I don't recall saying the Warforged's Balls were magical, just that they have buttons on them, but alright.
BOOKS AND STUFF:
Strongholds: Secrets of the Old WorldDescribes Strongholds, places of power, yadda yadda, said it all in the game.
Strongholds are mystical structures that are built at specific locations unique in magical energy with a powerful magical artifact at their core.
The artifact forms the Stronghold's heart, creating a structure that is semi-alive, a connection to the land and the magic. Strongholds, if used properly, are vital tools to the adventurer, and the king.
A Stronghold provides it's owners with powerful bonuses, and can even maintain and grow the lands it's owner rightfully rules.
The great kingdoms of old were founded around Strongholds, but the magic has long been lost; this book is old and claims to have been written by the Fey.
It details how to find a Stronghold and an Artifact, and how to forge the two together, everything you need to know is in the book.
Neruz Master: the first thing the book teaches is how to temporarily tune a compass to the magical field, causing it to point to the nearest node suitable for a Stronghold
Joh: Should I just dungeoneer it, or athletics, both?
Elvira: *rolls for naturally occuring glue*
Rangaroc: There are many trees in the exterior. Let's look for some
Elvira: *sounds good*
Neruz Master: oh god what are you trying to do
On the Overmap screen you guys will get a little compassy thing which i'll orient towards the nearest Stronghold location whenever somone asks me too.
Basic Magical Mechanics: A Beginners Guide to MagewrightWhoever has the book gets a +1 aptitude bonus to all checks dealing with magical mechanisms, as well as a +1 damage bonus to magical mechanisms. The holder can also repair magical mechanisms as a standard action. The repair action drains 1 healing surge and then restores the hitpoints of an adjacent magical mechanism by an amount equal to the repairing creature's surge value plus their int modifier.
The party now also knows how to properly operate the Mechanarium's systems, allowing characters to lock and unlock the various functions, set a list of people who are allowed inside without setting off the security systems and call the lifts.
The Planar HandbookTeaches the basics of how to navigate the nonmaterial planes. The holder of the book gets a +2 bonus to skill checks related to the other planes and interplanar travel (such as identifying a Feywild Gate and soforth.)
The Wizard's NotesContains a series of notes and soforth, you can read them during an extended rest for a random chance to find directions to a point of interest.
You get the first PoI for free: The Wizard writes about a trip he took to the south-west, ending up in a boggy-swamp just north-west of the woodcutting village. There he found a number of Bullywugs living in muck and squalour, the Wizard traded the Bullywugs a componant piece of the Mechanarium in exchange for an interesting magical shield that let the wearer float on top of the bogs regardless of his swimming ability.