Your Inventory determines what kind of items you carry, either for adventuring or combat. Storing items requires Slots provided by Backpacks, Quickbelts, and other containers.
Each item occupies 1 Slot, depending on size and shape.
Backpacks: Mostly for non-combat items.
Quickbelts: Mostly for combat items.
Characters also have a few extra slots for Worn and Held items.
Most items take 1 Slot each.
Items that can be stacked in 1 Slot: Gold Coins, Herbs, Rings, Amulets, Rations.
Donkeys and carriages can help carry a large number of items.
Useful for transporting mobile laboratories or crafting equipment.
Items fall under Quality Categories, affecting Runecraft Slots and Durability Checks.
Indicates how many Enchantments an item can sustain. Enchanting requires a Durability Check.
Quality | Slots |
|---|---|
Common | 1 |
Premium | 2 |
Supreme | 3 |
Artifact | 4+ |
Note: Similar Enchantments do not stack; the strongest one prevails.
Indicates the chance of breaking during a Durability Check (Difficulty 5).
Quality | Roll |
|---|---|
Common | 1D10 |
Premium | 1D12 |
Supreme | 1D20 |
Artifact | 1D20 + 1D10 Core Die |
Note: Alchemical, Medicinal, and other essences are Common category.
Characters can wear limited items, determining maximum active enchantments:
1 Amulet
1 Armor
1 Quickbelt
1 pair of Boots
1 pair of Bracers
1 Cloak
1 set of Clothes
2 Rings
2 Held Items
Two methods to select starting gear:
Shop – Spend starting wealth (suggested 1D10×100 Gold Coins).
Archetype – Items assigned based on character Archetype.
Weapon | Critical | Weapon Risk | Range | Properties |
|---|---|---|---|---|
Battle Axe | 16/11/10 | 1 | 1 | Low Guard, 1H |
Boomerang | 20/-/- | 1 | 10 | Adaptive, 1H |
Claymore | 15/11/10 | 2 | 1 | 2H |
Crossbow | 16/11/10 | 1 | 10 | Impact, Low Guard, 2H |
Dagger | 19/12/10 | 1 | 1 | Quickdraw, Slight, Low Guard, 1H |
Flail | 15/11/10 | 3 | 1 | Impact, Low Guard, 1H |
Great Axe | 14/10/10 | 3 | 1 | Low Guard, 2H |
Great Bow | 16/11/10 | 3 | 30 | Low Guard, Slight, 2H |
Great Hammer | 15/11/10 | 4 | 1 | Impact, Low Guard, 2H |
Halberd | 17/11/10 | 1 | 2 | Adaptive, 2H |
Hand Axe | 18/12/10 | 1 | 1/5 | Throwable, Low Guard, Quickdraw, 1H |
Javelin | 18/12/10 | 1 | 10 | Throwable, Low Guard, Quickdraw, 1H |
Knuckles | 19/12/10 | 1 | 1 | Worn, Slight, 1H |
Longbow | 17/11/10 | 2 | 20 | Low Guard, Slight, 2H |
Longsword | 17/11/10 | 1 | 1 | Versatile |
Mace | 17/11/10 | 2 | 1 | Impact, Low Guard, 1H |
Morning Star | 16/11/10 | 2 | 1 | Low Guard, 1H |
Punch Dagger | 19/12/10 | 1 | 1 | Worn, Slight, 1H |
Rapier | 17/11/10 | 1 | 1 | Adaptive, 1H |
Scimitar | 17/11/10 | 1 | 1 | Mounted Bonus, 1H |
Shortbow | 18/12/10 | 1 | 10 | Low Guard, Slight, 2H |
Shortsword | 18/12/10 | 1 | 1 | Quickdraw, 1H |
Sling | 19/12/10 | 1 | 10 | Slight, 1H |
Spear | 18/12/10 | 1 | 2/5 | Throwable, Adaptive, Versatile |
Staff | 20/-/- | 1 | 1 | Adaptive, 2H, Strong Parry |
Throwing Knife | 19/12/10 | 1 | 10 | Quickdraw, 1H |
Throwing Star | 20/-/- | 1 | 10 | Quickdraw, Slight, 1H |
Trident | 18/12/10 | 1 | 2/5 | Throwable, Versatile |
Unarmed | N/A | 1 | 1 | By Race |
Warhammer | 17/11/10 | 2 | 1 | Impact, Low Guard, 1H |
Whip | 20/-/- | 1 | 1 | Adaptive, Low Guard, 1H |
Armor | Absorption | Critical Resistance | Adjustments (Grit Levels) |
|---|---|---|---|
Leather | 1 | ||
Studded Leather | 2 | ||
Chainmail | 3 | 1 | -1 Stealth/Climbing |
Splint Mail | 4 | 2 | -1 Mobility/Stealth/Climbing |
Plate Mail | 5 | 3 | -2 Mobility/Stealth/Climbing |
Shield | Bonus Maneuvers |
|---|---|
Buckler | Block |
Small Shield | Block, Guard (same size targets) |
Medium Shield | Block, Heavy Block, Guard (same size targets) |
