Weapons
Most weapons are capable of slashing and piercing and deal those wounds accordingly. A few heavy and blunt melee weapons, such as the great hammer, deal crushing attacks that rely on strength as opposed to dexterity.
Reading the table
- Name: Name of the weapon.
 
- Attack: The dice to roll when making a weapon attack.
 
- RAN: The maximum range at which this weapon can attack enemies.
 
- ENC: Increase your encumbrance by this amount.
 
- Requires: You must meet the following ability score requirements to wield the weapon.
 
- Properties: Unique effects that modify the weapon.
 
| Name | Attack | RAN | ENC | Requires | Properties | 
|---|
| Javelin | d6 | 1 | 1 | DEX 1 | Throw 6 | 
| Spear | d8 | 2 | 3 | STR 1 | 2H | 
| Pike | d8 | 3 | 4 | STR 1 | 2H, Slow | 
| Halberd | d10 | 2 | 5 | STR 2 | 2H, Slow | 
| Dagger | d4 | 1 | 1 |  | Quick | 
| Parrying Dagger | d4 | 1 | 1 | DEX 1 | Quick, Parry 0 | 
| Throwing Dagger | d4 | 1 | 1 | DEX 1 | Quick, Throw 6 | 
| Shortsword | d6 | 1 | 2 | DEX 0 | Parry 0 | 
| Longsword | d8 | 1 | 3 | STR 1 | 2H, Parry 2 | 
| Greatsword | d10 | 1 | 5 | STR 3 | 2H, Parry 4 | 
| Throwing Axe | d8 | 1 | 1 | DEX 2 | Throw 4 | 
| Axe | d6 | 1 | 1 | STR 0 | Cruel 2 | 
| Longaxe | d8 | 1 | 3 | STR 1 | 2H, Cruel 4 | 
| Mace | d6 | 1 | 2 | STR 2 | Heavy | 
| Great Hammer | d8 | 2 | 4 | STR 3 | 2H, Heavy | 
| Maul | d12 | 1 | 6 | STR 4 | 2H, Heavy, Slow | 
| Shortbow | d4 | 8 | 2 | DEX 0 | 2H | 
| Bow | d6 | 12 | 3 | STR 1 | 2H, Heavy | 
| Longbow | d10 | 20 | 4 | STR 3 | 2H, Heavy, Slow | 
| Crossbow | 2d10 | 20 | 4 | STR 1 | 2H, Reload 2 | 
Weapon Properties
- 2H: This weapon requires two hands to be wielded properly.
 
- Cruel: When this weapon inflicts a wound, add the rating of cruel to the wound roll.
 
- Heavy: You add your STR score instead of DEX when making attacks with this weapon.
 
- Parry: You are able to use the parry reaction while wielding the weapon and add the rating of parry when spending STA as part of the parry action.
 
- Quick: You can draw and stow this weapon as part of an attack action, even while both of your hands are occupied.
 
- Reload: This weapon requires a number of standard actions equal to the rating to reload and use the weapon again.
 
- Slow: You cannot perform multiple attack actions on your turn with this weapon.
 
- Throw: You can draw and throw this weapon as part of a ranged attack action, even while wielding another weapon using two hands. The maximum range of the ranged attack is equal to the rating of throwable.
 
Implements
| Name | Attack | Range | ENC | Requires | Properties | 
|---|
| Crystal Orb | d4 | 3+ARC | 1 | INT 1 | Magic, Forceful 1 | 
| Ash Staff | d4 | 3+ARC | 1 | MIN 1 | Magic, Defensive 2 | 
| Hazel Wand | d4 | 6+ARC | 1 | ARC 2 | Magic | 
| Hawthorn Wand | d8 | 8+ARC | 1 | ARC 3 | Magic, Umbral 1 | 
| Holy Symbol | d4 | 1+SPI | 0 | SPI 2 | Magic, Holy, Touch, Worn | 
| Runic Ring | d4 | 1 | 0 | ARC 1 | Magic, Touch, Worn | 
Implement Properties
- Defensive: Increase FOC by the rating of defensive.
 
