Reference index

Items

All equipment and crafting records with corrected, persistent type filters.

206 results
Adjustable Lens Refractor Gun

Weapon

Adjustable Lens Refractor Gun

Artifice · Cost Original Weapon + 3000

An artifice gun with cartridges that lets it fire blasts of arcane energy through a series of lenses rather than bullets. Attacks with this weapon deal Arcane damage. By spending 1 AP per lens, the user may adjust the strength of the gun at the cost of accuracy. Each lens adjusted for power lets the user treat their attacks with the weapon as if their power was 1 higher than it actually is, at the cost of their focus…

View item
Advanced Surgery Kit

Kit

Advanced Surgery Kit

Adventuring Essentials · Cost 1500 Clim

Surgery kits contain stitches, bandages and other items used for more serious wounds. Rest Action: You perform minor surgery on an ally or yourself. Requires at least 5 points in Medicine (or a relevant expertise in Medicine) to use. Make a medicine check against DC 15. On success you can negate the effect of one injury suffered this campaign until the end of the campaign. An injury can only be negated once by this…

View item
Adventurer's Kit

Kit

Adventurer's Kit

Adventuring Essentials · Cost 100 Clim

Adventuring kits contain all of the basic tools for adventuring. Included in the kit: Backpack , Flint and steel, Rope, Notebook, Pen, Compass, Bedroll, Torches, Hand Mirror. Effect: You can use the items for their various purposes within reason. Can store up to 5 burden of Adventuring Essentials, a Northi Lantern or items included in this kit in a combat ready state for 0 burden and contains a torch/lantern holster…

View item
Aerial Staff (Custom Model)

Airship

Aerial Staff (Custom Model)

Artifice

A custom model aerial staff has no fixed cost as it is made up from several parts. There are several base models that can be further modified through the use of parts. Adding, removing or changing the parts of an aerial staff requires a level 8 artificer to spend an EP in town, though they may add and/or remove as many parts from a single staff as they want with that one EP. For information on staves and how they…

View item
Aerial Staff (Sparrow Model)

Airship

Aerial Staff (Sparrow Model)

Artifice · Cost 3500 Clim

The Sparrow Model Aerial Staff design is the most simple entry level Aerial Staff. It has a base speed of 20 feet and does not include integrated shielding or any weapon systems. Often used for training, its fuel efficiency is fairly high. Its user can use it to fly. It has a speed of a 20ft. Requires 1 hand to operate while flying. Mods A mods: Jury-Rigged Cannon (10 points): Adds a small star cannon that fires an…

View item
Aetherie Sensory Station

Basic

Aetherie Sensory Station

Artifice · Cost 100000

A large stationary artifice chair an Aetherie connects themselves to that drastically boosts Mind Connection range by 250 miles.

View item
Alchemy Materials

Materials

Alchemy Materials

Crafting

Alchemy Herbs: Rarity Fire Water Earth Wind Arcane Common 60 Clim 50 Clim 55 Clim 55 Clim 65 Clim Rare 300 Clim 250 Clim 275 Clim 275 Clim 325 Clim Mystic 600 Clim 500 Clim 550 Clim 550 Clim 650 Clim Supreme 1200 Clim 1000 Clim 1100 Clim 1100 Clim 1300 Clim Alchemy Herb Mixing When crafting as an alchemist, you may add additional herbs and alchemy materials into the mix. By adding in an extra amount of alchemy units…

View item
Alchemy Rig

Storage

Alchemy Rig

Adventuring Essentials · Cost 50 Clim

A carrier that allows easy access to Elixirs, Flasks, Potions, Poisons and Salves. You can only equip one alchemy rig at a time, whether it's the normal alchemy rig or the deluxe version. Stores up to 2 burden worth of Elixirs, Flasks, Potions and Salves.

View item
Alchemy Rig (Deluxe)

Storage

Alchemy Rig (Deluxe)

Adventuring Essentials · Cost 300 Clim

A carrier that allows easy access to Elixirs, Flasks, Potions, Poisons and Salves. You can only equip one alchemy rig at a time, whether it's the normal alchemy rig or the deluxe version. Stores up to 5 burden worth of Elixirs, Flasks, Potions and Salves.

View item
Anti-Air Weapon Sight

Weapon Attachment

Anti-Air Weapon Sight

Artifice · Cost 2000 Clim

An artifice designed to combat against aerial mages. Provides tracking assistance against the more predictable movement of air units. Attaches to ranged weapons. Increases the accuracy of ranged weapon attacks against flying targets by +4 until the start of your next turn. Can be attached or detached by spending 4 AP. Mods A mods: Holographic Optic (10 points): Increases the accuracy against flying targets by +1 B…

View item
Antidote Shot Potion

Potion

Antidote Shot Potion

Alchemy · Cost 1000 Clim

Created with Goblin Medical Science, a universal antidote for all common poisons. Stored inside of a glass vial syringe that is injected into the body. When used, immediately removes a single common poison effect and grants immunity to that poison for the next hour. Crafting: Materials: 1400 Alchemy Materials Herbs: 1x Mystic Earth 1x Rare Water

View item
Armor (Clothing)

Armor

Armor (Clothing)

Equipment · Cost 500 Clim

A high quality set of clothing. Does not provide any bonuses by itself, but if crafted by an armorsmith, can accept Flamellon mods. Cannot be worn at the same time as regular armor. Mods: A mods Mage Robes (20 points): You gain +1 maximum mana, but lose 1 guard and 2 block. B mods Cloud Robes (50 points): Your movement speed is increased by 5ft. Battle Casting (80 points): The first spell you cast each turn does not…

View item
Armor (Heavy)

Armor

Armor (Heavy)

Equipment · Cost 2000 Clim

Increases your Guard by 3 and your Block by 12, but reduces your Initiative by 3 and your Evasion and Dodge by 6. Mods A mods: Beacon Armor (35 points): Unarmored allies (except armor plates) within 40ft of you gain +1 guard. B mods: Deflecting Armor (25 points): An accuracy roll against you that rolls a 1 always misses. Weighted Greaves (50 points): You become immovable while on the ground. Titan Armor (50 points):…

View item
Armor (Light)

Armor

Armor (Light)

Equipment · Cost 500 Clim

Increases your Guard by 1 and your Block by 4, but reduces your Initiative by 1 and your Evasion and Dodge by 2. Mods: A mods Agile Weave (35 points): No armor penalty, but no guard/block bonus. You gain +1 evasion (but no additional dodge). This also takes up your Frame mod slot. Acrobat's Harness (10 points): You gain +10 bonus to athletics while wearing this armor. Camo (10 points): Pick a color theme. You gain +5…

View item
Armor (Medium)

Armor

Armor (Medium)

Equipment · Cost 1000 Clim

Increases your Guard by 2 and your Block by 8, but reduces your Initiative by 2 and your Evasion and Dodge by 4. Mods: A mods: Weak Point Protection (20 Points): Pinpoint attacks against you reduce 1 less guard. B mods: Chain Links (25 points): Increases the block gained from this armor by 4. Flexible Armor (50 points): When you take the Dodge action, your next Block gains a +8 bonus. When you take the Block action,…

View item
Armor Plates

Armor

Armor Plates

Equipment · Cost 500 Clim

Can be attached to an armor to increase its guard, but make it bulkier. Gives the armor they are attached to +1 Guard (and +2 block), but increases the Burden of it by 3. Attaching it or removing it from an armor takes 10 minutes. Can be used together with other armor modifications. Can be put on regular clothing, but always requires an armor proficiency to have an effect. While you can wear multiple armor plates,…

View item
Armorsmithing Materials

Materials

Armorsmithing Materials

Crafting

Armorsmithing Base Metal Materials The base material for crafting Medium and Heavy armor with armorsmithing is Iron. Iron units must be converted into an ingot before they can be used. Iron: Clim Cost per ingot: 300 Clim Unit cost per ingot: 500 Iron units Effect: None When using Iron to craft an item, you must spend 1 ingot for shield or armor plates, 2 ingots for a medium armor or greatshield or 4 for a heavy…

View item
Artifice Limb

Assist

Artifice Limb

Artifice · Cost 4000 Clim

An artifice item that replaces a lost limb or body part. Each of these must be custom made for a person. When attached, it allows the user to function as if the artifice limb was a normal limb. Mods A mods: Grapple Launcher (Arm only)(10 points): Allows the user to install a grappling hook artifice in the arm, functioning just like the grappling hook would. (Grappling hook must be supplied separately and takes an…

View item
Artifice Water Purifier

Basic

Artifice Water Purifier

Artifice · Cost 500 Clim

A filter that purifies water to make it safe to drink. The device is easy to use and can filter up to 2 liters of water in 1 minute. Mods A mods: Quick Filter (10 points): Can filter up to 4 liters of water in 1 minute. B mods: Natural Use (25 points): When used during a rest action, the filter provides half the food needed for a basic rest (20u) provided a camping kit is set up.

View item
Artificer Materials

Materials

Artificer Materials

Crafting

The base material for crafting items with Artificing is Iron Artifice parts. You can either buy Iron Artifice parts or convert them from Iron by using the Artificer or Transmuter abilities. Artifice weapons follow special rules. Weapon attachments follow the regular artifice rules however. Iron: Equal artifice parts to the base clim cost of the artifice is required to craft Iron Artifices. Outside of iron, there are…

View item
Artificer's Kit

Kit

Artificer's Kit

Adventuring Essentials · Cost 500 Clim

Artificer’s Patch kit with various tools for maintaining artifices. Rest Action: You can either patch a broken, non-airship Artifice (with the exception of Aerial Staves), allowing it to be usable until the end of the scenario if its repairable. The Artifice still counts as broken at the end of the scenario and cannot be patched again until fully repaired. Alternatively, you can instead choose to create an Artifice…

View item
Astra Guidance Beacon

Basic

Astra Guidance Beacon

Artifice · Cost 1000 Clim

While this artifice is in effect, the spirit core values of your allies within 300ft of you are treated as 500 higher than they actually are for the purposes of calculating astra corruption risks. Does not stack with similar resistance boosting effects and only works on allies with a Spirit Core lower than yours. Mods A mods: Increased Effect (20 points): Now boosts the spirit core values of your allies by 1000…

View item
Axe (One-Handed)

Weapon

Axe (One-Handed)

Equipment · Cost 500 Clim

Wild Swing: When attacking a target, you still deal 4 (Light Attack) or 8 (Heavy/Precise Attack) damage if the attack misses. This is reduced by guard (to a minimum of 1). On damage effects do not trigger from this damage. Mods A mods: Reinforced Langet (10 points): This weapon cannot be disarmed. Bearded Extension (20 points): Wild Swing now ignores guard, but the damage is reduced to 2 (light attack) or 4 (heavy…

View item
Axe (Two-Handed)

Weapon

Axe (Two-Handed)

Equipment · Cost 1000 Clim

Wild Swing: When attacking a target, you still deal 4 (Light Attack) or 8 (Heavy/Precise Attack) damage if the attack misses. This is reduced by guard (to a minimum of 1). On damage effects do not trigger from this damage. Mods A mods: Reinforced Langet (10 points): This weapon cannot be disarmed. Bearded Extension (20 points): Wild Swing now ignores guard, but the damage is reduced to 2 (light attack) or 4 (heavy…

View item
Axolotl Elixir

Elixir

Axolotl Elixir

Alchemy · Cost 500 Clim

When drunk, you take true damage equal to your Toughness x 5. Until the end of the encounter, you regain HP equal to your Toughness at the start of your turn. If the triggering damage lowers your HP to 0 or lower, the effect immediately ends. Your HP being dropped to 0 or lower from other effects does not cancel this elixir. Crafting: Materials: 870 Alchemy Materials Herbs: 1x Rare Water 1x Common Arcane

View item
Backpack

Storage

Backpack

Adventuring Essentials · Cost 50 Clim

Mounted on your back or a pack animal. Allows you to store items in non-combat storage.

