the first one, does that mean many of these gloves were created?
Lore2 = Given the extreme usefulness of these gloves in battle, it could be that placing a succubus' symbol on it was the ancient world equivalent of a PR move. If these demons were already allied to the Academy back then, it means that Kaatriv either inherited her symbol from another succubi in the past, or she's been lingering around the Academy for an extremely long time.
Effect1 = Auto-cast Ember
Effect2 = Cast directly at your enemy
Faeffect = Empower both gloves

[8]
Name = Boot of speed
Hint = All that remains of Selamor
Hint1 = There's dust in the shoe
Hint2 = Faster than the speed of sound
HintFae = I'm not comfortable wearing this
Lore1 = Oftentimes, the simplest enchantments are the most useful. The idea of using magic to boost physical attributes such as speed and endurance isn't new, but it has fallen somewhat out of fashion in areas such as the Academy, where magical prowess stands as the be-all and end-all. Why put a witch's glorious talents to the service of her lowly bodily functions when magic is believed to be a higher order of power? In truth, cultural pontification aside, all great witches do it because all great witches are acutely aware that the physical and magical worlds aren't remotely as separate as the Academy—the institution—would like to believe.
Lore2 = This specific boot is thought to have been used and probably created by the succubus Selamor. Evidently, even the mightiest of all demons found it useful to move fast, and to avoid tiring easily. This subsequently begs an unsettling question: what exactly does an untouchable member of the Sisterhood need to run from?
Effect1 = Move faster in dungeons
Effect2 = Less stamina drain on move
Faeffect = Pass through walls

[9]
Name = The Second Boot
Hint = All that remains of Selamor
Hint1 = There's dust in the shoe
Hint2 = Faster than a speeding bullet
HintFae = I'm not comfortable wearing this
Lore1 = Close examination of the damage on this boot and the dust that was found inside has led researchers to conclude that its last owner suffered from an acute case of being suddenly and completely disintegrated. Naturally, some were worried that the artifact itself could be responsible for this unfortunate end, but additional testing revealed no flaw in the enchantment that might've caused the incident.
Lore2 = The angle and nature of the burn marks on the boot suggest some kind of powerful beam that descended upon its victim from above. While no modern-day spell taught at the Academy can cause this kind of damage, monsters or very old enchantments are occasionally known to deploy vast amounts of Arcana in combat.
Effect1 = More stamina gain
Effect2 = Less stamina drain while casting
Faeffect = Arcana pickups fill stamina

[10]
Name = Inverted Shirt
Hint = A reward from the Ambers
Hint1 = An additional layer of clothes
Hint2 = An additional layer of non clothes?
HintFae = I'm a fashion babe now
Lore1 = Not long after his mind gave out under the pressure of the extensive knowledge he'd acquired of his own future, Ran Londell became obsessed with the notion of “hidden potential”. It only makes sense that the next step of his insane desire to know everything would be to try bringing out the secrets he thought he'd discovered. In people and objects around him, he tried to see beyond the obvious, reaching for the “secret” way to make use them. He was quite bonkers.
Lore2 = The Inverted Shirt... isn't a shirt by any stretch of the mind. Why Londell chose to name it that is anyone's guess. Outwardly, it may look like a pair of pants, but study of the enchantment reveals it must be worn as a shirt. The Arcana contained within the item interacts with worn clothes, making them more resistant to damage. In the absence of any worn clothes, the effect of the artifact changes completely, instead enhancing the desirability of exposed flesh.
Effect1 = Gain more defense while clothed
Effect2 = Gain more benefits from being naked
Faeffect = Non-boss defenses are nullified 

