Items Catalog: Weapons, Gear, and Utility Equipment
Item Type Hands Descriptio Wei Skill Damag Rang Rarity Pric
Name n ght Requir e/ e e
ement Effect (Sv)
Shortswo Weapo 1 Handed A basic, 4 Melee 1d6 Mele Comm 100
rd n well-forged units (2+) Fast e on Sv
blade
favored by
foot
soldiers.
Sword Weapo 1 Handed A basic, 5 Melee 3d6 Mele Comm 130
n well-forged units (3+) e on Sv
blade
favored by
soldiers
Great Weapo 2 Handed A basic, 6 Melee 5d6 Mele Uncom 200
Swords n well-forged units (4+) e mon Sv
blade
favored by
foot
knights
Mace Weapo 1 Handed Blunt 4 Melee 2d6+1d Mele Comm 120
n weapon units (2+) 4 e on Sv
effective Armor
against Shred
armored
foes.
Warham Weapo 2 Handed A heavy 7 Melee 4d6 Mele Rare 350
mer n weapon units (4+) Bashin e Sv
favored by g Strike
brutes of (3d6)
war
Halberd Weapo 2 Handed A favored 6 Melee 3d6+1d Mele Uncom 300
n weapon by units (4+) 6 e mon Sv
foot Armor Reac
soldiers Shred h
who are
going up
against
heavily
armored
combatant
s
Javelin Weapo 1 Handed Lightweigh 4 Range 2d6 Medi Comm 75
n t spear units d (2+) Piercin um (6 on Sv
designed g Blow tiles)
for
throwing.
Spear Weapo 2 Handed A basic 4 Melee 2d6 Mele Uncom 150
n spear, units (3+) Reach e mon Sv
Good to
keep
enemies at
reach
Throwing Weapo 1 Handed Balanced 1 Range 1d6 Short Everyd 5 Sv
Knives n blade unit (1+) (3 ay
suitable for tiles) Items
throwing
or close
combat.
Crossbo Weapo 2 Handed Compact 5 Range 2d6 Medi Uncom 150
w, Light n ranged units d (3+) um (6 mon Sv
weapon tiles)
with good
precision.
Crossbo Weapo 2 Handed Ranged 6 Range 4d6 Long Uncom 230
w n weapon units d (5+) (8 mon Sv
with good tiles)
precision.
Sling Weapo 2 Handed Simple 1 Range 1d6 Medi Everyd 15
n projectile unit d (1+) um (5 ay Sv
for hunting tiles) Items
or
skirmishin
g.
Longbow Weapo 2 Handed Tall and 5 Range 5d6 Long Rare 350
n powerful, units d (5+) (12 Sv
requires tiles)
training to
wield.
Antidote Consu N/A A vial of 1 N/A Remov Self Comm 50
mables Antidote unit es on Sv
poison
effect
Smoke Consu N/A Creates a 1 N/A Obscur Thro Comm 75
Bomb mables smoke unit es wing on Sv
screen for vision in
concealme 3x3
nt or area
escape.
Simple Ammo N/A Simple 1 None N/A N/A Everyd 10
Arrows arrows for unit ay Sv
bows, Items
comes in
packs of
10
Simple Ammo N/A Simple 1 None N/A N/A Everyd 10
Bolts bolts for unit ay Sv
crossbows Items
, comes in
packs of
10
Arcanic Weapo 1 Handed Crystal-etc 3 Melee 2d6 + Mele Very 650
Dagger n hed units (4+) Arcane e Rare Sv
dagger Burn
that hums (1d6
with stored next
energy. turn)
Steel-Rei Armor 1 Handed Large 8 Defens 30 HP N/A Uncom 150
nforced shield units e (3+) mon Sv
Shield offering
cover and
damage
mitigation.
Cloth Armor N/A Lightweigh 2 None AP 3 / N/A Everyd 20
Armor t padded units No ay Sv
cloth, penaltie Items
basic s
protection
for
scholars or
travelers.
Leather Armor N/A Boiled 4 Defens AP 7 / N/A Comm 75
Armor leather units e (1+) No on Sv
offering penaltie
moderate s
defense,
favored by
scouts.
Chainmai Armor N/A Interlockin 8 Defens AP 10 / N/A Uncom 150
l g metal units e (3+) No mon Sv
rings, worn penaltie
by guards s
and
mercenari
es.
Plate Armor N/A Full steel 13 Defens AP 15 / N/A Rare 350
Armor plates, units e (5+) –2 Sv
cumberso Dexterit
me but y&
unmatche Movem
d ent
protection.
Heavy Armor N/A Reinforced 16 Defens AP 18 / N/A Very 550
Plate steel with units e (7+) –3 Rare Sv
joint rivets, Dexterit
for y&
frontline Movem
warriors. ent
Traveler’s Gear N/A Weather-r 2 None N/A N/A Everyd 12 S
Cloak esistant, units ay v
good for Items
long
journeys.
Bandolier Gear N/A A 2 None Allows N/A Everyd 15
Belt bandolier units for ay Sv
used to quick Items
access access
items of 4
quickly Items
stored
in the
bandoli
er
Healing Consu N/A Herbal 1 None Heal Self Comm 90 S
Salve (x3) mable paste that unit 2d4 or on v
restores touch
2d4
Health.
Bandage Consu N/A Stops 1 None Stops Self Everyd 10
mable bleeding unit bleedin or ay Sv
effects g touch Items
effects
Healing Consu N/A Rapidly 1 None Heal Self Uncom 150
Draught mable seals unit 3d6 or mon Sv
(1 use wounds touch
per with
item) vibrant
green
elixir.