Large Shield | Block, Heavy Block, Guard (+1 Size) |
Prime Grit | Reduced Grit | Frail Grit |
|---|---|---|
No Critical | No Critical | No Critical |
20 | No Critical | No Critical |
19 | 12 | 10 |
18 | 12 | 10 |
17 | 11 | 10 |
16 | 11 | 10 |
15 | 11 | 10 |
14 | 10 | 10 |
13 | 10 | 10 |
12 | 10 | 10 |
1H / 2H: One-Handed or Two-Handed weapon
By Race: Properties vary by Racial characteristics
Impact: Forfeits Armor Absorption
Low Guard: -1 Grit Level penalty when Parrying
Mounted Bonus: Critical Range increases by 1 Category in Mounted Combat
Quickdraw: Can equip without spending an Action
Slight: Reduces defender’s Grit by 1 (for Parry Reactions)
Strong Parry: Parry occurs with Strong Dice
Throwable: Can be used as a Ranged weapon
Adaptive: Grants bonus maneuvers
Versatile: Can be 1H or 2H; 2H gains +1 to critical range
Worn: Can be used at all times without occupying a hand slot
Weapon Risk: Default risk level for weapon actions
Absorption: Capacity to absorb Damage
Armor: Type of Armor
Critical Resistance (CR): Armor’s Critical Resistance
Adjustments: Modifiers when wearing armor
Trap | Disarm (Mechanics) | Detect (Observation) | Effect & Treatment |
|---|---|---|---|
Arrow | 6 | 8 | 1D10 Physical Damage, Grit Toll, Single Target |
Blade | 6 | 8 | Torn Condition, Single Target |
Fear | 6 | 8 | Fear in Field Radius (5) |
Plague | 6 | 8 | Night Blight Disease, Single Target |
Slow | 6 | 8 | -1 Mobility, until Rest, Single Target |
Spike | 6 | 8 | Lacerated Condition, Single Target |
Acid | 8 | 10 | Durability Check on all items, Single Target |
Eye | 8 | 10 | -1 Perception, until Rest, Single Target |
Firebolt | 8 | 10 | 1D20 Fire Damage, Grit Toll, Single Target |
Gas | 8 | 10 | Night Blight in Field Radius (5) |
Splint | 8 | 10 | Torn in Field Radius (3) |
Weakness | 8 | 10 | Weakness effect, until Rest, Single Target |
Axe | 10 | 12 | Dismember Condition, Single Target |
Blast | 10 | 12 | Broken Condition in Field Radius (5) |
Curse | 10 | 12 | -1 Threat & Vigor, until Rest, Single Target |
Fireblast | 10 | 12 | 1D20 Fire Damage, Field (3), Grit Toll, Common Healing: 10 |
Hammer | 10 | 12 | Broken Condition, Single Target |
Sap | 10 | 12 | -50% Grit, until Rest, Single Target |
Tonic | Combination | Effect | Duration |
|---|---|---|---|
Amber | Yellow & Red & Black | +1 Threat | 1 battle |
Beige | White & Yellow | Remove Fear | |
Black | Base Color | Protection from Berserk | 24 hours |
Blue | Base Color | Prime Grit | 1 battle |
Brown | Red & Blue & Yellow | Remove Paralysis | |
Crimson | Black & Red | Remove Disease | |
Cyan | Blue & White | Protection from Poison | 24 hours |
Gold | Yellow & Red & White | Protection from Paralysis | 24 hours |
Gray | Black & White | Protection from Disease | 24 hours |
Green | Blue & Yellow | +1 Vigor | 24 hours |
Orange | Red & Yellow | Regeneration 1D10 Grit/Round | 1 battle |
Pink | White & Red | +1 Action/Round | 24 hours |
Purple | Red & Blue | Remove Poison | |
Red | Base Color | +20 Total Grit | 24 hours |
Silver | White & Black & Yellow | Protection from Critical Effects | 1 battle |
Teal | Blue & Black | Doubles Stealth Rolls | 24 hours |
Turquoise | Blue & Yellow & White | +1 Mobility | 24 hours |
Violet | Red & Blue & White | +1 Perception | 24 hours |
White | Base Color | Protection from Fear | 24 hours |
Yellow | Base Color | First 20 Damage is ignored | 1 battle |
Salve | Components | Effect | Duration |
|---|---|---|---|
Acid Salve | Green Tonic | Provides Acid Immunity | 24 hours |
Blade Salve | Amber Tonic | +1D10 Bonus Die to melee weapon attacks | 24 hours |