[11]
Name = Inverted Boots
Hint = A reward from the Ambers
Hint1 = Its magic is powerful, but messes with my brain
Hint2 = Dizzying, but worth it.
HintFae = It's not a hat at all!
Lore1 = Twin Power Theory states that all beings capable of magic may be ranked on a spectrum. On one end of this spectrum will be found creatures of high magical potential, but low willpower, such as Familiars, wisps, and other creatures born of Arcana. On the opposite end are grouped elves, humans, and most every sentient creature, gifted with great willpower and ability for self-determination, but diminished ability to manipulate Arcana directly. Monsters and beasts of greatly variable self-awareness populate the middle of this spectrum, and are generally considered extremely dangerous due to the combination of relatively high magical power and a strong motivation to use it. This is the primeval law that Ran Londell sought to defy when he crafted the Inverted Boots.
Lore2 = Londell's hypothesis was that by tapping into a witch's chaotic subconscious currents, it would be possible for her to exert greater control over Arcana during spellcasting, much like beings of lower willpower. His experiment was successful, as the Inverted Boots do indeed improve magical power, but most scholars agree that this discovery isn't of much practical use, as the immense cost of this increase is paid in self-control. A chaotic witch might not be much better than a monster.
Effect1 = Moves are random, all spells empowered
Effect2 = Sun spell casting is random but empowered
Faeffect = Monstergirls are random, but nothing else

[12]
Name = Eye
Hint = Vanquish a powerful foe in the Factory
Hint1 = Luckily I don't have to replace one of my own eyes for this to work.
Hint2 = It peeks left and right.
HintFae = All that's left of Selamor.
Lore1 = The Eye of Lethal Awareness is a (rather disgusting looking) historical artifact speculated to have been created by the famous elven witch Ran Londell, who in his later years, became obsessed with knowing everything about the people around him. Last known to be in the possession of the succubus Selamor, it was crafted using a combination of enchantment and necromancy to grant its wielder the sight of the dead. With the Eye in her possession, a witch is thought to be capable of knowing everything there is to know about her foes, just by looking at them. A significant advantage for combat magic... or for the paranoid.
Lore2 = Not a lot is known about high demons. Various groups or alliances of them have historically vied for dominance, but the last few centuries, at the very least, have seen the Sisterhood of Succubi reigning over demonic kind almost uncontested. It's quite clear that the succubi enjoy a grasp of magic difficult to imagine. The Sisterhood is also known for hoarding many of the most powerful magical artifacts known today, and even creating a fair portion of them in the first place. The presence of something as valuable as the Eye in the Academy hints at a possible grim fate for its previous owner. One wonders if this isn't a sign of trouble among the ranks of the Sisterhood.
Effect1 = See the enemy's status
Effect2 = See more of the enemy
Faeffect = See stamina and shield

[13]
Name = Spyglass
Hint = Vanquish a powerful foe in the Factory
Hint1 = It doesn't magnify anything, but sees perfectly in the dark.
Hint2 = Glimpses through walls but not clothes, sadly.
HintFae = This lengthy, thick item served a lonely girl in many ways...
Lore1 = A masterwork almost undoubtedly crafted by Ran Londell, there are no current records concerning this spyglass, making the Academy the first institution to officially note its existence as an artifact. Since we have no clue about its original name, we shall refer to it simply as the “Londell Spyglass”. As with most other Londell artifacts, this one's enchantments seek to improve the user's ability to observe and know their surroundings. Experimentation shows that the Londell Spyglass pierces that which would impede eyesight. This includes not only darkness, but also walls and other obstructions. At the conclusion of this entry the Ambers add: “Clothes an exception. We tried.”
Lore2 = Vision and the general sphere of knowing is a longstanding obsession of magic users, as is well-known. Piercing the veils of time and space to acquire knowledge of what is and what will happen is regularly conflated with power. It would perhaps be wise to note, however, that it is a struggle to find confirmed instances where prophecy, scrying and other vision-expanding magics have actually yielded positive results for witches. Indeed, magical history is rife with powerful seers going mad, or legendary practitioners meeting their ends during attempts made to circumvent visions or predictions. As Londell himself is often quoted as saying, shortly before he went mad and fell off his high tower: “Look ahead, by all means. Just beware of looking too far.”
Effect1 = See farther in front of you
Effect2 = See portals in dungeons
Faeffect = See even farther

