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Named for the famous trap-loving crawler, Drakea, the Kerchief is a black bandana with a typical white paisley pattern.[1]
AI Description
Drakea’s Enchanted Kerchief of Disorder.
This handy-dandy, versatile garment can be worn around the neck, in the hair, or on your face if you want to cosplay as a cowboy robbing a bank. Can also be tied around your arms or legs, but only if you want to look like a moron. Don’t tie it around your leg.
This simple, square piece of fabric is a reminder that looks can be deceiving. The wearer of this item receives the following benefits:
- +5 to the Detect Trap Skill.
- Wearer may cast a level-15 Tripper spell once every five hours.
- The Remote Detonator Benefit.[1]
Gallery
Story
Carl receives the Enchanted Kerchief of Disorder in a Gold Boss Box after defeating Lusca on the Fifth Floor. Because his Enchanted Nightgaunt Cloak of Stoutness uses his neck slot, he equips the bandana as a mask.[1]
References
- ↑ 1.0 1.1 1.2 Dinniman, Matt. The Gate of the Feral Gods (Chapter 28)
| ITEMS | |
|---|---|
| Consumable | Explosives • Food • Pharmaceuticals • Potions • Scrolls • Traps • Wands • Weapon Ammunition |
| Crafting | Crafting Materials • Crafting Tables • Crafted Items |
| Equipped | Accessories • Clothing • Jewelry • Patches • Tattoos • Weapons |
| Other Items | Artifacts • Books • Celestial-Tier Items • Earth Items • Loot Boxes • Pet Items • Personal Spaces • Technology • T'Ghee Cards • Utility Items • Vehicles |
| Mechanics | Inventory Menu • Equipping Gear • Looting |
| Definitions | Glossary of Dungeon Terms • Item Keywords (Category) |