View item
Bear Elixir

Elixir

Bear Elixir

Alchemy · Cost 400 Clim

An elixir that raises your stamina and reaction speed. When drunk, you take 11 true damage. You immediately gain 1 RP and your maximum RP increases by 1 until the end of the encounter. Crafting: Materials: 650 Alchemy Materials Herbs: 1x Rare Earth

View item
Binoculars

Basic

Binoculars

Artifice · Cost 500

Binoculars let you zoom in on distant views, bringing faraway details up close and clear. When using these, you gain a +10 bonus on perception checks against things further than 60ft away but a -10 penalty to things within 60ft. Mods A mods: Quick Focus Dial (20 points): The penalty for things within 60ft is reduced from -10 to -5. Night Mode (20 points): Looking through the binoculars gives you Nightvision up to…

View item
Blacksmithing Materials

Materials

Blacksmithing Materials

Crafting · Cost Varies

Blacksmithing Base Materials The base material for crafting items with blacksmithing is Iron. Iron units must be converted into an ingot before they can be used. Iron: Clim Cost per ingot: 300 Clim Unit cost per ingot: 500 Iron units Effect: None When using Iron to craft an item, you must spend 1 ingot for a one handed weapon or tool, or 2 for a longsword or two handed weapon (or two handed tool). Outside of iron,…

View item
Blaster Weapon

Weapon Attachment

Blaster Weapon

Artifice · Cost 1000 Clim

An artifice that fires a condensed blast of magical energy. Used to give a ranged option to melee weapons. Attachable to melee weapons. When activated, changes the weapon to a ranged mode that can fire elemental blasts to a target up to 80ft away like a ranged weapon could. The elemental type is determined at artifice creation. When the weapon is activated again, the weapon switches back to the melee mode and the…

View item
Blood Elixir

Elixir

Blood Elixir

Alchemy · Cost 750 Clim

A deep red potion that when drunk reduces your current and maximum HP by 15 until the end of your next rest.. You immediately gain 3 mana, up to your maximum mana. Crafting: Materials: 1350 Alchemy Materials Herbs: 3x Common Water 1x Rare Fire

View item
Bludgeoning Weapon (One-Handed)

Weapon

Bludgeoning Weapon (One-Handed)

Equipment · Cost 500 Clim

Hollow Blow: When attacking and hitting a target, you deal additional damage if they Block. This damage is 2 on a Light/Precise attack or 4 on a Heavy attack. Mods A mods: Flexible Handle (10 points): When dealing damage to a target, the minimum damage you deal is always 2. (this does not trigger on damage effects if damage would be 0 otherwise). Chain Flail (35 points): Cannot be defended against by 0 RP actions.…

View item
Bludgeoning Weapon (Two-Handed)

Weapon

Bludgeoning Weapon (Two-Handed)

Equipment · Cost 1000 Clim

Hollow Blow: When attacking and hitting a target, you deal additional damage if they Block. This damage is 2 on a Light/Precise attack or 4 on a Heavy attack. Mods A mods: Flexible Handle (10 points): When dealing damage to a target, the minimum damage you deal is always 2. (this does not trigger on damage effects if damage would be 0 otherwise). Chain Flail (35 points): Cannot be defended against by 0 RP actions.…

View item
Boar

Item

Boar

Mount · Cost 1500 Clim

A boar trained to be used in combat. Stats: HP: 45 Focus: 2 Power: 4 Agility: 2 Toughness: 4 Speed: 30ft Size: Medium Special qualities: Boar Charge: When using the trample ability, you can trample enemies the same size as you (Medium). You also deal an additional Power damage with the attack. Line Movement: You may only move in a straight line when taking a movement action.

View item
Botany Bag

Materials

Botany Bag

Equipment · Cost 500 Clim

You can carry an additional 2000 units of each Lumber material + Alchemy units. (May be stored for 0 burden while empty) May be crafted using Direhide / Primehide / Dragonscale / Astrahide to hold an additional 1000 / 3000 / 6000 / 10000 units of each Lumber material + Alchemy units. Mods A mods: - B mods: One item container (50 points): The additional units this bag can carry is doubled, but it only works for a…

View item
Bow (Two-Handed)

Weapon

Bow (Two-Handed)

Equipment · Cost 1000 Clim

High Ground : If fired against a target who is at least 10ft lower than you are, you may treat the attack as coming from the sky and calculate any low cover as if the attack originated from above the target. Range: 240ft Mods A mods: Recurve (20 points): Range increased by 60ft. B mods: Shortbow (25 points): Range reduced to 120ft but when making a basic light attack, you can make a second light attack for 0 AP once…

View item
Breaching Flask

Flask

Breaching Flask

Alchemy · Cost 400 Clim

A flask made for breaching locked doors. When tossed against a door, window or similar medium sized entryway it blasts them open and anyone within 5ft behind the door is knocked prone. Works against doors with a roguecraft DC equal or less than 20. Creates a loud noise regardless of success. When attempting to use it against living creatures, they may choose to avoid it for 0 RP. Else, they are knocked back 30ft.…

View item
Bull Potion

Potion

Bull Potion

Alchemy · Cost 300 Clim

A potion that immediately gives the benefit of consuming food when drunk. You regain 2 mana, but this counts as your one food buff per day. This potion gives no benefit if you already received benefits from eating food today. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Rare Fire

View item
Buster Weapon

Weapon Attachment

Buster Weapon

Artifice · Cost 3000 Clim

An artifice that adds an explosive blast to increase forward velocity. The most common type of weapon artifice used to help overwhelm an opponent. Attachable to melee weapons. Use when you are making a melee attack against an enemy. The attack gains +3 accuracy and +3 damage. Can be attached for 4 AP, but once attached, can only be removed by spending an EP in town. Mods A mods: Powerful Explosion (10 points):…

View item
Calibretto Device

Basic

Calibretto Device

Artifice · Cost 1000 Clim

A small handheld device that display the astra level of where you're currently standing. Mods A mods: Bag Clip (10 points): The device can be used by attaching it to a belt or bag and no longer requires to be held in your hands. B mods: Item Checker (25 points): You can use the device to check objects to determine if they are corrupted with astra or safe to touch. Increased Capacity (50 points): When activated, the…

View item
Camping Kit

Kit

Camping Kit

Adventuring Essentials · Cost 500 Clim

Camping kits contain all of the basic tools for setting up camp. A tent, 5 bedrolls, tinder, flint and steel, camping mat. Rest action : You can create a comfortable camp for your party, giving you the benefits of comfortable rest (2x toughness) even in poor conditions.

View item
Cannon (Two-Handed)

Specialized Weapon

Cannon (Two-Handed)

Artifice · Cost 1000 Clim

Cannon : All basic attacks made with this weapon gain the Artillery keyword, but you can only make 1 ranged attack with this weapon per round. When you make a basic Heavy attack against an enemy, you make a Blanketing Light attack against all other enemies within 5ft of the target as well. Range: 240ft, reduced to 60ft if you moved before firing. Mods A mods: IFF Off (0 points): Your basic attack splash now hit all…

View item
Carpenter Materials

Materials

Carpenter Materials

Crafting

Carpenter Base Materials The base material for crafting items with carpenter is Pine. Pine units must be converted into a block before they can be used. Pine: Clim Cost per block: 300 Clim Unit cost per block: 500 Pine units Effect: None When using Pine to craft an item, you must spend 1 block for a one handed weapon or cart, or 2 for a two handed weapon. Outside of Pine, there are a variety of special materials that…

View item
Cart

Item

Cart

Mount · Cost 500 Clim

A simple cart used for storing items. May store an additional 2000 units worth of every material. Must be pulled by a large creature or reduce traveling speed by half. (Costs 1 Wood Block to craft.) May be crafted using Maple / Ash / Yew / Yggdrasil wood to hold an additional 1000 / 3000 / 6000 / 10000 units of every material.

View item
Cartographer's Kit

Kit

Cartographer's Kit

Adventuring Essentials · Cost 300 Clim

Cartographer’s Kits contain a compass, gridded parchment, graphite pencils, a measuring rod, a protractor, and a travel logbook. Perfect for mapping unknown terrain and recording vital landmarks. Effect : You can use the cartographer's kit to make maps to trade to others and can accurately mark things on the map. You may also use it to perfectly copy other maps by making an Art (Cartography) check against DC15.

View item
Cat Elixir

Elixir

Cat Elixir

Alchemy · Cost 200 Clim

An elixir that gives you a cat's agility. When drank you take 11 true damage. You gain +1 Agility. Lasts until the end of combat. Crafting: Materials: 380 Alchemy Materials Herbs: 2x Common Wind

View item
Chainsaw Artifice (Two-Handed Weapon)

Weapon

Chainsaw Artifice (Two-Handed Weapon)

Artifice · Cost 3000 Clim

Let it rip: After making an attack with this weapon, subsequent attacks with this weapon deal +1 damage. You may consume 1 shell to empower the artifice until the end of your turn. While empowered, the damage bonus of subsequent attacks stacks. Mods: A mods: Multi Gear Chaindrive (20 points): On activate. Heavy attacks grant 2 stacks instead of 1. Turbo Engine (10 points): If a heavy attack is the first attack used,…

View item
Cleansing Potion

Potion

Cleansing Potion

Alchemy · Cost 500 Clim

A potion that cleanses the body. When drank, a stack of one debuff is fully removed from you. Crafting: Materials: 900 Alchemy Materials Herbs: 1x Rare Arcane

View item
Cloak

Armor

Cloak

Equipment · Cost 500

A common cloak made from animal hides. Helps protects the wearer from cold weather, but offers no additional benefits.