[14]
Name = Magic Lantern
Hint = Vanquish a powerful foe in the Factory
Hint1 = It's a lantern, but magical!
Hint2 = Highlights the important stuff.
HintFae = It knows what matters to us!
Lore1 = Peeking into the very fabric of the world isn't enough. If a witch doesn't know what she's looking for, farsight is pointless. One might gaze into their future only to find mundane revelations of no import. This has always been the core problem of creating divination artifacts, for how can the enchantment properly determine what matters to the user, when the user themselves may not know? The genius of the revolutionary elven artificer Ran Londell was to include elements of spiritism to his enchantments, querying the honored dead and borrowing their organic grasp of the world. As his artifacts get to know their user better, their revealing power increases.
Lore2 = The Lantern of Dead Wisdom remains as an example of a bygone era of magic, but enough has been said about the allegedly lost power of ancient times. Instead, this entry focuses on the difference of attitude toward magic. It observes that the project of a Ran Londell, to create a complete set of objects that would allow him to “see everything” would be considered as far too immature to undertake by modern witches. In hindsight, it was always doomed to failure. Whether that dream was even achievable or not due to greater magic being available, an artificer of today wouldn't forget to consider whether a single mortal mind can even make use of “seeing everything”, and would aim for a more practical application of magic. Still, the Ambers bemoan that what we have gained in judgment, we may have lost in ambition. “Glorious failures” like Ran Londell's artifacts will never be seen again.
Effect1 = See farther around you
Effect2 = See pickups in dungeons
Faeffect = See even farther

[15]
Name = Secat's pendant
Hint = Belongs to a very old being
Hint1 = You feel observed.
Hint2 = She can and will save my life.
HintFae = Reminds me of... Mom...?
Lore1 = This very interesting pendant appears to defy the Ambers' ability to analyze and understand enchanted items. This entry is mostly focused on their frustration with the pendant, as the researchers list their many failed attempts to grasp the origin of the effects this pendant has. The wearer becomes “lucky,” for a lack of a better term. Things begin to fall in the user's favor more often than not, and very threatening situations turn out to be more forgiving than they should be. Maddeningly, the artifact itself contains precious little Arcana; certainly nothing that could justify such potent effects. How the item actually works remains nebulous.
Lore2 = The most credible theory advanced concerning the mysterious pendant is that it may not be the source of the magical effects at all. Continued fruitless attempts to understand the inner workings of the artifact led the Ambers to postulate that the object may instead be acting as a beacon, bringing the focus of... something else upon the wearer, which would in turn be responsible for the observed effects. Whether this third party is a preexisting enchantment of unparalleled magnitude, a being, or some other massive source of Arcana remains to be determined.
Effect1 = Will save you when you need.
Effect2 = Again...
Faeffect = And again.

[16]
Name = Ring of the Moon
Hint = A reminder of a ghostly promise
Hint1 = Every mage's starting gear.
Hint2 = A mage's best friend.
HintFae = Is it for Europa?
Lore1 = This relic called the “Ring of Arcana” is directly tied to one of the best-known legends in the world of magic. The two lovers Lizzy and Elana fled a war of massive scale into a hidden realm. Both were great necromancers, but only one of them, Lizzy, feared her own mortality above all. As their love grew, they decided to get married, and as the tradition goes between witches, they prepared to exchange enchanted rings of great power. In the days leading up to the wedding, Lizzy begged Elana to join her in lichdom, so that they may be together for all eternity. Elana refused, for she wasn't willing to pay the terrible price required to separate her own soul from her body. In the end, Lizzy slew her lover on their wedding day, completing her transformation into an undying monster. The ring she had given Elana contained enough Arcana to empower her dead wife to remain as a ghost, and despite the betrayal—or perhaps because of the desperation it revealed—she chose to stay. Now, as the legend goes, they are both trapped. In endless death, but also in their relationship. Their bond will never go back to what it was before, yet neither of them can quite muster the will to end it.
Lore2 = Whether there is any historical truth to the legend of the Ring of Arcana is debatable. There remains no knowledge of a war important enough to justify traveling to a hidden realm just to escape it. This should have been a conflict of world-breaking proportions, and it is hard to believe that it wasn't recorded. On the other hand, modern witches dedicated to the study of the world are fully aware that there are indeed multiple secret realms floating around our world, accessible only via magic. Furthermore, study of the Ring of Arcana does reveal enchantments quite capable of containing vast amounts of Arcana. 
Effect1 = Gather Arcana pickups faster
Effect2 = Passively gather Arcana
Faeffect = Arcana pickups are better

