The following are items intended for the neck slot. These include cloaks, capes, and amulets.
Price: 50 Silver; Magic Points: 15 MP; Weight: 1 lbs.
Description: You receive a +2 bonus to Physical Defense, and all armor you wear increases its current and maximum Defense Points by 5 while the amulet is worn. The increase to current DP does not apply multiple times within the same day, however it is permanent if taken off and the armor's DP is below its maximum.
By spending 5 MP you can temporarily increase the bonus to Physical Defense by an additional 2 for 1 round thereafter.
Craft Skill: Blacksmithing (DC 35)
Price: 1 Gold; Magic Points: 5 MP; Weight: --
Description: This amulet is of a magically enchanted tiger's eye adorned on a silver chain. While wearing the amulet, the wearer reduces all fire damage they take by 10 so long as the amulet's MP is above 0. In addition to this, attack rolls which deal fire damage gain a +2 bonus to attack and damage.
1 MP can be spent to create a beam of burning light from the amulet's centerpiece; this is a 4 square ranged attack that deals 3d4 points of fire damage on a hit, and the attack roll relies on either Spellcasting or an Aim check.
Craft Skill: Silversmithing (DC 35)
Price: 1 Gold, 20 Silver; Magic Points: 10 MP; Weight: 1 lbs.
Description: Said to have been worn by the legendary Beowulf himself, this ordinary brown cloak gives off no hints of its inherent power to the untrained eye. Those wearing this cloak are, at a minimum, Apprentice Rank in Weapon (Swords). If they do not have Weapon (Sword) they acquire it temporarily at Apprentice Rank. This only applies so long as the cloak is above 0 MP.
Activating this robe causes it to glow a light blue hue, granting the wearer a +2 bonus to Physical Defense for 1 round. Activating it this way costs 2 MP.
Craft Skill: Tailoring (DC 40)
Price: 18 Platinum; Magic Points: 20; Weight: 9 lbs.
Description: Pauldrons fashioned out of skulls with almost absurdly long spikes coming from the skull's eye-sockets, it radiates red and black electrical energy from it and courses along the wearer's arms. You treat these as taking up your Arms armor slot as well, using the same stats as a Vambrace except with no Armor Penalty.
Upon bringing an opponent to 0 HP, you can spend 5 MP in order to disintegrate the target (although not their clothes and gear). Upon doing this you and all of your allies reduce all damage (even if it goes through armor) by 5 for a number of rounds equal to your Physique.
Craft Skill: Armorsmithing (DC 60)
Price: 2 Platinum, 5 Gold; Magic Points: 20 MP; Weight: 1 lbs.
Description: A phylactery abandoned during the middle of creation or whose creation by their original lich was unable to be finished. Despite its unfinished state, the phylactery can bridge the state between living and undead to grant its wearer bonuses like those they'd receive once embracing undeath.
Living characters wearing the phylactery receive a +10 to their maximum Stamina Points, and receive a +5 to all Defenses against death effects, diseases, paralysis, poison, sleep/unconsciousness, stunning, nonlethal damage, and illness. Activating this phylactery is 1 MP and lasts for 1 day until it needs to be reactivated.
Craft Skill: Gemcutting (DC 60)
Price: 1 Gold, 40 Silver; Magic Points: 10 MP; Weight: 0.2 lbs.
Description: While wielding a one-handed Sword and nothing is equipped in the other hand, you can utilize this cape to assist in your fencing - adding not only an air of charm to your swordplay but relying on it to carry you through combat. Activating this cape costs 1 MP and the cape's effects last for 1 minute thereafter.
While the cape is activated, you use your Beauty on Weapon (Sword) rolls. If the weapon possesses the Finesse quality, you add Beauty to damage instead of Agility.
Craft Skill: Tailoring (DC 40)
Price: 1 Gold, 60 Silver; Magic Points: 20 MP; Weight: 1 lbs.
Description: A Thief's Cape allows its wearer to hide easier, granting a +5 on Hide checks. In addition to this by spending 5 MP from the cape you can produce a temporary set of thieves' tools from the cape; including lockpicks, a trap disarming kit, and a single one-handed weapon under 4 lbs., these items each last for 1 minute.
In addition to this, 2 MP can be spent by the wearer of the cape to store or remove any number of items they wish into the cape's pocket dimension. This pocket dimension can fit only solids within it; liquids or gases escape the cape just as they're attempted to be placed inside. In addition to this, the Thief's Cape can store living things inside of its pocket dimension; those who reside within the Thief's Cape do not need to breathe in order to survive.
Craft Skill: Tailoring (DC 50)
Price: 2 Gold; Magic Points: 25 MP; Weight: 1 lbs.
Description: A special cape only usable by Fætouched Hunters which allows them to hide in plain sight while in forests, jungles, and other similar terrains. In addition to this benefit, 5 MP can be spent from the cape in order to increase the wearer's Mental Defense by +5 for 1d4+1 rounds.
Craft Skill: Tailoring (DC 55)