View item
Corrosive Flask

Flask

Corrosive Flask

Alchemy · Cost 350 Clim

An Alchemical mix that splashes acid onto a target, making armor brittle. May be thrown up to 40ft away. When thrown, the target of the flask takes 1 damage. On contact, their armor value is reduced by 3 (min 0) until they spend 2 AP to wipe the substance of. Crafting: Materials: 450 Alchemy Materials Herbs: 1x Rare Fire

View item
Counter-Magic Shackles

Basic

Counter-Magic Shackles

Artifice · Cost 4000 Clim

Special Shackles that were created for restraining targets with high magic levels. hey disrupt the shackled target’s magic circuits, making them unable to use any magic or mana abilities. Because of the nature of the magic circuit restriction, they can only be used on unconscious targets. Mods A mods: Anti-Teleport (10 points): The wearer cannot teleport, even if the teleport would cost no mana.. B mods: Zero…

View item
Crossbow (One-Handed)

Weapon

Crossbow (One-Handed)

Equipment · Cost 500 Clim

Armor Pierce: Treats the enemy's Guard as if it was 1 lower if within 30ft of the target. Range: 60ft Mods A mods: Wrist-mounted (35 points): One handed crossbow only, range lowered to 30ft. Is mounted on your wrist and is always considered drawn + can hold a weapon in that hand. Windlass Arbalest (35 points): Two handed crossbow only. Basic attacks with this weapon gain full pierce within 30 ft. However must be…

View item
Crossbow (Two-Handed)

Weapon

Crossbow (Two-Handed)

Equipment · Cost 1000 Clim

Armor Pierce: Treats the enemy's Guard as if it was 2 lower if within 30ft of the target. Range: 120ft Mods A mods: Wrist-mounted (35 points): One handed crossbow only, range lowered to 30ft. Is mounted on your wrist and is always considered drawn + can hold a weapon in that hand. Windlass Arbalest (35 points): Two handed crossbow only. Basic attacks with this weapon gain full pierce within 30 ft. However after every…

View item
Culinarian Ingredients

Materials

Culinarian Ingredients

Crafting

The base material for crafting food is Food Units. These units can be any kind of food/filler material for example: 100u of Flour 50u of Fish 100u of Noodles Other than that there are special materials used for making different cooking stocks: Box of Fresh Mushrooms (250c) Box of Fresh Meat (250c) Box of Fresh Fish (250c) Box of Fresh Vegetables (250c) Bundle of Spicy Peppers (250c) Bundle of Fresh Cooking Herbs…

View item
Culinary Kit

Kit

Culinary Kit

Adventuring Essentials · Cost 500 Clim

Culinary Kits come with easily portable cooking knives, a pot and a pan and preserved food. Has a special compartment to draw the pan as a weapon in a pinch! The included pan isn't tough enough for a skilled chef, but good enough for a novice. Rest Action: You cook a meal for your party at the cost of 40 units of food (equal to 20 Clim) per person, giving you the benefits of food (2 mana) for the rest.

View item
Demonblood Potion

Potion

Demonblood Potion

Alchemy · Cost 500 Clim

Not actually made out of Demonblood, it refers to Demon tenacity. The potion is an intense stimulant that allows a character to fight through pain and injury. When drank, you ignore the penalties of one injury until the end of the encounter. Crafting: Materials: 250 Alchemy Materials Herbs: 1x Rare Arcane 1x Rare Fire

View item
Diamondize Potion

Potion

Diamondize Potion

Alchemy · Cost 3000 Clim

Temporarily encases the user in hard crystal, rendering them nearly impervious to damage but incapacitating them in stasis. While in stasis, you cannot take any actions but all damage (including true damage) you take is reduced by 200. Lasts for 10 minutes and can be used while downed. Crafting: Materials: 4400 Alchemy Materials Herbs: 1x Supreme Earth 1x Mystic Arcane 1x Mystic Water

View item
Displacement Potion

Potion

Displacement Potion

Alchemy · Cost 300 Clim

When drunk, you teleport 40ft in a random direction (roll 1d8 to determine this, 1 being north and 5 being south etc). If this would place you inside a wall or otherwise occupied place, the teleport fails and the potion is wasted. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Rare Wind

View item
Dueling Weapon (One-Handed)

Weapon

Dueling Weapon (One-Handed)

Equipment · Cost 500 Clim

Dueling: When attacking a single enemy during a turn at least 3 times with this weapon, your next Dodge or Block against that enemy costs 0 RP until the start of your next turn. This property cannot be used if you target any other enemy during your turn or if you spend AP making a Heavy attack against the target. Mods A mods: Spade Lunga (10 points): When moving at least 40ft towards an enemy, increases the range of…

View item
Eagle Potion

Potion

Eagle Potion

Alchemy · Cost 250 Clim

When drunk, you can assess the status of a single enemy until the end of combat. This functions like the Status Assessment II ability. Crafting: Materials: 520 Alchemy Materials Herbs: 1x Common Wind 1x Common Fire

View item
Elemental Grease

Flask

Elemental Grease

Alchemy · Cost 301 Clim

An flask that when splashed over your weapon changes the damage it deals to the element of the flask until the end of the encounter. There exist flasks for Arcane, Fire, Water, Frost, Lightning, Wind, Earth, Holy and Dark damage. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Rare herb of matching element (Arcane for holy/dark, Wind for Lightning, Water for Frost)

View item
Elemental Immunity Elixir

Elixir

Elemental Immunity Elixir

Alchemy · Cost 1000 Clim

An elixir that raises your resistance against a type of damage. When drunk, you take 11 true damage. You gain 10 damage reduction against a single type of damage, determined by the type of elixir. This lasts until the end of the encounter. There exist elixirs for Arcane, Fire, Water, Frost, Lightning, Wind, Earth, Holy and Dark resistance. Crafting: Materials: 1250 Alchemy Materials Herbs: 3x Rare herb of matching…

View item
Elemental Mixture Flask

Flask

Elemental Mixture Flask

Alchemy · Cost 200 Clim

A flask that when thrown explodes in a 15x15ft area dealing damage based on the type of flask. May be thrown up to 40ft away. You may make a light attack against all caught in the explosion area. The damage type of this is determined by the type of flask. There exist flasks that deal Arcane, Fire, Water, Frost, Wind, Lightning, Earth, Holy and Dark damage. Crafting: Materials: 0 Alchemy Materials Herbs: 1x Rare herb…

View item
Elemental Resistance Elixir

Elixir

Elemental Resistance Elixir

Alchemy · Cost 300 Clim

An elixir that raises your resistance against a type of damage. When drunk, you take 11 true damage. You gain 5 damage reduction against a single type of damage, determined by the type of elixir. This lasts until the end of the encounter. There exist elixirs for Arcane, Fire, Water, Frost, Lightning, Wind, Earth, Holy and Dark resistance. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Rare herb of matching…

View item
Elemental Weapon Artifice

Weapon Attachment

Elemental Weapon Artifice

Artifice · Cost 1000

An artifice that sends energy through the weapon. The type is predetermined and can not be changed. The appearance and effect are based on the type. For example, a fire weapon might cover the weapon in flames and deal fire damage. When your attacks with this weapon deal damage, the type of damage they deal changes based on this weapon’s element. This effect lasts for 1 minute. Can only be applied to melee weapons.…

View item
Equipment Patching Kit

Kit

Equipment Patching Kit

Adventuring Essentials · Cost 500 Clim

Contains all the necessary materials to jury rig a fix on damaged weapons. Rest Action: You can patch a broken piece of equipment or adventuring essential item, allowing it to be usable until the end of the scenario if it is repairable. The equipment still counts as broken at the end of the scenario and cannot be patched again until fully repaired.

View item
Eye Lens

Accessory

Eye Lens

Equipment · Cost 500 Clim

A lens that boosts the power of mystic eyes when crafted with good materials. Has little effect normally, except for looking stylish. If crafted with Tamahagane, Mithril, Orihalcum or Escudo gives a bonus to Mystic Eye attacks as if it was a weapon. This item is crafted similarly to an artifice weapon and gives the same sort of Material bonus, but cannot take alloys, universal mods or burden reducing effects. Mods A…

View item
Facilities

Materials

Facilities

Crafting

Blacksmithing Workshop Level 1 Labor Required: 450 labor points Iron Units: 10,800 Lumber Units: 7,200 Alchemy Units (flux, bonding agents): 3,600 Magical Fuel Units (forge core): 2,400 Level 2 Labor Required: 900 labor points Iron Units: 21,600 Lumber Units: 14,400 Alchemy Units: 7,200 Magical Fuel Units: 4,800 Level 3 Labor Required: 1,350 labor points Iron Units: 32,400 Lumber Units: 21,600 Alchemy Units: 10,800…

View item
Falcon Elixir

Elixir

Falcon Elixir

Alchemy · Cost 1000 Clim

When drunk, you take 11 true damage. You gain the ability to fly with a speed equal to your normal speed. The effect lasts for 10 rounds. Crafting: Materials: 1250 Alchemy Materials Herbs: 1x Mystic Wind 1x Rare Arcane

View item
Farming Materials

Materials

Farming Materials

Crafting

Seeds: There are several basic seeds farmers can use: Food Units: Cost: 5 Clim Difficulty: 5 Yields: 150 Food units Growing time: 1 Alchemy Units: Cost: 5 Clim Difficulty: 5 Yields: 150 Alchemy units Growing time: 1 Alchemy Herbs: Cost: 10 Clim Difficulty: 5 Yields: 1 common herb of the element of the seed Growing time: 1 Cost is the value of the seed. Difficulty is how much crafting points it takes to gather the…

View item
Fire Robe

Assist

Fire Robe

Artifice · Cost 3000 Clim

A red robe with a design based of a Divine Arms. Keeps the wearer cool in even the hottest of weathers by repelling the heat. Considered a cloak and takes the cloak slot. Can be activated to give the wearer 5 damage reduction against fire damage until the end of the encounter. When this effect ends, the shell inside the robe is immediately used up and needs to be replaced for the weather repelling effect to function.…

View item
Flame Oil Flask

Flask

Flame Oil Flask

Alchemy · Cost 150 Clim

An Alchemical mix that creates an area of flame. May be thrown up to 40ft away. Creates a 15x15ft area of fire that lasts until the start of your next turn. Any creature ending their turn in the area takes 20 full pierce fire damage. Crafting: Materials: 330 Alchemy Materials Herbs: 1x Common Fire

View item
Flamellon

Materials

Flamellon

Crafting

A generic term for items attuned to a Flamelic Polarity. These items are valued at the usual 2 units for 1 clim. For example, you could have 500 corpse dust that has an Undead Flamelic Polarity. This 500 dust would be valued at 250 clim.

View item
Flashbang Flask

Flask

Flashbang Flask

Alchemy · Cost 250 Clim

An Alchemical mix that explodes in a bright flash and loud noise when exposed to air. May be thrown up to 40ft away. All targets caught within a 25x25ft area become Dazed. Crafting: Materials: 420 Alchemy Materials Herbs: 3x Common Wind

View item
Food Bag

Materials

Food Bag

Equipment · Cost 500 Clim

You can carry an additional 2000 units of each Food material. (May be stored for 0 burden while empty) May be crafted using Direhide / Primehide / Dragonscale / Astrahide to hold an additional 1000 / 3000 / 6000 / 10000 units of each Food material. Mods A mods: - B mods: One item container (50 points): The additional units this bag can carry is doubled, but it only works for a single material type rather than all of…

View item
Frying Pan

Tool

Frying Pan

Equipment · Cost 500 Clim

Core crafting tool. Allows you to craft items as a culinarian.