- Forceful: When this implement forces a creature to move, increase the forced movement by one square.
 
- Holy: You add your SPI score instead of ARC when making spell attacks with this implement. When targeting umbral creatures, this implement deals HEA damage.
 
- Magic: You add your ARC score when making attacks with this implement. This implement deals STA or WIL damage (user’s choice) instead of HEA damage and costs 1 WIL every time you attack with it.
 
- Touch: You can touch a creature up to 1 square away with this implement to make an attack against it. You do not provoke opportunity attacks when you perform a spell attack in this manner.
 
- Umbral: Decreases your LUS by the rating of umbral to a minimum of 1 each time the implement is used.
 
- Worn: You can wear this implement and do not need a free hand to attack with it.
 
Clothing and Armor
The heavier the armor, the better it will withstand weapon attacks. Consecrated armors provide a unique protection against spells and sable armors provide protection against umbral attacks.
Reading the table
- DEF: Reduce weapon attack rolls by this value.
 
- FOC: Reduce spell attack rolls by this value, regardless of the stat it targets.
 
- ENC: Increase your encumbrance by this amount.
 
- CHE: Increase or decrease DEX, END, and VIT ability checks by this amount.
 
- SPE: Increase or decrease your speed by this amount.
 
- Requires: You must meet the following ability score requirements to wear the item and receive any benefit.
 
- Properties: Unique effects that modify the clothing/armor.
 
| Name | DEF | FOC | ENC | CHE | SPE | Requires | Properties | 
|---|
| Clothing | 2 | 0 | 0 | +0 | +0 |  |  | 
| Light armor | 4 | 0 | 2 | +0 | +0 | STR 0 |  | 
| Medium armor | 6 | 0 | 4 | -1 | -1 | STR 1 |  | 
| Heavy armor | 8 | 0 | 6 | -3 | -2 | STR 2 |  | 
| Consecrated heavy armor | 7 | 1 | 5 | -2 | -2 | SPI 3 |  | 
| Consecrated armor | 5 | 2 | 3 | -1 | -1 | SPI 2 |  | 
| Consecrated robes | 2 | 4 | 0 | +0 | +0 | SPI 1 |  | 
| Consecrated cloak | 0 | 0 | 0 | +0 | +0 | SPI 1 | Skill: Influence | 
| Sable armor | 3 | 3 | 2 | -1 | -1 | ARC 3 | Shroud 1 | 
| Sable robes | 2 | 2 | 0 | +0 | +0 | ARC 2 | Shroud 1 | 
| Sable cloak | 0 | 0 | 1 | +0 | +0 | ARC 2 | Shroud 1 | 
| Stalker’s cloak | 0 | 0 | 0 | +0 | +0 | DEX 2 | Skill: Wilderness Stealth | 
| Traveler’s cloak | 0 | 0 | 0 | +0 | +0 |  | Skill: Resist Elements | 
| Shield | 2 | 0 | 1 | +0 | +0 | STR 1 | Shielding | 
| Heavy shield | 4 | 0 | 2 | -2 | -1 | STR 3 | Shielding | 
Clothing and Armor Properties
- Shielding: You can use the shield reaction with this piece of armor equipped.
 
- Shroud: Resist LUS damage by the rating of shroud, to a minimum of 1. This benefit stacks.
 
- Skill: Grants a skill while wearing the clothing/armor.
 
| Name | ENC | Properties | 
|---|
| Alchemical tools | 3 |  | 
| Smith’s Tools | 5 |  | 
| Thieve’s Tools | 1 |  | 
Rings
- Spell Hoard Ring: As a standard action, spend 6 WIL to store a spell that requires a standard action to perform in the ring. You must also spend whatever resources or penalties come with said spell. The ring’s bearer may perform the spell as a standard action by spending 6 WIL.
 
- White Ash Ring: Glows faintly. If the wearer’s LUS falls to 0 or lower, they do not become umbral and instead fall unconscious (no save) until their LUS is restored. If the ring is removed or destroyed, they turn umbral.