Blood Salve | Crimson Tonic | Protects from Bleeding effects | 24 hours |
Brave Salve | Orange Tonic | Taunts animals and beasts | 24 hours |
Dark Salve | Brown Tonic | Camouflage, -1 Grit Level to ranged attacks | 24 hours |
Deaf Salve | Pink Tonic | Protects against sonic attacks & effects | 24 hours |
Fire Salve | Red Tonic | Provides 10 Fire Absorption | 24 hours |
Greasy Salve | Teal Tonic | Protects against Grappling effects | 24 hours |
Handy Salve | Purple Tonic | +1D10 Core Die to Climbing, stops Disarm | 24 hours |
Hidden Salve | Yellow Tonic | Removes odor, prevents Scent abilities | 24 hours |
Ice Salve | White Tonic | Provides 10 Ice Absorption | 24 hours |
Metal Salve | Silver Tonic | Provides 5 Absorption & 3 Critical Resistance | 24 hours |
Sea Salve | Cyan Tonic | Boosts Swimming +1D10 Core Die | 24 hours |
Silent Salve | Turquoise Tonic | Reduces noise and eliminates tracks | 24 hours |
Steady Salve | Violet Tonic | Allows mobility over difficult Terrain | 24 hours |
Stone Salve | Gray Tonic | Protects against Petrification | 24 hours |
Strong Salve | Gold Tonic | Provides a shield of 30 total Grit Points | 24 hours |
Thunder Salve | Blue Tonic | Provides 10 Thunder Absorption | 24 hours |
Veil Salve | Beige Tonic | Provides Full Cover near Obstacles | 24 hours |
Wind Salve | Black Tonic | Protects against Fall Damage (up to 10 Tiles) | 24 hours |
Bomb | Components | Effect |
|---|---|---|
Blade Bomb | Basilisa | Physical Damage, Field (1) & Bleeding on Critical (17/11/10) |
Blind Bomb | Moonvision | Blindness effect, Field radius (1) for 5 Rounds |
Fear Bomb | Greenbane | Fear effect, Field radius (1) |
Force Bomb | Eagle Walk | Push effect, Field radius (1) |
Frostbomb | Snowblood | Ice Damage, Field radius (1) & Freeze on Critical (17/11/10) |
Light Bomb | Faerie Blood | Illumination, Field radius (1), also on targets, 5 Rounds |
Mild Fire | Acida | Fire Damage, Field (1) & Burn on Critical (17/11/10) |
Mild Flash | Sirenia | Sonic Damage, Field (1) & Daze on Critical (17/11/10) |
Mind Bomb | Mindhold | Insanity effect, Field radius (1) |
Rage Bomb | Warblood | Berserk effect, Field radius for 5 Rounds |
Rune Bomb | Arcanum | Disables spellcasting for 3 Rounds, Field radius (1) |
Silent Bomb | Silencia | Silence effect, Field radius (1) for 3 Rounds |
Smoke Bomb | Aora | Creates Fog, Field (3), duration 1D20 minutes |
Snake Bomb | Spideria | Poison Damage, Field radius (1), repeats on Critical (17/11/10) |
Stone Bomb | Petra | Petrification effect, Field radius (1) |
Stun Bomb | Scorpia | Paralysis effect for 3 Rounds, Field radius (1) |
Thunderbomb | Thundercore | Thunder Damage, Field (1) & Shock on Critical (16/11/10) |
Weak Bomb | Rotia | Weakness effect, Field radius (1) for 3 Rounds |
Yellow Bomb | Yellow Blood | Prevents healing, Field radius (1) for 5 Rounds |
Zeta Bomb | Weaka | Disables Critical Effects, Field Radius (1) for 3 Rounds |
Balm | Components | Effect |
|---|---|---|
Bleed Balm | Basilisa | Adds Bleeding on strike (3 hits) |
Blind Balm | Moonvision | Adds Blindness for 5 Rounds on strike (3 hits) |
Death Balm | Venoma | Adds Death on strike (1 hit) |
Fear Balm | Greenbane | Adds Fear on strike (3 hits) |
Fire Balm | Acida | +1D20 Active Fire Damage (hit) & Burn (critical), (3 hits) |
Grit Balm | Wyvera | Inflicts -2 Grit Levels on strike for 5 Rounds (2 hits) |
Ice Balm | Snowblood | +1D20 Active Ice Damage (hit) & Freeze (critical), (3 hits) |
Paralysis Balm | Scorpia | Adds Paralysis on strike (3 hits) |
Petrifying Balm | Petra | Adds Petrify on strike (1 hit) |
Rune Balm | Arcanum | Adds poison, Prevents Spellcasting for 3 Rounds (2 hits) |