View item
Fuel Cartridge Pack

Storage

Fuel Cartridge Pack

Adventuring Essentials · Cost 50 Clim

A bag that stores magical fuel shells. Each shell is shaped like a cartridge. You can only equip one fuel cartridge pack at a time. Stores up to 20 burden worth of Fuel Shells, reducing their burden to 0.

View item
Gauntlets (One-handed)

Weapon

Gauntlets (One-handed)

Equipment · Cost 500

Unarmed Combat: Attacks with this weapon count as unarmed attacks for the purposes of Unarmed Strike. If you are proficient in unarmed attacks, you are automatically proficient in this weapon. Otherwise, you are never proficient in this weapon. Mods A mods: Simple Design (10 points): You are considered proficient with these even if you normally would not be. Red Gauntlets (20 points): For every AP spent on basic…

View item
Ghost Elixir

Elixir

Ghost Elixir

Alchemy · Cost 500 Clim

A translucent potion that when drunk gives you the phase through trait for 1 minute. This Lets you move through solid objects and creatures. When thrown at a creature with the phase through and/or incorporeal traits, they lose these traits for a minute. Can be thrown up to 40ft. Crafting: Materials: 300 Alchemy Materials Herbs: 1x Rare Arcane 1x Rare Wind

View item
Ghostblade

Main

Ghostblade

Divine Arms

Current Wielder: Unknown A weapon that mimics the movement and attacks of ghostly creatures. Level 1: For your first 20ft of movement during a turn, you become Ethereal. You do not provoke attacks of opportunity and may move through solid objects. Level 2: Once per arc, you may use Soul Pierce Soul Pierce Cost: 2 AP Keywords: Sure Hit, Full Pierce Range: Melee Weapon Range Requirement: - Description: You may make a…

View item
Giant Dragonfly

Item

Giant Dragonfly

Mount · Cost 1500 Clim

A dragonfly trained to be used in combat. Stats: HP: 18 Focus: 3 Power: 2 Agility: 6 Toughness: 1 Speed: 30ft Size: Small Special Qualities: Tiny Flying Mount : Your mount can fly. While moving only on the ground, your speed is reduced to 5ft. You may use the cavalier’s ability Rider & Mount As One to re-direct attacks away from your mount even while flying. Any damage you take while using this will cause you to lose…

View item
Giant Scissors (Two-Handed)

Artisan Weapon

Giant Scissors (Two-Handed)

Equipment · Cost 1250

Giant Scissors are used by Foragers in their activities. With proficiency, they count as a 2h weapon that can be used as a foraging tool. Shearing: You deal +1 damage against unarmored targets. Mods A mods: Elegant Executioner (35 points): Reduces Vivisect AP cost by 1. Diamond Tip (35 points): Shearing now always deals +1 damage regardless of armor. B mods: Executioner's Blade (50 points): Heavy basic attacks strike…

View item
Gourmet Cooking Stock

Item

Gourmet Cooking Stock

Crafting · Cost 500 Clim

Can be added to meals to make gourmet meals. When cooking food during rest actions, you can create gourmet food which grants non-stacking buffs. Can only be used when cooking fresh food with a Culinary Kit or a Kitchen. Cooking stocks typically come in a pack of 10 and it uses one cooking stock per meal. If you are cooking a big meal for your party members, you need one stock per serving. When using the Culinary Kit…

View item
Grapeshot Flask

Flask

Grapeshot Flask

Alchemy · Cost 100 Clim

An Alchemical mix that explodes when shattered, sending small metal balls in all directions. May be thrown up to 40ft away. All targets within a 15x15ft area take 5 full pierce physical damage. Crafting: Materials: 180 Alchemy Materials Herbs: 1x Common Fire

View item
Grappling Hook Artifice

Assist

Grappling Hook Artifice

Artifice · Cost 2000 Clim

A handheld cylinder shaped artifice that fires out a pin with a 40ft rope attached to it. The pin attaches itself to any non-living surface it hits and it can support the weight of up to four people. The GM may require an accuracy check for distant or hard to hit surfaces. After the pin is attached, you may spend 0 AP to reel yourself in and move towards where the pin is attached to. Any allies within 5ft of you may…

View item
Greater Healing Potion

Potion

Greater Healing Potion

Alchemy · Cost 600 Clim

Healing liquid in a vial made from various herbs and reagents. Spurs the body’s natural healing by converting mana into regeneration. Much purer and more difficult to create, uses special materials. When drank, you heal for 30 HP. Crafting: Materials: 970 Alchemy Materials Herbs: 1x Rare Water 3x Common Earth

View item
Greater Shielding Potion

Potion

Greater Shielding Potion

Alchemy · Cost 1000 Clim

A potion that briefly forms a protective barrier around you when drunk. You gain 30 temporary hit points that last until the start of your next turn. Crafting: Materials: 1800 Alchemy Materials Herbs: 1x Rare Earth 1x Rare Arcane

View item
Greater Speed Potion

Potion

Greater Speed Potion

Alchemy · Cost 750 Clim

A potion that briefly increases your movement speed when drunk. Your movement speed is increased by 50ft until the end of your turn. Crafting: Materials: 1150 Alchemy Materials Herbs: 1x Mystic Wind

View item
Growth Potion

Potion

Growth Potion

Alchemy · Cost 1100 Clim

By Charre. A rare magical potion that speeds up the growth of animals when given to them, allowing them to reach maturity much more quickly. See animal raising in the rulebook for more details on its use. Crafting: Materials: 2000 Alchemy Materials Herbs: 1x Mystic Arcane

View item
Healing Potion

Potion

Healing Potion

Alchemy · Cost 150 Clim

Healing liquid in a vial made from various herbs and reagents. Spurs the body’s natural healing by converting mana into regeneration. When drank, you heal 15 HP. Crafting: Materials: 450 Alchemy Materials Herbs: None required

View item
Heavy Blade (Two-Handed)

Weapon

Heavy Blade (Two-Handed)

Equipment · Cost 1000 Clim

Overpower: When you land a critical hit with a Heavy Blade, you deal an additional 1d4 damage if it was a light attack or precise attack and an additional 1d12 damage if it was a heavy attack. This extra damage is not automatically maximized from rolling a critical hit, but you keep the extra damage even if the target blocked the critical hit. Mods A mods: Overwhelming Edge (20 points): You cannot be disarmed or…

View item
Hori

Artisan Weapon

Hori

Equipment · Cost 500

Hori knives are used by Foragers in their activities. With proficiency, they count as small weapons that can be used as a foraging tool. Hidden Weapon: You may draw this weapon for 0 AP. Each combat, after you draw the weapon if the next attack you make that round is using this weapon and is a basic Light or Heavy attack, it gains the Trick Attack keyword. After benefiting from this bonus, you cannot do so again the…

View item
Horse

Item

Horse

Mount · Cost 2000 Clim

A horse trained to be used for combat. Stats: HP: 30 Focus: 3 Power: 3 Agility: 3 Toughness: 3 Speed: 50ft Size: Large Special Qualities: Line Movement: You may only move in a straight line when making a movement action.

View item
Horse Elixir

Elixir

Horse Elixir

Alchemy · Cost 600 Clim

An elixir that gives you the movement of a horse(folk). When drank you take 11 true damage. Your movement speed becomes 50ft and you gain Line Movement (You may only move in a straight line when making a movement action). Lasts until the end of combat. Crafting: Materials: 750 Alchemy Materials Special Materials: 500u Carrots 1x Rare Wind

View item
Ice Flask

Flask

Ice Flask

Alchemy · Cost 450 Clim

A flask that when thrown explodes in a 5ft radius around the target and applies frost to all target. The target and everyone within 5ft of it become Slowed until the start of your next turn. May be thrown up to 40ft away. Crafting: Materials: 300 Alchemy Materials Herbs: 1x Rare Water 1x Rare Wind

View item
Immunity Elixir

Elixir

Immunity Elixir

Alchemy · Cost 1000 Clim

An elixir that raises your resistance against negative effects. When drunk, you take 11 true damage. The next 3 negative effects that you would be affected by are negated. Negative effects caused by Secret Art or Climax Art level effects are not negated through this. This lasts until the end of the encounter. Crafting: Materials: 1400 Alchemy Materials Herbs: 1x Mystic Earth 1x Rare Water

View item
Inky Oil Flask

Flask

Inky Oil Flask

Alchemy · Cost 500 Clim

An alchemical mix aimed at the target's eyes. May be thrown 40ft away. When thrown, the target of the flask takes 1 damage. If they took damage, they are Blinded 2 until they spend 2 AP to wipe the substance off. Crafting: Materials: 1000 Alchemy Materials Herbs: 1x Rare Water

View item
Isona Poison

Poison

Isona Poison

Alchemy · Cost 700 clim

Contact Poison. Can be applied to a weapon. Lasts for 2 minute (12 rounds). When an attack with this poison damages a fiend type enemy, the target is considered silvered until the start of your next turn. Crafting: Materials : 1430 Alchemy Materials Special Materials: 100u of silver Common Fire Herb Common Water Herb Common Earth Herb Common Wind Herb Common Arcane Herb

View item
Katana (One-Handed)

Weapon

Katana (One-Handed)

Equipment · Cost 500 Clim

Keen: You score a critical hit on a 19 or 20. Mods A mods: Mastercrafted Saya (20 points): The first single target attack made with this weapon per combat also draws the weapon simultaneously. This first attack has its crit threshold lowered by 1. Sori Curve (20 points): When you roll a 1 on an accuracy roll, you can reroll the attack. Your target(s) can make an opportunity attack, even with a ranged weapon. This…

View item
Katana (Two-Handed)

Weapon

Katana (Two-Handed)

Equipment · Cost 1000 Clim

Keen: You score a critical hit on a 19 or 20. Mods A mods: Mastercrafted Saya (20 points): The first single target attack made with this weapon per combat also draws the weapon simultaneously. This first attack has its crit threshold lowered by 1. Sori Curve (20 points): When you roll a 1 on an accuracy roll, you can reroll the attack. Your target(s) can make an opportunity attack, even with a ranged weapon. This…

View item
Lance (One-Handed)

Specialized Weapon

Lance (One-Handed)

Equipment · Cost 750 Clim

Charger Weapon: Can only be used while mounted. Counts as a polearm weapon and has all the same properties of one. Your first attack made with this weapon type after moving at least 20ft deal maximum damage instead of rolling. Mods A mods: Crown Tip (10 points): The first basic attack per round made immediately after moving 50ft or more, dismounts mounted targets on damage. Demi-Lance (20 points): Can be used while…

View item
Lesser Diamondize Potion

Potion

Lesser Diamondize Potion

Alchemy · Cost 1500 Clim

Temporarily encases the user in hard crystal, rendering them nearly impervious to damage but incapacitating them in stasis. While in stasis, you cannot take any actions but all damage (including true damage) you take is reduced by 200. Lasts until the start of your next turn. Crafting: Materials: 2100 Alchemy Materials Herbs: 1x Mystic Earth 1x Mystic Arcane

View item
Light Sword (One-Handed)

