Gear
Weapon, armor and shield requirements scale with the item's own level. Tools, enchanting and crafting are covered in the gear rules.
Melee weapons
Fist
Unarmed · Melee
Damage d4 ForceStat MightKick
Unarmed · Melee
Damage d4 ForceStat MightTeeth
Unarmed · Melee
Damage d4 SharpStat MightDagger
Small · Melee
Damage d4 SharpStat FinesseReq Item Level- Offhander: Equipping or unequipping a dagger as your offhand weapon costs no AP during combat.
- Impale: When an attack is landed with a dagger, you may choose to release the Dagger and leave it impaled in the attacked creature. While impaled, a creature has as many degrees of disadvantage on defensive rolls as Daggers impaled with. An impaled creature must spend 1 AP to remove each Dagger.
- Throwable: Can be used as a thrown ranged weapon. If used as a thrown ranged weapon, Impale cannot be triggered.
Shortsword
Small · Melee
Damage d6 SharpStat FinesseReq Item Level +1- Quick Strikes: While dual wielding with at least one Short Sword, making a dual attack costs 1 less AP.
- Speedy Rebound: Once per turn, if an attack with the Short Sword results in a Failure but not an Overwhelming Failure, you may choose to do half its normal damage to the target instead.
Rapier
Large · Melee
Damage d6 SharpStat FinesseReq Item Level +1- Rapid Strike: Once per turn, when a Success or above is achieved when attacking with your Rapier, you may immediately make a follow-up attack for half damage against any creature within range. If the follow-up attack also achieves a Success or above, you may continue chaining follow-up attacks. Follow-up attacks cannot deal critical damage. You may make up to as many follow-up attacks as the Rapier's level.
Battleaxe
Large · Melee
Damage d8 SharpStat MightReq Item Level +1- Power Slash: When an Overwhelming Success is achieved when attacking with your Battleaxe, the attack deals critical damage to the target and normal damage to one adjacent creature within range.
- Versatile Grip: You may choose to wield your Battleaxe in two hands instead of one and change your damage die to a d10.
Longsword
Large · Melee
Damage d8 SharpStat FinesseReq Item Level +1- Precision Strike: Attacks with your longsword do not suffer disadvantage when targeting specific body parts of enemy creatures.
- Versatile Grip: You may choose to wield your Longsword in two hands instead of one and change your damage die to a d10.
Mace
Large · Melee
Damage d8 ForceStat MightReq Item Level +1- Armour Fouling: When you land an attack with your Mace on an opponent with rigid or metallic armour, you reduce the creatures armour by the amount of damage dice the Mace will inflict.
Flail
Large · Melee
Damage d10 ForceStat FinesseReq Item Level +2- Shield Breaker: When a Success or above is achieved when attacking a shielded opponent with your Flail, the chain wraps around the shield and renders it unusable until the start of your next turn.
- Chain Disarm: When attacking with your Flail you may choose to directly attack a held weapon without suffering any disadvantage. On a Success or above the chain of your flail will allow you to wrench the weapon from the creatures grasp and into your free hand or a space within a 3 tile radius.
Morningstar
Large · Melee
Damage d10 Sharp & ForceStat MightReq Item Level +2- Spiked: When a Success or above is achieved when attacking with your Morningstar, Bleeding will be inflicted at the item level of the Morningstar for half as many rounds, rounded up.
- Spined Club: The damage dealt by a Morningstar is both Sharp and Force type.
Warhammer
Large · Melee
Damage d10 Sharp or ForceStat MightReq Item Level +2- Two Sided: You may choose whether to attack with either the hammer or pick face of the Warhammer, dealing either force or sharp damage with your attacks.
- Hammer Face: On a Success or above, the target is knocked back 1 tile.
- Pick Face: On a Success or above, the target gains a degree of disadvantage on defensive rolls for 1 turn. The disadvantage stacks on successive hits, up to a maximum number of degrees equal to the Warhammer's level.
Greatsword
Martial · Melee
Damage d10 SharpStat MightReq Item Level +1- Hilt Strike: Once per turn, you may make a free attack using the hilt of your Greatsword. The hilt strike uses a d6 as its damage die and deals force damage. On a Success or above, the target has as many degrees of disadvantage on their next defensive roll as the Greatsword's level.