Aid Kit Consu N/A Allows to 2 None N/A Self Comm 100
mable stabilise a unit or on Sv
(1 use downed touch
per player
item) without a
check OR
heal from
a critical
injury.
Arcane Consu N/A heals from 2 Arcane N/A Self Uncom 150
Aid Kit mable an Arcane unit (4+) or mon Sv
(1 use critical touch
per injury.
item)
Guildsmit Gear N/A Required 10 Smithin Enables N/A Very 750
h Toolkit to repair or units g (4+) repairs / Rare Sv
craft crafting
guild-stand
ard
weapons
and armor.
Small Backpa N/A Lightweigh 1 None +10 N/A Everyd 35 S
Backpack ck t bag with units units ay v
basic capacity Items
pouches , no
and penalty
straps.
Medium Backpa N/A Standard 1 None +20 N/A Comm 75 S
Backpack ck adventurer units units on v
’s pack, capacity
good , –1
balance of Movem
space. ent
Large Backpa N/A Heavy-dut 1 None +30 N/A Uncom 160
Backpack ck y canvas units units mon Sv
and capacity
leather , –2
framepack Movem
. ent
Rope (50 Utility N/A Essential 2 None N/A N/A Everyd 10 S
ft) for units ay v
climbing, Items
hauling, or
tying
things
down.
Lockpick Utility N/A Compact 1 Thiever Enables N/A Uncom 155
s (Set) kit of tools unit y (2+) Lockpic mon Sv
for picking king
locks and attempt
disarming s
traps.
Alchemis Throwa N/A Explodes 2 None 2d6 Fire Thro Uncom 150
t’s Fire ble into units + Burn wn (5 mon Sv
Flask flames, tiles)
setting the
area on
fire.
Guild Equipm N/A Spellbook 4 Arcana Grants N/A Legend 1 20
Enchante ent encrypted. units (5+) access ary 0 Sv
r’s Tome to 3
Runes
for
quick
access
Rune Equipm N/A A book of 4 Arcana A Tome N/A Rare 500
Tome ent known units (4+) for the Sv
Runes known
runes.
Grants
a +1 to
Rune
Inscripti
on
Rune Equipm N/A A Kit for 2 Rune Allows N/A Uncom 250
Inscriptio ent ease of units Inscript access mon Sv
n Kit Rune ion to Rune
Inscription (3+) Inscripti
ons on
smaller
objects.
Tools Equipm N/A Tools for a 2 N/A Smiting, N/A Comm 100
ent specific units Tinkers, on Sv
occupation Woodw
orking
tools
etc.
(When
buying,
choose
a
specific
tool
type)
Portable Equipm N/A A portable 4 Crystal A N/A Rare 400
Crystal ent table for units Manipu portable Sv
Table Arcane lation table
Crystal (3+) that
refining enables
and Arcane
manipulati Crystal
on stabiliza
tion and
Refining
; +1
Crystal
Manipul
ation
Lantern Equipm N/A Lights up 1 N/A Lights N/A Everyd 25
ent dark areas unit up an ay Sv
5x5 Items
area
Oil Equipm N/A Oil for a 1 N/A Oil for N/A Everyd 10
(Lantern) ent lantern unit the ay Sv
lanterns Items
, keeps
the
lantern
lit for 12
Hours
Arcane Crystal Types (1 Unit Each)
Crystal Type Effect Example Charges Notes Rarity Base
Cost
Fire Crystal Deals 3d6 fire damage; 3 — Common 50 Sv
ignites flammable objects.
Ice Crystal Target slows; DV 10 3 No effect on Common 80 Sv
Athletics check or lose 1 constructs.
action.
If the target is wet they
automatically lose their
action.
Lightning 2d6 lightning damage; +1 2 — Uncommo 120 Sv
Crystal vs. metal armor to hit, 3d6 n
if target stands in water
Air Crystal Pushes enemies 3 3 — Common 20 Sv
squares back.
Earth Crystal Creates 1-square stone 3 Provides Uncommo 40 Sv
block (Immovable) (20 cover. n
HP).
Water Crystal 2×2 area of water; Douses 3 . Common 20 Sv
fire.
Shadow Target must make DV 12 2 Ineffective Rare 450 Sv
Crystal Concentration check or in bright
become Frightened. light.
Light Crystal Illuminates 6 squares (3x2) 3 Reveals Uncommo 90 Sv
in front of you; blinds invisible n
targets on a failed foes.
Athletics (DV 10). Can be
thrown after
activation
Poison Crystal 1d6 damage (directly to 2 Organic Rare 300 Sv
HP) + Poisoned status (3 targets only.
rounds).
Force Crystal 1d6 force damage; target 2 Good vs. Rare 280 Sv
is knocked prone. flying
enemies.
Sound Crystal Deafens targets for 1 2 Can be Rare 260 Sv
round in a 2x2 area. thrown after
activation
Universal Choose element before 4 Versatile. Very Rare 1200
Crystal use Sv
Unstable Fire Deals 5d6 fire damage; 3 Powerful but Rare 180 Sv
Crystal triggers Arcane Rebound risky.
(roll immediately).
Artificial Choose element when 2 Versatile but Rare 450 Sv
Crystal crafted; 2 uses; 50% difficult to
chance to degrade on first produce.
use.
● Fast: Can attack twice in one round (on same target or at 2 targets in range)
● Bashing Strike: Alternate attack with weapon, Xd6 damage to their armor only
● Armor Shred: Damage to the opponents armor in addition to normal damage (Armor
Shred still do damage even if normal damage didn’t go through armor)
● Reach: Attacks can reach 2 squares as if they were in melee range.
● Piercing Blow: Weapon/Objects get stuck in opponents armor/body, imposing a -1
Move until the opponent uses an action to remove the weapon/object.