Weapon

Light Sword (One-Handed)

Equipment · Cost 500 Clim

Nimble : After attacking an enemy with a light attack on your turn, you may move 5ft. This movement only provokes attacks of opportunity if that movement would put you out of melee range of the target. Mods A mods: Single Edge (20 points): Nimble instead becomes Nimble Rotation. After attacking you can no longer move away from the enemy, but you can sidestep to anywhere adjacent to the enemy taking the most direct…

View item
Lightning Rod

Assist

Lightning Rod

Artifice · Cost 3000 Clim

A short metal rod that can be expanded with the push of a button. When placed into the ground and activated, it creates a 25x25ft zone with it in the center. Everyone in the zone gains 5 damage reduction against Lightning damage. Lasts until the end of the encounter. Mods A mods: Telescopic Pole (20 points): The zone increases to 30x30ft. Quick Activation (35 points): The activation cost is reduced by 1. B mods:…

View item
Lizard Elixir

Elixir

Lizard Elixir

Alchemy · Cost 1000 Clim

When drunk with a severed limb held to the right part of the body, the limb will begin to re-attach. Has to be drunk within 5 minutes of the loss. After drinking, you become stunned for a minute until the process finishes. Crafting: Materials: 1400 Alchemy Materials Herbs: 1x Mystic Water 1x Rare Earth

View item
Locking Seal

Item

Locking Seal

Talisman · Cost 500 Clim

A piece of paper inscribed with a single Kiraran character of ‘Lock’. When placed on a door, chest or similar object it prevents any person from opening it. The person who placed it can safely remove it, but for everyone else it counts as a tier 1 bounded field. Destroying the seal itself through physical force is impossible by normal means, but if the object it's placed on is sufficiently damaged, then the seal is…

View item
Long Distance Communications Array

Assist

Long Distance Communications Array

Artifice · Cost 200000 Clim

A series of boxes, microphones and earplugs that is used for long range communications. It can connect to other devices by inputting a code unique to the artifice its connecting to. Any sound spoken into the microphone is broadcasted to all other artifices connected to it. It has unlimited range.

View item
Longsword (One-Handed/Two-Handed)

Weapon

Longsword (One-Handed/Two-Handed)

Equipment · Cost 750 Clim

Versatile: At the start of your turn, before you make any attacks you may choose to treat this as either a One-Handed weapon or a Two-Handed weapon. When using a longsword as a One-Handed weapon and no other weapon or shield, you may treat the longsword as a shield as well. When using it as a Two-Handed Weapon, you deal an additional 1d4 damage on a critical hit. This extra damage is not automatically maximized from…

View item
Mage's Blood

Poison

Mage's Blood

Alchemy · Cost 600 Clim

Contact poison. Can be applied to a weapon. Lasts for 1 hit or 1 minute (6 rounds). When an attack with this poison damages an enemy, they are inflicted with a Circuit Crash debuff. The next time they use mana before the end of the encounter, they take 4d6+8 damage. Discovered by Beetle Swallower. Crafting: Materials : 1800 Alchemy Materials Special Materials : 3x vial of Heartwood Poison Water.

View item
Mana Vision Goggles

Assist

Mana Vision Goggles

Artifice · Cost 3000 Clim

A pair of goggles that link themselves to the wielder’s eyes. Once put on, they are always active. They allow the wielder to see the fluctuations of mana, letting them see the presence of any magic or mana based abilities including traps or barriers. They can also automatically detect the presence of any creature that has mana that is not behind total cover. (This does not give you vision to attack them if they would…

View item
Marlone Jelly Poison

Poison

Marlone Jelly Poison

Alchemy · Cost 400

Contact Poison. Can be applied to a weapon. Lasts for 1 hits or 1 minute (6 rounds). When an attack with this poison damages a grunt type enemy, the target is stunned until the end of this next turn. An enemy can only be affected by this poison once per combat. Crafting: Materials : 700 Alchemy Materials Special Materials: 1x Rare Water Herb

View item
Medical Kit

Kit

Medical Kit

Adventuring Essentials · Cost 500 Clim

Medical Kits contain basic bandages, salves, alcohol, scissors and a knife. Perfect for patching up light wounds. Rest action: You heal yourself or an ally for their Toughness+5. A character can only be affected once per rest by Medical Kit.

View item
Medium Shell

Fuel

Medium Shell

Artifice · Cost 200 Clim

A medium cylinder of magical fuel that is used to power artifices. Most weapon-type artifices automatically eject the shell when they are emptied… along with a burst of steam to prevent overheating.

View item
Memory Bubble

Assist

Memory Bubble

Artifice · Cost 2000/4000/10000 Clim

A spherical object that can record memories. A person can record up to 1, 2 or 5 minutes of memory into the object depending on the type. After a memory is recorded onto this artifice, no further memories can be recorded even if the time is not fully spent. After a memory is recorded, other people can view the memory. When using this object, they view the memory from the point of view of the recorder. Mods A mods:…

View item
Military Ration

Basic

Military Ration

Adventuring Essentials · Cost 40 Clim

A ready to eat meal. Grants the effects of food for rest without having to cook or prepare anything. Can be consumed during a rest to gain the effects of food (2 mana). Typically consists of of dried meats, dried fruits and blocks of compressed grains with honey. Sometimes includes vials of sauce. Typically pressed together and then rolled in linen cloth, but higher end ones can come in wooden boxes. If eaten during…

View item
Mimic Potion

Potion

Mimic Potion

Alchemy · Cost 200 Clim

When drunk, your appearance shifts to that of an average sized chest. Lasts up to a minute or until a character attempts to interact with you. Crafting: Materials: 360 Alchemy Materials Herbs: 1x Common Arcane 1x Common Earth

View item
Mining Bag

Materials

Mining Bag

Equipment · Cost 500 Clim

You can carry an additional 2000 units of each mining material. (May be stored for 0 burden while empty) May be crafted using Direhide / Primehide / Dragonscale / Astrahide to hold an additional 1000 / 3000 / 6000 / 10000 units of each mining material. Mods A mods: - B mods: One item container (50 points): The additional units this bag can carry is doubled, but it only works for a single material type rather than all…

View item
Minor Item

Basic

Minor Item

Adventuring Essentials · Cost 25 Clim

Generic listing for minor items not listed separately. May contain any item within reason (GM's discretion), but should only contain adventuring or daily life utility stuff. For example : Shovel, Rope, Ink, Bedroll, Sack, Piton etc

View item
Mule

Item

Mule

Mount · Cost 1000 Clim

A mule used for pulling carts and storing items. Can't be used as mount in combat (Abilities like Trample will not work if mounted on a mule). May store an additional 1000 units worth of every material. Stats: HP: 20 Focus: 3 Power: 3 Agility: 3 Toughness: 3 Speed: 20ft Size: Large

View item
Musket (Two-Handed)

Weapon

Musket (Two-Handed)

Equipment · Cost 1000 Clim

Superior Armor Pierce: Treats the enemy’s Guard as if it was 1 lower. Range: 120ft Mods A mods: Range Finder (20 points): You add a range finder to the weapon. This does not increase its range, but does allow you to look through the lens for a +10 perception bonus against things further than 60ft away. In addition, you can tell how far objects are from you when doing this. Bayonet (35 points): You may make melee…

View item
Netting Flask

Flask

Netting Flask

Alchemy · Cost 1200 Clim

A flask that when thrown explodes in a 5ft radius around the target and conjures up magnetic nets. The target and everyone within 5ft of it become Rooted until the start of your next turn or until they use 2 AP to remove the net. May be thrown up to 40ft away Crafting: Materials: 1950 Alchemy Materials Herbs: 1x Mystic Wind 1x Rare Earth

View item
Night Vision Goggles

Assist

Night Vision Goggles

Artifice · Cost 2000 Clim

Special goggles that grant the user night vision up to 120ft in addition to keeping the eyes protected from weather and impacts. Easy to operate with the flick of a switch. Mods A mods: Anti-Flash Shutter (20 points): While this artifice is worn and active, you are protected from being dazed, blinded etc by sudden flashes of light. Increased Range (20 points): Increases the range at which these goggles are active by…

View item
Northi Lantern

Basic

Northi Lantern

Artifice · Cost 500 Clim

A contained magical light within a casing. The light can be easily turned on and off with the flick of a switch and provides clear and stable white light that emits up to 30 feet away. Mods A mods: Light control (10 points): The distance of light emitted can be any distance up to the normal max. Directional Light (20 points): Makes the light directionally forward instead of all around. B mods: Lumen Sphere (25…

View item
Parrot Elixir

Elixir

Parrot Elixir

Alchemy · Cost 500 Clim

When drunk, your appearance shifts to that of a random, average looking person of the same gender and race. This lasts for 24 hours. If drunk again before the time is up, the duration is extended by 24 hours. Crafting: Materials: 560 Alchemy Materials Herbs: 1x Rare Wind 3x Common Arcane

View item
Pegasus

Item

Pegasus

Mount · Cost 5000 Clim

A pegasus trained to be used in combat. Stats: HP: 45 Focus: 4 Power: 4 Agility: 5 Toughness: 4 Speed: 60ft Size: Large Special qualities: Flying Mount : Your mount can fly. While flying you may only move in a straight line when making a movement action. While moving only on the ground, your speed is reduced to 20ft but this restriction does not apply. In flight vulnerability: When your mount takes damage while…

View item
Personal Camouflage Field

Assist

Personal Camouflage Field

Artifice · Cost 3000 Clim

A circular device that barely fits in one hand. When activated, the user’s appearance shifts the match the surroundings. The user is able to hide without cover with a +10 bonus to stealth checks from any creature that was unaware of its presence before. In combat or against creatures looking for the wearer, the cloak will only give a +5 bonus to stealth checks. Upon making an attack, the effect of this artifice is…

View item
Photon Shield

Assist

Photon Shield

Artifice · Cost 3000 Clim

A bracelet that projects a shield of light onto the user’s arm. Activates a projected shield of light onto your arm, which acts as a shield but does not use your hand to wield it allowing you to carry a weapon in it. Does not stack with other shields and while activated, it is treated as a shield for things with that as requirement. Mods A mods: Quick Activation (20 points): The activation cost is reduced to 0 AP…

View item
Pickaxe (One-Handed)

Artisan Weapon

Pickaxe (One-Handed)

Equipment · Cost 750 Clim

Pickaxes are used by Miners in their activities. With proficiency, they are treated as a One-Handed axe that can be used as a miner's tool. Mods A mods: Reinforced Langet (10 points): This weapon cannot be disarmed. Bearded Extension (20 points): Wild Swing now ignores guard, but the damage is reduced to 2 (light attack) or 4 (heavy attack). Rotational Stability (35 points): If a target moves away from you when you…

View item
Pickaxe (Two-Handed)

Artisan Weapon

Pickaxe (Two-Handed)

Equipment · Cost 1250 Clim

Pickaxes are used by Miners in their activities. With proficiency, they are treated as a Two-Handed axe that can be used as a miner's tool. Mods A mods: Reinforced Langet (10 points): This weapon cannot be disarmed. Bearded Extension (20 points): Wild Swing now ignores guard, but the damage is reduced to 2 (light attack) or 4 (heavy attack). Rotational Stability (35 points): If a target moves away from you when you…

View item
Pistol (One-Handed)

Specialized Weapon

Pistol (One-Handed)

Equipment · Cost 1000 Clim

Two-Handed Grip: You may sheath or draw this weapon for 0 AP once per turn. When you use two hands to make attacks with this weapon, you get a +1 (Light or Heavy attack) or +2 (Precise attack) bonus to your accuracy roll. Range: 60ft Mods A mods: Blast Diverter (10 points): Once per turn, attacks from this weapon cause the target to only be able to make heavy attacks of opportunity against you until the end of your…

View item
Polaris Pair

Weapon

Polaris Pair

Astra Relic · Cost -

A pair of blue shortswords that are always calling out to each other. While the wielder has one of the weapons in their hand, they may summon the other weapon at no cost, regardless of distance. Both swords are treated as Light Swords. If the dual wield offhand attack made with this weapon is made against a target that was previously attacked by the main hand attack, the attack gains Lock-on.