[17]
Name = Grimoire of the Moon
Hint = Somewhere in the Academy
Hint1 = A dusty old grimoire.
Hint2 = A powerful book on Moon Magic.
HintFae = I recognize this book!
Lore1 = The first part of this obviously ancient yet well-preserved tome contains lore and detailed instructions about Arcana, how to gather it and how to use it efficiently. It is unarguably a tome intended for initiates or experienced witches that wish to brush up on their basics. The second half is more puzzling, consisting of rites, unknown spells and techniques that might be considered forbidden in this age, since they all deal with death, and necromancy. Combining basic knowledge about Arcana and advanced necromancy techniques seems like an odd choice, even for an instruction book created before necromancy was frowned upon.
Lore2 = Further consideration and study of the book has made these researchers realize an additional detail: the combination of these two subjects wasn't fortuitous. The advanced necromantic instructions refer constantly back to elements explored in the first half of the book. The style of the book implies a connection between Arcana itself and necromancy, as if these two completely different things were linked in nature or in origin. It is this researcher's opinion that this tome may be in fact a religious artifact. Under all likelihood, those that wrote it believed their deity to be a god of magic and death.
Effect1 = Use less Moon Arcana
Effect2 = Can store more Moon Arcana
Faeffect = Moon Arcana pickups are better

[18]
Name = Sentinel Ward
Hint = A reward from the Ambers
Hint1 = Stay still
Hint2 = STAY STILL, or else...
HintFae = It acts against us when we move.
Lore1 = Not all charms were designed with people in mind. In the case of the Sentinel Ward, this protective item was crafted specifically to protect a statue. The enchantments work by creating a barrier with the same shape as that which holds the amulet, reinforcing this figure. Should the subject attempt to move, however, the spells are nullified, and the enchantment takes a little while to reconstruct itself. This was undoubtedly to make sure that no one would get accidentally petrified while touching the amulet.
Lore2 = Then again, considering how the Sentinel Ward is of demon origin, a witch might want to be wary of using this artifact. In fact, it was found inside the mouth of the statue-anvil under the Academy, and study of the wear and tear in the room showed that the statue may have moved in the past. These probably aren't clues leading to anything significant, but the mere idea that the ward might be turned against its user to lock them in position for perpetuity should warrant some caution.
Effect1 = Gives defense until you move
Effect2 = Buffs stamina and Arcana until you move
Faeffect = Gives shield at the start of combat

[19]
Name = Runic Breastplate
Hint = Prove yourself to a mighty warrior
Hint1 = Reduces physical damage
Hint2 = Reduces physical damage
HintFae = I prefer lingerie
Lore1 = Sometimes, defense is the best defense. Even the most powerful witch in the world would react pretty badly to having her head lobbed off, so equipment meant to protect against physical attacks remains useful, even for the magically inclined. There are runes on the breastplate, yet no Arcana can be felt emanating from the breastplate. Meh, it's probably enchanted anyway, since the Ambers said so.
Lore2 = Turns out that the enchantment on this Runic Breastplate had never been completed, but now that it's finished, the increased protection is obvious. The Arcana reinforces the metal, solidifying the plate, but it adds other effects as well. The breastplate shifts during action. If a blow is about to land on an unprotected area, it moves to deflect. The effect is nearly imperceptible while wearing the plate, so it merely feels like the wearer is supremely lucky, with most attacks hitting the armor.
Effect1 = Physical defense +
Effect2 = Physical defense ++
Faeffect = Physical defense +++