- Follow Through: Once per turn, when a Success or above is achieved when attacking with your Greatsword, you may immediately make an additional attack against the same target for 1 AP. On a Success or above, the Follow Through attack deals critical damage.
Greataxe
Martial · Melee
Damage d10 SharpStat MightReq Item Level +1- Sweep: When attacking a creature with the Greataxe, the tiles on either side of them are also targeted by the attack.
Quarterstaff
Martial · Melee
Damage d10 ForceStat FinesseReq Item Level +1- Trip: When a Success or above is achieved when attacking a creature sized Large or smaller with a Quarterstaff, the attacked creature will be knocked down until the start of their next turn.
Maul
Martial · Melee
Damage d12 ForceStat MightReq Item Level +2- Devastating Blow: On a Success or above, you may knock the target up to as many tiles backwards as the Maul's level. If the target hits another creature or obstacle and is sized Large or smaller, they are knocked down. Creatures larger than Large cannot be knocked down but the struck part will be moved just the same.
Spear
Polearm · Melee
Damage d10 SharpStat MightReq Item Level +1- Relentless Assault: Consecutive attacks on the same target with the Spear deal an additional damage die for each successive Success or above achieved. The additional damage dice cap at 5 and reset if you attack a different target or achieve a Failure or lower.
Glaive
Polearm · Melee
Damage d10 SharpStat FinesseReq Item Level +1- Wide Arc: Attacks with the Glaive target two creatures within range using the same attack roll.
Pike
Polearm · Melee
Damage d12 SharpStat MightReq Item Level +2- Defensive Guard: Once per turn, when an enemy creature enters the range of your Pike, you may make a free attack against them. On a Success or above, the creature cannot approach you or move within the range of your Pike.
Ranged weapons
Slingshot
Bow · Ranged
Damage d4 ForceStat FinesseReq Item LevelRange 8 tiles- Improvised Ammunition: The Slingshot can fire any object as ammunition as long as it is smaller than a fist.
Shortbow
Bow · Ranged
Damage d6 SharpStat FinesseReq Item Level +1Range 12 tiles- Compact Frame: Attacks with the Shortbow made from stealth have as many degrees of advantage as the Shortbow's level.
- Silent Shot: On a Success or above when attacking from stealth, you remain hidden.
Longbow
Bow · Ranged
Damage d8 SharpStat MightReq Item Level +1Range 18 tiles- Long Shot: In addition to the AP cost of attacking, you may spend 1 AP to extend the Longbow's effective range by 5 tiles. You may extend the range in this way as many times as the Longbow's level.
Recurve Bow
Bow · Ranged
Damage d10 SharpStat FinesseReq Item Level +2Range 15 tiles- Power Shot: When a Success or above is achieved when attacking with your Recurve Bow, the arrow pierces through the target and continues in a straight line for 6 tiles. Each creature in the line must make a defensive roll against the original attack roll. The attack cannot deal critical damage to any creature beyond the initial target.
Throwing Knife
Thrown · Ranged
Damage d4 SharpStat FinesseReq Item LevelRange 8 tiles- Impale: When a Success or above is achieved when attacking with a Throwing Knife it becomes impaled in the attacked creature. While impaled, a creature has as many degrees of disadvantage on defensive rolls as Throwing Knives impaled with. An impaled creature must spend 1 AP to remove each Throwing Knife.
- Wieldable: Can be used as a small melee weapon. If used as a small melee weapon, Impale cannot be triggered.
Javelin
Thrown · Ranged
Damage d6 SharpStat MightReq Item Level +1Range 12 tiles- Pin: When a Success or above is achieved when attacking with the Javelin, you may decide to pin the target creature to its current location if they are sized Large or smaller for the next turn.
- Polearm: The Javelin can be wielded two-handedly as a Polearm using the same damage die.
Bolas
Thrown · Ranged
Damage d8 ForceStat FinesseReq Item Level +1Range 10 tiles- Ensnare: When a Success or above is achieved when attacking with your bolas they will ensnare the target, tying around either their legs or arms. If you wish to tied their legs they will be immobilised for 1 turn and if you wish to tie their arms they will be unable to attack for 1 turn.
Hand Crossbow
Crossbow · Ranged
Damage d8 SharpStat FinesseReq Item Level +1Range 15 tiles- One-Handed: The Hand Crossbow is a one-handed ranged weapon.