View item
Polearm (One-Handed)

Weapon

Polearm (One-Handed)

Equipment · Cost 500 Clim

Polearm: You gain +5ft range on your weapon attacks and your threatened range becomes 5-10ft. Mods A mods: Heavy Broadhead (10 points): Increases thrown power by 2 but boomerang/returning effects no longer work. Shepherd's Lanza (20 points): Fall damage is reduced by 60ft while wielding. Halberd (35 points): This weapon also gains the axe passive (Wild Swing). B mods: Winged Lugs (25 points): Increase guard by 1 and…

View item
Polearm (Two-Handed)

Weapon

Polearm (Two-Handed)

Equipment · Cost 1000 Clim

Polearm: You gain +5ft range on your weapon attacks and your threatened range becomes 5-10ft. Mods A mods: Heavy Broadhead (10 points): Increases thrown power by 2 but boomerang/returning effects no longer work. Shepherd's Lanza (20 points): Fall damage is reduced by 60ft while wielding. Halberd (35 points): This weapon also gains the axe passive (Wild Swing). B mods: Winged Lugs (25 points): Increase guard by 1 and…

View item
Portable Vacuum

Assist

Portable Vacuum

Artifice · Cost 2500 Clim

A large box with a powerful vacuum on top. When activated, it sucks in any mist or gas within 20ft of its location, removing its effects. This affects magical mists or gasses too, but cannot affect those created by Secret Art or Climax Art. Mods A mods: Powerful Fan (10 points): Increases the range of which it sucks in by 10ft. Fuel Optimization (10 points): When activated, it now lasts until the end of the encounter…

View item
Portable Wall

Flask

Portable Wall

Alchemy · Cost 1000 Clim

A handful of rock-like objects that when thrown generate a magical wall between each of the rocks. If there is a living creature between the rocks, the wall will not appear. The wall is 10ft high, 5ft long, lasts for 2 turns and has 100 HP. After a single use, this item becomes unusable. Can be thrown up to 40ft away. Crafting: Materials: 600 Alchemy Materials Herbs: 1x Mystic Earth 1x Mystic Arcane

View item
Power Gauntlets

Weapon

Power Gauntlets

Artifice · Cost 1500 Clim

A large and heavy pair of gloves. Once the wearer inserts their hand into them, they will secure themselves properly around their hands. When activated, the wearer’s unarmed attacks do normal weapon damage instead of their normal unarmed damage. If the wearer already has a feature that lets them do this, the gauntlets instead give them +1 Power to unarmed attacks. While wearing these gauntlets, even if they are…

View item
Private Communications Device

Assist

Private Communications Device

Artifice · Cost 1500 Clim

A small box that comes with two earplugs. It can connect to other devices within a mile by inputting a code unique to the box its connecting to. When a person speaks into the box, their voice can be heard through the earplugs as normal volume, regardless of how loud the person speaks. Only a person wearing at least 1 earplugs can hear sounds coming through it. Mods A mods: Extra Earplugs (10 points): The device now…

View item
Projected Recorder Orb

Basic

Projected Recorder Orb

Artifice · Cost 1000 Clim

A special crystal ball that records sounds and images. It can be used to playback what it has recorded with illusionary magic. The shell is built-in and the device records up to 1 minute in a 10ft radius around the orb. When used again it will project an illusion of the recording around itself. The illusion appears slightly distorted and is clearly an illusion. The orb can only record once, but may playback for up to…

View item
Rabbit Elixir

Elixir

Rabbit Elixir

Alchemy · Cost 200 Clim

An elixir that increases metabolism when used, increasing speed. When drank, you take 11 true damage. Until the end of the encounter your speed increases by 10 ft. Crafting: Materials: 490 Alchemy Materials Herbs: 1x Common Wind

View item
Reaper Elixir

Elixir

Reaper Elixir

Alchemy · Cost 200 Clim

An elixir that causes a surge of energy within the body. When drank, you take 11 true damage. You gain +1 Power. Lasts until the end of combat. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Common Fire 1x Common Arcane

View item
Refractor Gun

Weapon

Refractor Gun

Artifice · Cost Original Weapon + 1000

An artifice gun with cartridges that lets it fire blasts of arcane energy through a series of lenses rather than bullets. Attacks with this weapon deal Arcane damage. Exists in Musket, Pistol, Shotgun and Sniper Rifle variants. Mods: Also takes normal pistol, shotgun, musket and sniper rifle mods. A mods: Elemental Lens (10 points): Instead of Arcane, the weapon may deal a different element of your choosing B mods:…

View item
Research Kit

Kit

Research Kit

Adventuring Essentials · Cost 100 Clim

Has enough bottles/vials/containers to store research samples for one expedition. The kit is consumed at the end of the expedition if used.

View item
Return Stone

Basic

Return Stone

Artifice · Cost 500 Clim

A small crystal that is attuned to normal reality. Can be used as an emergency escape from dungeons. When activated, the person who activated it is immediately teleported out of the dungeon. May be used on downed allies instead of oneselves. Mods A mods: Shortened Activator (20 points): Reduces the activation cost by 1 AP. B mods: Ranged Circuit (25 points): Increases the range by 20ft when used on a downed ally.…

View item
Saboteur Thread Daggers (One-Handed)

Specialized Weapon

Saboteur Thread Daggers (One-Handed)

Equipment · Cost 1000 Clim

Wired Weapon: You may draw or sheath this weapon for 0 AP once per turn. You may throw this weapon up to 30ft as if it was a throwing weapon. You may recall the weapon after throwing it for 0 AP. Mods A mods: Compact Ergonomics (20 points): When your other hand is free and you take a movement action that costs RP, that movement range is increased by 5ft. Parrying Dagger (20 points): If you don’t use this weapon to…

View item
Scythe (Two-Handed)

Artisan Weapon

Scythe (Two-Handed)

Equipment · Cost 1250 Clim

Sweeping Arc: Once per round, when you make a Heavy attack against a target, you may make a Light attack against a different enemy within your range. Mods: A mods: Spinning Dance (20 points): You may move 5ft after making your Heavy attack, but before making your Sweeping Arc attack. Long Haft (35 points): You gain +5ft range on your weapon attacks and your threatened range becomes 10ft. B mods: Rapid Spins (50…

View item
Set of Missiles (One-Handed)

Weapon

Set of Missiles (One-Handed)

Equipment · Cost 500 Clim

Stealthy Throwing: You draw one instance of this weapon at the start of making an attack (the rest remain on your equipment). Making an attack while stealthed with this weapon does not break your stealth. Range: 30ft Mods: A mods: Featherflight (35 points): Range is increased to 60ft, but the remain stealthed mechanic only applies when attacking within 30ft. B mods: Poison Container (25 points): Poison can be…

View item
Shark Elixir

Elixir

Shark Elixir

Alchemy · Cost 150 Clim

An elixir that makes temporary physical changes to allow you to breathe underwater. When drank you take 11 true damage. You can breathe underwater and swim easily underwater up to your speed for up to 1 day. Crafting: Materials: 350 Alchemy Materials Herbs: 1x Common Water

View item
Shell Converter

Basic

Shell Converter

Artifice · Cost 500c

An artifice that easily converts fuel into shells. Less bulky to carry than an artifice kit, but cannot be used to repair artifices. Treated as a kit for Burden purposes. Rest Action: You can choose to create a small Artifice Shell, paying its cost in Magical Fuel to create. Mods A mods: Medium Capacity (20 points): You may also create Medium Shells (costs more Fuel still). B mods: Increased Production (25 points):…

View item
Shepherd's Sling (One-Handed)

Weapon

Shepherd's Sling (One-Handed)

Equipment · Cost 200 Clim

A sling that throws carved stones at high speed as a projectile. Range: 60ft Giant Killer: Cannot be dual wielded with another sling. You can overcharge your basic heavy attack for 1 AP to deal 9 extra damage. Mods A mods: Soon B mods: Anti-Goliath (50 points): You gain a +1 Size Power bonus on attacks against creatures that are Large or bigger. Explosive Rock (80 points): When making the Overcharge attack, you may…

View item
Shield

Item

Shield

Equipment · Cost 500 Clim

Gives a +4 Shield bonus to your Block. Mods A mods: Spiked Shield (20 points): You may treat your shield as a One-Handed weapon. You can use it to make an attack and still gain the shield bonus. Mirror Shield (35 points): When you are the target of a Mystic Eye ability, you may spend 1 RP to negate the effect on yourself and reflect it back to the user. B mods: Throwing Shield (50 points): You may throw this shield…

View item
Shield (Great)

Item

Shield (Great)

Equipment · Cost 1000 Clim

Gives a +1 Shield bonus to your guard, but a -1 penalty to your Initiative and a -2 penalty to your Evasion and Dodge. When taking the Block action, this Shield bonus is increased to 8. Mods A mods: Spiked Shield (20 points): You may treat your shield as a One-Handed weapon. You can use it to make an attack and still gain the shield bonus. Mirror Shield (35 points): When you are the target of a Mystic Eye ability,…

View item
Shielding Potion

Potion

Shielding Potion

Alchemy · Cost 200 Clim

A potion that briefly forms a protective barrier around you when drunk. You gain 15 temporary hit points that last until the start of your next turn. Crafting: Materials: 270 Alchemy Materials Herbs: 3x Common Earth

View item
Shock Stick

Weapon

Shock Stick

Artifice · Cost 1500 Clim

A long stick that can easily be used by anyone proficient in any melee weapon. Considered an improvised weapon until it is activated, after which it is considered a light weapon that does normal Lightning damage. Upon reducing an enemy to 0 or lower HP, the target becomes stunned instead of killed. This stun lasts until the end of the encounter and an extra minute after that. Mods A mods: Heavy Baton (20 points):…

View item
Short Range Communications Device

Assist

Short Range Communications Device

Artifice · Cost 1000 Clim

Two small boxes that are connected to each other. When a button is pressed and both are active, all audio from one of the boxes is transmitted to the other one. It has a maximum range of 1 mile. Mods A mods: Directional Ping (35 points): While within the device's range, you can determine the direction the paired device is in. B mods: Extra Range (25 points): The range of the device increases from 1 mile to 2 miles.