[20]
Name = Mirror Shield
Hint = Reflects the moonlight
Hint1 = Reduces magic damage
Hint2 = Reduces magic damage
HintFae = If I look into it I might fall in love
Lore1 = The fabled Mirror Shield is possibly the most dangerous artifact in existence today, for there are few powers more corrupting than self-deception. In its pristine surface, the user may witness their own idealized version of reality. The changes are subtle and treacherous; the shield is always prepared to offer just the right lie, just the right twist of a perspective to tell its owner what they most desperately wish to be told. As it soothes and warps the mind in false comfort, the suffering of the user increases, which always leads into further usage of the Mirror Shield. Soon, the shield's victim can't see anything else. The shield may protect against magic, but reality will get you.
Lore2 = Lizzy the Lich may have been a powerful witch, but she was a fool to think she could remain the master of the shield, rather than its slave. Within the fatal embrace of her magical delusions, slaying her lover wasn't a monstrous unforgivable crime, but a calculated move that would eventually pay off, allowing her and her lover to live together eternally in undeath. She still awaits for Elana's spirit to fall in love with her again, but refuses to recognize the depth of her betrayal. If she could acknowledge the evil in her act, she'd know why her handsome ghostly maiden won't ever go back to her. She will keep waiting.
Effect1 = Magic defense +
Effect2 = Magic defense ++
Faeffect = Magic defense +++

[21]
Name = Bandages of protection
Hint = The shroud of an old king
Hint1 = Reduces bleed damage
Hint2 = Reduces bleed damage
HintFae = It smells funny
Lore1 = The spell placed on these ancient wraps is somewhat clever. Blood absorbed by the bandages is returned to the body, making the Bandages of Protection the absolute best protection imaginable against bleeding. Sadly, it returns any other agent that might have contaminated the blood into the body of the user as well, meaning any poison that might have splashed this artifact will go straight to the bloodstream. Whoever created that enchantment didn't think very far ahead, or lacked the magical talent to add a cleansing effect. Or both. What a clever dummy.
Lore2 = Glyphs in the pyramid in which this artifact was discovered recount how the first great queen Minos—a historically recognized prodigy of magic and founder of the Minos dynasty—fought all the way into hell itself, in order to fetch the soul and remains of her friend, slain by succubi. Even in ancient times, the Sisterhood was a powerful demonic faction, and confronting them directly to steal back a soul they claimed is an act of such badassery that it's kind of hard to believe.
Effect1 = Bleed defense +
Effect2 = Bleed defense ++
Faeffect = Bleed defense +++

[22]
Name = Dead Man's Wish
Hint = What's left of an old king
Hint1 = Reduces poison damage
Hint2 = Reduces poison damage
HintFae = Exactly your size Master!
Lore1 = Arcana is volatile, and sometimes, it seems like it has a mind of its own. Much as it can gather up to create beings of pure magic such as Familiars, it can also create enchantments. Thus, places and objects left in areas with high concentration of Arcana occasionally acquire surprising powers. Wherever these old bones have been hanging, ambient corruption has made them into a strong anti-poison talisman. Sadly, their sickening aura also weakens the constitution of living beings, dramatically lowering the speed at which their wounds close.
Lore2 = It's stated quite clearly that Queen Minos 1st had the whole pyramid in which these bones were entombed built in “the only known Lewdomain where Hephal's watch is eternal”. Apparently, this was meant as a protective measure against the Sisterhood of Succubus, in case they'd try to recover their property. This is a significant discovery, as previous fragments of information lead historians to believe that the Sisterhood may have thought of themselves as servants of Hephal, occasionally calling the Sun God “father” in recovered scripture. As always, this creates new questions. What exactly is a Lewdomain, and what is the nature of the link between Hephal and the Succubus?
Effect1 = Poison defense +
Effect2 = Poison defense ++
Faeffect = Poison defense +++