- Snap Shot: Once per turn, when a Success or above is achieved when attacking with either the Hand Crossbow or a weapon wielded in your other hand, you may make a free attack with the Hand Crossbow.
Repeating Crossbow
Crossbow · Ranged
Damage d6 SharpStat FinesseReq Item Level +1Range 12 tiles- Speed Firing: You can fire two bolts from the Repeating Crossbow for the cost of 1 AP.
- Ammunition Hopper: The ammunition hopper on a repeating crossbow can carry 4 pieces of ammunition at a time. It can be refilled or topped up for a cost of 1 AP.
Harpoon
Crossbow · Ranged
Damage d10 SharpStat FinesseReq Item Level +2Range 12 tiles- AP Cost: 2 AP
- Spear Projectile: You fire a medium sized spear that is connected to a rope that is in turn connected to you. When you hit a target with your harpoon it sticks in them and for 1 AP you may pull on the rope to either knock down the target for a turn or pull the target up to 4 tiles in your direction. You can have at most 1 ammunition tied to yourself at a time.
- Reloading: You may start combat with your harpoon already loaded but after subsequent shots you must retrieve and reload your ammunition for 1 AP.
Heavy Crossbow
Crossbow · Ranged
Damage d12 SharpStat FinesseReq Item Level +2Range 18 tiles- Brace Shot: In addition to the AP cost of attacking, you may spend additional AP to increase the number of damage dice rolled by one for each additional AP spent. You may increase the damage in this way as many times as the Heavy Crossbow's level.
Ring
Focus · Ranged
Damage d4Stat ArcanaReq Item LevelRange 8 tiles- Free Hand: The Ring does not take up the wearer's hand and can be used alongside anything held in that hand.
- Elemental: The Ring has a native element that its basic attacks deal.
- Imbue: The Ring allow's its wearer to cast the imbue ability of the Ring's native element's discipline using double the Ring's level instead of arcana. The Ring is able to cast the imbue ability as many times per rest as the Ring's level.
Wand
Focus · Ranged
Damage d8Stat ArcanaReq Item Level +1Range 12 tiles- One-Handed: The wand is a one-handed ranged weapon.
- Elemental: The Wand has a native element that its basic attacks deal.
- Native Spell: The Wand has a native ability of the same discipline as the Wand's native element. The ability can be used as many times per rest as the Wand's level. The native ability can be cast for half the amount of AP, rounded up, as it would usually cost.
Staff
Focus · Ranged
Damage d12Stat ArcanaReq Item Level +2Range 18 tiles- Elemental: The Staff has a native element that its basic attacks deal.
- Two-Handed: The Staff is a two-handed ranged weapon that can also be used as a Martial melee weapon that uses Finesse, has a damage die of a d8 and deals the elemental damage type of the Staff's native element. The stat requirement to use the Staff as a melee weapon is the Staff's level.
- Stored Spells: The Staff is able to store as many abilities of the same discipline as the Staff's native element as the Staff's level. Abiliites stored in the Staff can be cast for half the amount of AP, rounded up, they would usually cost to cast. The Staff cannot have abilities stored into it during combat.
Armor
Padded
Light armor · Level 1
Rating 2Leather
Light armor · Level 2
Rating 4Hide
Light armor · Level 3
Rating 6Studded Leather
Light armor · Level 4
Rating 8Chain Shirt
Light armor · Level 5
Rating 10Brigantine
Light armor · Level 6
Rating 12Ring Mail
Heavy armor · Level 1
Rating 8MIG 4Move -1Banded
Heavy armor · Level 2
Rating 10MIG 5Move -2Laminar
Heavy armor · Level 3
Rating 12MIG 6Move -3Splint
Heavy armor · Level 4
Rating 14MIG 7Move -4Half Plate
Heavy armor · Level 5
Rating 16MIG 8Move -5Full Plate
Heavy armor · Level 6
Rating 18MIG 9Move -6
Shields
Buckler
Shield · Finesse
Rating 4Req Item Level +1- AP Cost: 1 AP
- Free Hand: The Buckler does not take up the wearer's hand and can be used alongside anything held in that hand.
Targe Shield
Shield · Finesse
Rating 6Req Item Level +2Heater Shield
Shield · Might
Rating 6Req Item Level +1Kite Shield
Shield · Might
Rating 8Req Item Level +2Pavise Shield
Shield · Might
Rating 10Req Item Level +3