View item
Shotgun (One-Handed)

Specialized Weapon

Shotgun (One-Handed)

Equipment · Cost 750 Clim

Point Blank: Can be fired while in melee range of an enemy without provoking an attack of opportunity. Range: 15ft Mods A mods: Dragon's Breath (10 points): The first basic attack you make with this weapon in a round inflicts burning 5 regardless of it hits or not. (If used with Open Choke mod, this can affect that attack). Proof Load (20 points): When you make a heavy attack with this weapon, you may knock yourself…

View item
Shotgun (Two-Handed)

Specialized Weapon

Shotgun (Two-Handed)

Equipment · Cost 1500 Clim

Point Blank: Can be fired while in melee range of an enemy without provoking an attack of opportunity. Range: 30ft Mods A mods: Dragon's Breath (10 points): The first basic attack you make with this weapon in a round inflicts burning 5 regardless of it hits or not. Proof Load (20 points): When you make a heavy attack with this weapon, you may knock yourself back 5ft. Point Blank (20 points): You may make AoO’s as if…

View item
Sickle

Artisan Weapon

Sickle

Equipment · Cost 500 Clim

Sickle's are used by Farmers in their activities. With proficiency, they are treated as a One-Handed axe that can be used as a farmer's tool. Mods A mods: Reinforced Langet (10 points): This weapon cannot be disarmed. Bearded Extension (20 points): Wild Swing now ignores guard, but the damage is reduced to 2 (light attack) or 4 (heavy attack). Rotational Stability (35 points): If a target moves away from you when you…

View item
Silencer

Weapon Attachment

Silencer

Artifice · Cost 1500 Clim

A tool for guns that reduces the sound they make. Can be applied to weapons of the Musket, Pistol, Shotgun and Sniper Rifle weapon groups. When applied, these weapons no longer make a very loud noise when fired. When a gun is fired without a silencer, the loud noise will alert all enemies within 120ft of the shooter. Can be attached or detached from a weapon by spending 4 AP.

View item
Small Shell

Fuel

Small Shell

Artifice · Cost 50 Clim

A small cylinder of magical fuel that is used to power artifices. Most weapon-type artifices automatically eject the shell when they are emptied… along with a burst of steam to prevent overheating.

View item
Small Weapons (One-Handed)

Weapon

Small Weapons (One-Handed)

Equipment · Cost 500 Clim

Hidden Weapon: You may draw this weapon for 0 AP. Each combat, after you draw the weapon if the next attack you make that round is using this weapon and is a basic Light or Heavy attack, it gains the Trick Attack keyword. After benefiting from this bonus, you cannot do so again the same combat even if drawing a different weapon with this ability. Mods A mods: Aerodynamic Design (10 points): Boomerang/Return effects…

View item
Smith's Hammer (One-handed)

Artisan Weapon

Smith's Hammer (One-handed)

Equipment · Cost 500 Clim

Core crafting tool. Allows you to craft items as a Blacksmith or Armorsmith. Mods A mods: Flexible Handle (10 points): When dealing damage to a target, the minimum damage you deal is always 2. (this does not trigger on damage effects if damage would be 0 otherwise). Chain Flail (35 points): Cannot be defended against by 0 RP actions. Attacks made with this weapon do not count as consuming 0 RP actions. B mods:…

View item
Smith's Hammer (Two-handed)

Artisan Weapon

Smith's Hammer (Two-handed)

Equipment · Cost 1000 Clim

Core crafting tool. Allows you to craft items as a Blacksmith or Armorsmith. Mods A mods: Flexible Handle (10 points): When dealing damage to a target, the minimum damage you deal is always 2. (this does not trigger on damage effects if damage would be 0 otherwise). Chain Flail (35 points): Cannot be defended against by 0 RP actions. Attacks made with this weapon do not count as consuming 0 RP actions. B mods:…

View item
Smoke Flask

Flask

Smoke Flask

Alchemy · Cost 250 Clim

An Alchemical mix that creates a cloud of smoke temporarily. May be thrown up to 20ft away. Creates a smokecloud in a 15x15ft area that blocks line of sight. This effect functions similarly to ‘Glittershards’ and ends at the start of your next turn. Crafting: Materials: 200 Alchemy Materials Herbs: 1x Rare Wind

View item
Sniper Rifle (Two-Handed)

Specialized Weapon

Sniper Rifle (Two-Handed)

Equipment · Cost 2000 Clim

Snipe: Looking through a sniper scope gives you a +10 bonus to Perception when looking at things further than 60ft away. Range: 720ft Mods A mods: Semi-Automatic (20 points): The first time you miss with a basic Heavy attack in a round you can follow up with a light attack against the same target. This counts as your dual wield attack. Hollow Point Boat Tail Rounds (35 points): You gain a +1 bonus to your accuracy…

View item
Snow Cloak

Assist

Snow Cloak

Artifice · Cost 3000 Clim

A white cloak designed as the counterpart to the Fire Robe. Keeps the wearer warm in even the coldest of weathers. Considered a cloak and takes the cloak slot. Can be activated to give the wearer 5 damage reduction against frost damage until the end of the encounter. When this effect ends, the shell inside the cloak is immediately used up and needs to be replaced for the weather repelling effect to function. Mods A…

View item
Soul Lamp

Assist

Soul Lamp

Artifice · Cost 1500 Clim

A lamp that can be attuned to the soul of a single person. While that person is alive, the lamp emits a light glow. Should the person die, the lamp’s light fades and the lamp then shatters into pieces. Mods A mods: Vivre Flame(10 points): The person who is attuned to the lamp must be present upon its creation, and a bit of their blood or magic must be inserted into the lamp. The soul lamp’s flame’s strength now…

View item
Souleater Elixir

Elixir

Souleater Elixir

Alchemy · Cost 600 Clim

An elixir that heightens spirit circuits in the eyes, making the user able to view invisible creatures. When drank you take 11 true damage. You gain the ability to see invisible (not hidden) creatures and gain a +10 bonus to Perception checks to detect creatures until the end of the encounter. Crafting: Materials: 1100 Alchemy Materials Herbs: 1x Rare Fire 1x Common Water

View item
Space Time Anchor

Assist

Space Time Anchor

Artifice · Cost 4000 Clim

A large box that when put down and activated projects an area in a 40ft radius around it. Any creature inside cannot use any teleportation abilities. Any creature outside of the area trying to teleport inside is placed at the nearest edge of the area. Mods A mods: Quickened Activation (20 points): The activation cost is reduced by 1 AP. B mods: Increased Range (25 points): Increases the radius of the device by 10ft.…

View item
Speed Potion

Potion

Speed Potion

Alchemy · Cost 200 Clim

A potion that briefly increases your movement speed when drunk. Your movement speed is increased by 20ft until the end of your turn. Crafting: Materials: 270 Alchemy Materials Herbs: 3x Common Wind

View item
Spider Shoes

Assist

Spider Shoes

Artifice · Cost 2000 Clim

A pair of shoes that can be adjusted to fit the wearer. Upon use, the wearer is able to walk across any angled surface as if it was normal solid ground Mods A mods: Web Resistance (10 points): You don't suffer any penalties from walking across webs either natural or created through magic or items. Quick Activation (20 points): The activation cost is reduced by 1 AP, to a minimum of 0. Ceiling Drop (20 points): You…

View item
Staff (One-Handed)

Channeling Weapon

Staff (One-Handed)

Equipment · Cost 500 Clim

On damage with an attack made with this weapon, you may spend 1 Mana to push the target back 5ft. Mods A mods: Elemental Staff (35 points): You may alter the damage type from an attack made with this weapon for 0 AP. The damage type must be an element type you have mastered (usually unlocked through classes) or one that’s built into the weapon. Powerful Push (35 points): The knockback distance is increased to 10ft. B…

View item
Staff (Two-Handed)

Channeling Weapon

Staff (Two-Handed)

Equipment · Cost 1000 Clim

On damage with an attack made with this weapon, you may spend 1 Mana to push the target back 5ft. Mods A mods: Elemental Staff (35 points): You may alter the damage type from an attack made with this weapon for 0 AP. The damage type must be an element type you have mastered (usually unlocked through classes) or one that’s built into the weapon Powerful Push (35 points): The knockback distance is increased to 10ft. B…

View item
Sticky Glue Flask

Flask

Sticky Glue Flask

Alchemy · Cost 350 Clim

An Alchemical mix that coats the target in Sticky Glue, restricting mobility. May be thrown up to 40ft away. When thrown, the target of the flask takes 1 damage. If they took damage, their evasion is reduced by 3 until they spend 2 AP to wipe the substance off. Crafting: Materials: 500 Alchemy Materials Herbs: 1x Rare Earth

View item
Stone Serpent's Kiss

Poison

Stone Serpent's Kiss

Alchemy · Cost 1000c

By Boshi Contact poison(Venom). Can be applied to a cutting or thrusting weapon- or to an arrow, bolt, or bullet. Lasts for 1 hit or 1 minute (6 rounds). When an attack with this poison damages an enemy, they are inflicted with a form of Paralysis. A paralyzed Heroic or Boss target is Rooted and Unbalanced until recovering from this poison, which lasts for 1 minute (6 rounds). A paralyzed grunt is completely…

View item
Stun Gun

Weapon

Stun Gun

Artifice · Cost 2000 Clim

A Light gun that can be used by anyone proficient in Muskets, Pistols, Shotguns or Sniper Rifles. It has a range of 60ft and does normal Lightning damage. Upon reducing an enemy to 0 or lower HP, the target becomes stunned instead of killed. This stun lasts until the end of the encounter and an extra minute after that. Mods A mods: Training Stock (10 points): You can use this weapon even if you're not proficient with…

View item
Suppression Potion

Potion

Suppression Potion

Alchemy · Cost 600 Clim

A potion that temporarily suppresses the effects of a poison, disease or other natural affliction. The effect lasts for 24 hours. Magical poisons, diseases, curses etc are not affected by this. Crafting: Materials: 600 Alchemy Materials Herbs: 1x Rare Water 1x Rare Earth

View item
Surgery Kit

Kit

Surgery Kit

Adventuring Essentials · Cost 500 Clim

Surgery kits contain stitches, bandages and other items used for more serious wounds. Rest Action: You perform minor surgery on an ally or yourself. Requires at least 5 points in Medicine (or a relevant expertise in Medicine) to use. Make a medicine check against DC 15. On success you can negate the effect of one injury suffered this campaign until the end of the campaign. An injury can only be negated once by this…

View item
Thrown (One-Handed)

Weapon

Thrown (One-Handed)

Equipment · Cost 500 Clim

Switch Hit: This weapon can be used as a melee weapon without penalty. After making a ranged attack with this weapon, it returns to your hand. Range: 30ft Mods: A mods: Skirmisher (35 points): After making a ranged attack with this weapon, you may move 5ft as if you had the light sword passive (Nimble). Spinning Axe (35 Points): This weapon also gains the axe passive (Wild Swing). You keep this effect even when…

View item
Thrown (Two-Handed)

Weapon

Thrown (Two-Handed)

Equipment · Cost 1000 Clim

Switch Hit: This weapon can be used as a melee weapon without penalty. After making a ranged attack with this weapon, it returns to your hand. Range: 60ft Mods: A mods: Skirmisher (35 points): After making a ranged attack with this weapon, you may move 5ft as if you had the light sword passive (Nimble). Spinning Axe (35 Points): This weapon also gains the axe passive (Wild Swing). You keep this effect even when…

View item
Timeworn Katana

Main

Timeworn Katana

Astra Relic · Cost -

Current Wielder: Unknown A rusty katana with a dull blade. Any attack made with this weapon does not deal damage immediately, but any damage it deals is stored (after the hit resolves). When the wielder sheathes this weapon, it deals true damage based on the damage stored. The damage each target takes is based on the damage that was stored against them. Hits and damage remain stored this way for up to the end of an…

View item
Torch

Basic

Torch

Adventuring Essentials · Cost 10 Clim

A simple piece of wood with a pre-oiled tied cloth on one end. Provides ample light and is quite easy to light on fire. Comes with an attached striker that can be lit on most rock and metal surfaces. When ‘activated’, creates a light that emits light within 30 feet. Can also be used as an improvised weapon that deals fire damage. Lasts up to two hours.