[23]
Name = Vibrating ring
Hint = A reward from the Ambers
Hint1 = Fits my cock just right
Hint2 = Tailored my needs
HintFae = I might keep this for myself!
Lore1 = At last! An artifact of new magic, with absolutely no mystery to it, as it was created here in the Academy, by our master artificers the Ambers. The point of this magically vibrating ring is to put it... well... around a sensitive spot of the male anatomy. Clearly, the Ambers were having dirty thoughts when they designed this thing. They've been having a lot of those, lately. Frankly, it seems the idea of having control over a male's pleasure really, really works for them.
Lore2 = Oh, researchers and historians don't like to talk about it so much, but the crafting of magical artifacts for the sole purpose of granting pleasure is nothing new. When we think of ancient enchanted items, we think grandiose curses and blessings, or incredible feats of elementalism. In truth, most items recovered from ages past were created for very down-to-earth reasons, like helping with cooking, making clothes warmer, and sexual gratification. Lots and lots of that last one.
Effect1 = Fucking heals
Effect2 = Fucking shields
Faeffect = Unlocks the other gender's gallery

[24]
Name = Rock Dildo
Hint = Meet the Ambers
Hint1 = It's not a banana in your pocket
Hint2 = They are just as happy to meet you
HintFae = Sooooo good!
Lore1 = What do you get if you leave a plain old ordinary rock near a potent source of Arcana for thousands of years? Prime material for a new sex toy, that's what! What's interesting about this rock is that, even before the Ambers polished it, shaped it, and placed a bunch of enchantments on top of it, the rock already possessed erogenous properties. Considering how it was found near a pyramid filled with monsters and powerful artifacts, it could've been a random enchantment, formed out of ambient Arcana. However, there is an alternative that seems more likely.
Lore2 = Arcana has long been thought to be a raw power with fixed properties, but lately, with what's happened at the Academy, that theory is all but dead. There's talk of ice, or fire Arcana. Arcana with male and females properties. Moon Arcana. Sun Arcana! Research on this topic is ongoing, and developing fast, but already it seems obvious that as much as Arcana affects those who acquire it, it's affected in return by how it's used. Beings of great power both acquire and release Arcana, and this process may cause it to change. Arcana found in the rock dildo, for instance, is undoubtedly the source of the arousing effect.
Effect1 = Arouse monstergirls
Effect2 = Arouse monstergirls more
Faeffect = Automatically unlocks the gallery

[25]
Name = Heart Charm
Hint = Defeat a creature with a big hearth
Hint1 = The benefits of cumming!
Hint2 = Post-nut refreshment.
HintFae = Was it really necessary to rip out her hearth?
Lore1 = When threatened, slimes have been observed to agglutinate. Large groups thus come together into a single being, combining fragments of knowledge, abilities, and of course, larger amounts of physical mass that the slime queen may use to protect herself. The presence of such slimes usually indicates the presence of a predator in the environment, capable of hunting down slimes and draining their Arcana. Due to their expanded mental faculties and Arcana pool, slime queens occasionally craft tools. Such enchanted artifacts are crude in design, but can hold some power.
Lore2 = This Heart Charm increases the beneficial health effects of sexual activity, which indicates that seeking such encounters were a priority for the queen that crafted the Heart. This increased promiscuity could be a consequence of the presence of the succubus discovered in the slime lair, making nearby creatures horny by her sheer presence. It could also be a defensive strategy, whereby providing pleasure to the succubus decreased the chance that the demon might hunt down the slimes for Arcana. Of course, it's probably a little of both.
Effect1 = Fucking gives lewd blooms
Effect2 = Fucking in dungeon heals
Faeffect = Fucking shields