Silent Balm | Silencia | Adds Silence on strike for 3 Rounds (3 hits) |
Snake Balm | Spideria | +1D20 Bonus Die Poison Damage on hit (3 hits) |
Yellow Balm | Yellow Blood | Adds poison that Prevents Healing for 5 Rounds (3 hits) |
Thunder Balm | Thundercore | +1D20 Active Thunder Damage (hit) & Shock (critical) (3 hits) |
Weak Balm | Rotia | Adds Weakness on strike for 5 Rounds (3 hits) |
Wind Balm | Eagle Walk | +1D20 Active Push effect on hit & knock (critical) (3 hits) |
Elixir | Components | Effect | Duration |
|---|---|---|---|
Acida | Sentin Drake Blood | Subjects target’s items to Durability check | |
Allura | Nymph Blood | Grants immunity to Control effects | 1 hour |
Amphibia | Triton Blood | Grants Water breathing & swimming skills | 1 hour |
Aora | Goblin Shaman Blood | Grants Invisibility | 1 hour |
Arcanum | Pegasus Blood | Reflects Spells back to origin (contest roll) | 1 hour |
Arga | Troglodyte Blood | (Poison) forces last play order (advantage) | 1 battle |
Basilisa | Night Spider Blood | (Poison) +3 Risk to a target | 1 hour |
Blackbile | Ratman Blood | (Poison) death within 1D20 hours | |
Bullseye | Lizardman Blood | Ranged Attacks do not trigger Reactions | 1 hour |
Divina | Unicorn Blood | Rolls from 17-20 grant +1 Karma | 24 hours |
Divine Sight | Sarabee Blood | Immune to mental attacks and effects | 1 hour |
Eagle Walk | Giant Eagle Blood | Grants Flight | 1 hour |
Giantform | Giant Blood | +1 Size, Threat, Vigor, Critical Range | 1 hour |
Goatclimb | Chimera Blood | Grants Wallcrawling ability | 1 hour |
Goatia | Pan Blood | Grants Music skills | 1 hour |
Greenbane | Goblin Blood | (Poison) inflicts Fear | |
Lifedrop | Cerberus Blood | Restores a dead target back to life | |
Luck | Faerie Blood | Rolls are made as Strong Dice | 1 hour |
Mindhold | Striga Blood | Grants Mental Immunity | 1 hour |
Moonvision | Drakeling Blood | Grants Moonvision (outdoors nightvision) | 1 hour |
Mythic | Gazer Blood | Immunity to magic | 1 hour |
Obliviona | Dragonworm Blood | (Poison) Causes instant Unconsciousness | 1 hour |
Petra | Medusa Blood | (Poison) Causes Petrification | |
Regenia | Troll Blood | Grants 1D20 Regeneration/Round | 1 hour |
Rotia | Mermea Blood | (Poison) Causes Weakness | 1 hour |
Scenta | Hellhound Blood | Grants Scent & Detect Invisibility | 1 hour |
Scorpia | Wild Scorpion Blood | (Poison) Causes Paralysis | 1 hour |
Silencia | Siaspar Blood | (Poison) Causes Silence | 1 hour |
Sirenia | Siren Blood | Causes Fear by singing, Ring (3) | 1 battle |
Snakebless | Naga Blood | Grants +1 Action/Round, +20 Grit | 1 hour |
Snowblood | Norwolf Blood | Grants Immunity to Ice | 1 hour |
Spideria | Giant Spider Blood | (Poison) +6 Risk to a target | 1 hour |
Stata | Yarduk Blood | (Poison) disables Movement completely | 1 hour |
Thundercore | Thunderfish Blood | Provides Thunder Immunity | 1 hour |
Venoma | Veska Blood | (Poison) Causes instant Death | 1 hour |
Vinehands | Narath Blood | Grants +1 Range to Melee Attacks | 1 hour |
Vitae | Vampire Blood | +1 Critical Range for spells/weapon | 1 hour |
Warblood | Ogre Blood | Grants +1 Threat, +10 Grit | 1 hour |
Weaka | Cabar Blood | (Poison) Diminishes Threat attribute | 1 hour |
Wolfa | Werewolf Blood | Grants Wolf Form | 1 hour |
Wyvera | Wyvern Blood | (Poison) Inflicts -2 Grit Levels to target | 1 hour |
Yellow Blood | Seaboar Blood | (Poison) Prevents healing of any type | 1 hour |
Ziria | Drowned Wight Blood | (Poison) Death within 1D10 days |
Skillbook | Effect |
|---|---|
Alchemy | +1 Alchemy Point per 10 Effective Hours |
Culture | Grants Culture Skill after 10 Effective Hours |