View item
Transforming Weapon

Weapon Attachment

Transforming Weapon

Artifice · Cost 1000 Clim

A transforming weapon is a weapon attachment that can attach to both melee and ranged weapons. While attached to two weapons, the wielder can press a button to consume a shell and transform the current active weapon into the other attached weapon. Up to 5 shells fit into one weapon. Weapons can be attached or detached for 4 AP each. Mods A mods: Smooth Operations (20 points): The first switch in an encounter does not…

View item
Tunnel Elixir

Elixir

Tunnel Elixir

Alchemy · Cost 200 Clim

An elixir that causes intense focus on the task at hand. When drank you take 11 true damage. You gain +1 Focus. Lasts until the end of combat. Crafting: Materials: 380 Alchemy Materials Herbs: 2x Common Earth

View item
Turtle Elixir

Elixir

Turtle Elixir

Alchemy · Cost 200 Clim

An elixir that gives you greater endurance. When drank, you take 11 true damage. You gain +1 Toughness. Lasts until the end of combat. Crafting: Materials: 490 Alchemy Materials Herbs: 1x Common Earth

View item
Twinblade (Two-handed)

Weapon

Twinblade (Two-handed)

Equipment · Cost 1000 Clim

Twin Strike: You can make dual wield attacks as if you were wielding two weapons. Mods A mods: Haladie Blade (20 points): Attacks with this weapon have -1 Power, but you can make 2 offhand attacks per turn instead of one. B mods: Shadow-Type Saber (80 points): When engaged in melee and you take a block or dodge action and then you are attacked by another melee attack by a different enemy, you may use block or dodge…

View item
Universal Armor Mods

Mods

Universal Armor Mods

Crafting

Base Mods: These are mods that can be put on any armor (not shield), regardless of type. The crafting cost to add these is listed after the name. A mods: Ceremonial Armor (10 points): You gain +10 bonus to negotiation and intimidation checks, but automatically fail any stealth checks. Cast Off Design (10 points): After using the Block action, you may spend 0 RP to cast off the armor immediately unequipping it. The…

View item
Universal Artifice Mods

Mods

Universal Artifice Mods

Crafting

Base Mods: These are mods that can be put on any artifice, regardless of type. The crafting cost to add these is listed after the name. A mods: B mods: C mods: Double Barrel (10 points): The artifice can hold up to 2 shells. You still reload 1 shell at a time. Triple Barrel (10 points): The artifice can hold up to 3 shells. You still reload 1 shell at a time. Requires Double Barrel on the artifice. Quadruple Barrel…

View item
Universal Crafting Mods

Mods

Universal Crafting Mods

Crafting

A mods: Cross Peen Hammer (30 points): When crafting two of the same one-handed weapon with the same mods and materials, you may use double materials and only use one crafting attempt to make a pair of weapons. Westrian Style Tool (10 points): You no longer roll dice and instead take 5 for every d10 crafting roll. Sylvan Style Tool (20 points): While crafting points are 30 or less, you gain a +1 bonus to your…

View item
Universal Translator

Assist

Universal Translator

Artifice · Cost 1500 Clim

A small black box. When a creature speaks into it while activated, everyone who hears the creature’s voice can automatically understand what they are saying, regardless of the language they are speaking in. It cannot translate for creatures that lack a proper language such as animals. Mods A mods: Parley Mode (20 points): The device now translates all words spoken near it, allowing for easier two way communication. B…

View item
Universal Weapon Mods

Mods

Universal Weapon Mods

Crafting

Base Mods: These are mods that can be put on any weapon, regardless of type. The crafting cost to add these is listed after the name. While gathering is a universal mod, you still cannot gather unless the weapon is a tool that can be used for gathering. A mods: Ninja Weapon (10 points): This weapon is treated as a weapon that can be used for Ninjutsu. Quickdraw (10 points): You may draw this weapon for 0 AP.…

View item
Wand (One-Handed)

Channeling Weapon

Wand (One-Handed)

Equipment · Cost 500 Clim

Magic Blast: You may alter the damage type fired by an attack made with this weapon for 0 AP. The damage type must be an element type you have mastered (usually unlocked through classes) or one that’s built into the weapon. Each weapon has at least one element built in. Range: 60ft Mods A mods: Ornamental (10 points): You may use this weapon as one minor item such as an instrument or parasol. Echo Blast (20 points):…

View item
Wand (Two-Handed)

Channeling Weapon

Wand (Two-Handed)

Equipment · Cost 1000 Clim

Magic Blast: You may alter the damage type fired by an attack made with this weapon for 0 AP. The damage type must be an element type you have mastered (usually unlocked through classes) or one that’s built into the weapon. Each weapon has at least one element built in. Range: 120ft Mods A mods: Ornamental (10 points): You may use this weapon as one minor item such as an instrument or parasol. Echo Blast (20 points):…

View item
Water Balloon

Flask

Water Balloon

Alchemy · Cost 100 Clim

A flask that when thrown explodes in a 5ft radius around the target and applies Soaked 5 to all targets in the area. May be thrown up to 40ft away. Crafting: Materials: 200 Alchemy Materials Herbs: 1x Common Water

View item
Weak Spider Poison

Poison

Weak Spider Poison

Alchemy · Cost 150 Clim

Contact Poison. Can be applied to a weapon. Lasts for 2 hits or 1 minute (6 rounds). When an attack with this poison damages an enemy, they become Dazed. If an enemy is already dazed, they instead take 8 full pierce Poison damage. An enemy can only be affected by this poison (daze and damage effect both apply) twice per round. Crafting: Materials : 300 Alchemy Materials Special Materials: 150 units of Spidersilk

View item
Weak Wyvern Poison

Poison

Weak Wyvern Poison

Alchemy · Cost 150 Clim

Contact Poison. Can be applied to a weapon. Lasts for 1 hits or 1 minute (6 rounds). When an attack with this poison damages an enemy, they become poisoned. The next time they move the full distance they can in an action they take, they take 3d6 full pierce Poison damage. Crafting: Materials : 230 Alchemy Materials Special Materials: 2 Common Earth Herbs

View item
Web Flask

Flask

Web Flask

Alchemy · Cost 500 Clim

A flask that when thrown coats a 20x20 feet area in sticky webs until the start of your next turn. Anyone walking through it becomes Slowed and any creature ending its turn inside of it becomes Rooted until the start of their next turn. May be thrown up to 40ft away. Crafting: Materials: 400 Alchemy Materials Herbs: 1x Rare Wind 1x Rare Earth

View item
Whip (One-Handed)

Specialized Weapon

Whip (One-Handed)

Equipment · Cost 750 clim

Whip Crack: You gain +5ft range on your weapon attacks. Weapon attacks made at max range (default of 10) gain +1 damage. Your threatened range is still 5ft. Mods A mods: Barbed Wire (10 points): Upon landing a critical hit with this weapon, apply Bleeding to the target. Fluttering Ribbon (35 points): At the start of your turn, you may change your threatened range to 5-10ft until the start of your next turn. B mods:…

View item
Wind Bubble

Assist

Wind Bubble

Artifice · Cost 1000 Clim

A simple device that can be attached to the body or held in the hand. When activated, it creates a bubble of wind around the wielder that slows down falling speed to 40ft per round. If the wearer reaches the ground while in this bubble, they take no fall damage. Mods A mods: Quick Activation (20 points): The activation cost is reduced by 1 AP or 1 RP, to a minimum of 0. B mods: Slow Fall (25 points): Reduces the…

View item
Winged Backpack

Assist

Winged Backpack

Artifice · Cost 2000 Clim

A backpack that looks ordinary at a first glance. It can store the same amount of items as a normal backpack. When activated, a pair of mechanical wings fold out. While the wings are out, you slow down your falling speed to 15ft per round and you are able to move horizontally as if normally moving. If you hit the ground while they are active, you do not take any falling damage. Lasts for 5 minues or until you hit the…

View item
Wolf

Item

Wolf

Mount · Cost 3000 Clim

A wolf trained to be used in combat. Stats: HP: 20 Focus: 4 Power: 4 Agility: 3 Toughness: 3 Speed: 25ft Size: Large Special qualities: Topple Prey: You may spend 2 AP to command your mount to make a Light attack against the target. On damage, the target is knocked prone. This attack uses your mount’s stats instead of your own and it gains a +2 to hit for every ally (apart from you) within 5ft of the target.

View item
Wolverine Elixir

Elixir

Wolverine Elixir

Alchemy · Cost 1250 Clim

An elixir that prevents non-lethal injuries. When drunk, you take 11 true damage. Until the end of the encounter, you do not suffer any injuries, except for a Mortal Wound (you can still lose HP and still become downed when reaching 0 HP). Crafting: Materials: 2050 Alchemy Materials Herbs: 1x Mystic Earth 1x Rare Fire

View item
Wyvern

Item

Wyvern

Mount · Cost 10000 Clim

A wyvern trained to be ridden by people. Stats: HP: 75 Focus: 4 Power: 6 Agility: 3 Toughness: 6 Speed: 40ft Size: Large Special qualities: Flying Mount: Your mount can fly. While flying you may only move in a straight line when making a movement action. While moving only on the ground, your speed is reduced to 20ft but this restriction does not apply. In flight vulnerability : When your mount takes damage while…

View item
XL Healing Potion

Potion

XL Healing Potion

Alchemy · Cost 1000 Clim

Healing liquid in a vial made from various herbs and reagents. Spurs the body’s natural healing by converting mana into regeneration. Much purer and more difficult to create, uses special materials. When drank, you heal for 45 HP. Crafting: Materials: 1800 Alchemy Materials Herbs: 1x Mystic Fire

View item