[26]
Name = Europa's mimic underwears
Hint = A gift, delivered after a while
Hint1 = It gobbles Lewd Arcana
Hint2 = This is so slutty
HintFae = Oh god oh god oh god yessss!
Lore1 = Crafted by the Ambers at my request, the Mimic Underwear is lined up with small magical tentacles that just love to provide pleasure to the wearer. The duties and responsibilities of the Minos princess would weight far heavier on her shoulders, if most boring meetings couldn't be dramatically improved with a little bit of magic, and a little bit of daring.
Lore2 = The fact that this artifact was quickly elevated to one of the official royal treasures of the Minos family should be plenty sufficient to prove that, while the Minos can absolutely be uptight aristocrats, they still remember how to have fun. This may be part of why they remain so hugely popular in the magical world. Or, it might also be because they share the Mimic Underwear with their friends. That too.
Effect1 = Gain more Lewd Arcana
Effect2 = Monstergirls get more and more aroused
Faeffect = Monstergirls won't touch you unprovoked

[27]
Name = Europa's Milk
Hint = A gift, delivered after a while
Hint1 = Refreshing between battles.
Hint2 = Breast beverage, ever
HintFae = Milk? Yummy!
Lore1 = Milk is good for you. You know that. But have you heard of the benefits of magical milk? Minotaur milk is fabled for its powers. It fortifies bones. It can outright regrow broken teeth. It enlivens the flesh, and soothes ailments of the mind. The only downside of minotaur milk resides in the difficulty of acquiring it, for minotaurs aren't typically super pleased at the prospect of being milked. People who know one that appreciates them enough to allow them to partake of their milk would be advised to put every effort into maintaining that relationship. Minotaur culture tends to view the giving of milk as inherently submissive, so they don't do it unless they trust the recipient a whole lot.
Lore2 = The Minos dynasty have their whole ancestry steeped in Arcana. Now, bloodlines aren't everything, but magic isn't a meritocracy. Arcana absolutely can be inherited, and no one will be surprised to hear that children born with lots of it tend to handle it better than others when they mature. As the next heir to the mighty Minos, Europa was condemned to greatness from the get-go. Power flows through her veins, and so it does through her breasts. There is no denying it; this is the milk of a queen.
Effect1 = Heal after battle
Effect2 = Start battles fully refreshed
Faeffect = Start with shield and full health

[28]
Name = Saki's Blade
Hint = Ask for Saki's help
Hint1 = A real magic sword!
Hint2 = It's like handling Excalibur
HintFae = I prefer to handle dick
Lore1 = A long time ago, a master artificer crafted a sword. She was the greatest artificer the world has ever known, and she meant for this weapon to be her crowning achievement. When she disappeared the sword faded from history. Under mysterious circumstances that lead to many conspiracy theories still popular today, it reappeared in the hands of a duo of now legendary figures known as the Hero of the Watch, and the Hero of the Hammer. The pair had been hired by the Minos family to slay an old enemy of the minotaurs: the fabled dragon Thundering Ice, King of the Peaks. Against all odds, the mercenaries were successful. Celebrated as great champions of the Minos, the armor and weapons of the heroes were kept as relics after their passing, and the sword became one of the royal treasures of the Minos.
Lore2 = And then, one day, the Minos family palace received a strange visitor. A black hellhound announced herself as the magebane, a magic-immune being that, until then, was thought to be fictive. Attempts to debunk her “lies” by the laughing minotaurs proved fruitless, and their amusement vanished when the magebane simply declared that she'd come to claim the royal sword. Utterly unable to stop her, the Minos watched in helpless confusion while Saki took the blade, and left. To this day, the Minos go out of their way to avoid advertising the theft, and hope that the glorious artifact will be returned soon, and intact. Most tormenting is that, since Europa joined the Academy—which is also Saki's current hangout—the sword has been at arm's length. So far, the hound has ignored her multiple requests for the weapon to be returned, and has qualified the whole situation as being “funny”.
Effect1 = Drains your Arcana
Effect2 = Gain very strong attacks
Faeffect = Gain health regeneration





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