Dimensions | Grants Dimensions Skill after 10 Effective Hours |
Druidism | +1 Druidism Point per 10 Effective Hours |
ESP | +1 ESP Point per 10 Effective Hours |
History | Grants History Skill after 10 Effective Hours |
Items | Grants Items Skill after 10 Effective Hours |
Languages | Grants Languages Skill after 10 Effective Hours |
Monsters | Grants Monsters Skill after 10 Effective Hours |
Nature | Grants Nature Skill after 10 Effective Hours |
Necromancy | +1 Necromancy Point per 10 Effective Hours |
Necropsy | Grants Necropsy Skill after 10 Effective Hours |
Oneiromancy | +1 Oneiromancy Point per 10 Effective Hours |
Religion | Grants Religion Skill after 10 Effective Hours |
Runecraft | +1 Runecraft Point per 10 Effective Hours |
Shamanism | +1 Shamanism Point per 10 Effective Hours |
Tactics | +1 Tactics Point per 10 Effective Hours |
Spellbook | Effect |
|---|---|
Blood | Grants Blood Spells with the use of 1 Skill point per Spell |
Time | Grants Time Spells with the use of 1 Skill point per Spell |
Core | Grants Core Spells with the use of 1 Skill point per Spell |
Death | Grants Death Spells with the use of 1 Skill point per Spell |
Fire | Grants Fire Spells with the use of 1 Skill point per Spell |
Ice | Grants Ice Spells with the use of 1 Skill point per Spell |
Nature | Grants Nature Spells with the use of 1 Skill point per Spell |
Theurgy | Grants Theurgy Spells with the use of 1 Skill point per Spell |
Thunder | Grants Thunder Spells with the use of 1 Skill point per Spell |
Wind | Grants Wind Spells with the use of 1 Skill point per Spell |
Item | Effect |
|---|---|
Alchemy Kit | Kit that offers a +1D10 Core Die to Alchemy Rolls |
Arrow (Explosive) | Arrows that deal Fire Damage on a Field Radius (1) |
Arrow (Smoke) | Arrows that deal a Fog Effect on a Field Radius (5) for 1D10 Rounds |
Artisanry Kit | Kit that provides the ability to craft artisanal items |
Backpack | Offers 20 Inventory Slots |
Blacksmith Kit | Kit that provides the ability to craft blacksmithing items |
Bedroll | Offers +1 Insulation when Camping |
Blanket | Offers +1 Insulation when Camping |
Burning Oil | Fuel for lanterns or to provide a Burn effect upon Fire Damage |
Candle | Provides light on a Field Radius (1) for 1 hour |
Cart | Vehicle that offers 50 Slots Capacity |
Cauldron | A metallic pot used for cooking or brewing & infusing essences |
Cloak | Offers +1 Insulation at all times |
Clothes | Offers +1 Insulation at all times |
Disguise Kit | Offers Disguise tools such as paints, prosthetics, wigs and more |
Drum | Allows musical expression |
Flute | Allows musical expression |
Guitar | Allows musical expression |
Holy Water | Deals 1d20 Damage to Undead or Spirits. Can be applied to a weapon to add Holy Damage. |
Horn | Can signal others via intense sound |
Lantern | Provides light on a Field Radius (3) for 3 hours |
Lockpicks | Tools that offer a +1D10 Core Die when opening locks |
Medicine Kit | Kit that offers a +1D10 Core Die to Medicine Rolls |
Pickax | Allows mining of ore |
Quickbelt | Provides 8 Inventory Slots that are accessible via 1 Action |
Ration | Provides nourishment |
Rope | Reduces Climbing Difficulty by 5 Points |
Spyglass | Provides +1 bonus to Line of Sight for Regional Hexes |
Survival Kit | Enables Camp Camouflage |
Telescope | Provides Line of Sight to adjacent World Hexes and +1D10 to Dimension Rolls |
Tent | Sleeps 4 people, offers +1 Insulation when Camping |
Toolkit | Offers a +1D10 Core Die to Trap Rolls & allows Trap Placement (1 Action) |
Torch | Provides light on a Field Radius (2) for 2 hours |
Wineskin | +10 Grit but increases Active Risk by 2 for 2 hours |