Chapter 6: Equipment

Equipment Icons
Cost
Weight
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Weight and carrying capacity

While adventuring, you’re going to pick up stuff, and that stuff has weight. How much weight you can lug around is your carrying capacity, and how much you’re currently carrying is your load.

Each 1 weight weighs approximately 5-10 lbs. There are some items, though, that have a negligible effect on your load; they have 0 weight. Other items only have an effect on your load when you’ve got a bunch of them, those are marked as light weight. 10 light weight items, in any combination, weighs 1 weight. Some items, like a backpack, make it easier to carry more; their weight is negative. Any combination of 1000 gold and gems that don’t have their own weight has 1 weight.

Your carrying capacity is the most you can carry before becoming encumbered and is equal to double your +POWER plus 10. When you’re encumbered, you have -1 movement and take -1 ongoing to all rolls until you’re no longer encumbered. Your load can never be more than your carrying capacity +3.

Weapons

Weapons deal damage! If you have mastery with a weapon, you can use its mastery property whenever you hit a creature with that weapon. Some weapons also have properties describing how they can, or need to, be used. All PCs have proficiency with simple weapons.

Unarmed and improvised attacks deal 1 damage.

Some weapons have special weapon properties—every property always applies to the weapon when wielded. All weapons also have a mastery property—if you gain weapon mastery of that weapon, you can use the mastery property.

Simple Weapons
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Club1d4Poweragilesap6glight
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
Greatclub1d8Powertwo-handedring12g1
Hammer1d4Poweragilethrownnick20glight
Handaxe1d4Cunningagilethrownpinpoint20glight
Mace1d6Powersap18g1
Quarterstaff1d4Cunningversatilering7g1
Sickle1d4Cunningagilenick16glight
Spear1d6Cunningversatilethrowngraze12glight
Light Crossbow1d880'Lucktwo-handedreloadprecisepinpoint50g1
Shortbow1d680'Luckprecisetwo-handedpinpoint50glight
Secondary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
Hammer1d4Poweragilethrownnick20glight
Handaxe1d4Cunningagilethrownpinpoint20glight
Sling1d430'Luckagileprecisepinpoint8g0
Martial Weapons
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Battleaxe1d8Focusversatilecleave20g1
Flail1d8Powersap20glight
Greataxe1d12Focusheavytwo-handedgraze80g1
Greatsword2d6Focusheavytwo-handedgraze80g1
Longsword1d8Cunningversatilesap30glight
Maul2d6Powerheavytwo-handedring80g1
Rapier1d8Cunningprecisepinpoint50glight
Shortsword1d6Cunningagilepinpoint20glight
Whip1d4Focusprecisereachsap20glight
Heavy Crossbow1d10120'Luckpreciseheavytwo-handedreloadring100g2
Longbow1d8150'Luckpreciseheavytwo-handedpinpoint100glight
Secondary Weapons
Shortsword1d6Cunningagilepinpoint20glight
Whip1d4Focusprecisereachsap20glight
Hand Crossbow1d630'Cunningagilereloadpinpoint150glight

Weapon Properties

Agile

Rewards quick strikes over brute force—can use +CUNNING instead of +POWER for attack and damage rolls.

If wielding two agile weapons and you hit a creature with your primary weapon, you can spend 1-fatigue to attack the same creature with your secondary weapon. This damage does not include your ability score.

A ranged weapon with this property must use +CUNNING for its attack and damage rolls.

Conduit

Can be used as a conduit—can use +SPELL for attack and damage rolls.

Heavy

Requires +POWER of 1 or greater to wield.

Piercing

Damage rolls with +n piercing ignore n of a creature’s AC.

Precise

Rewards careful strikes over brute force—can use +FOCUS instead of +POWER for attack and damage rolls.

A ranged weapon with this property must use +FOCUS for its attack and damage rolls.

Reach

Melee weapons only. Your reach with this weapon is increased by 5’.

Reload

Takes extra effort to reload—it can only be fired once per turn.

Simple

Basic weapons anyone can use.

Thrown

Can be thrown. If thrown, it and has a range of 30’.

Two-Handed

Unwieldy and must be used with two hands.

Versatile

Can wield with one hand or two; if wielding with two, add +1 damage to damage rolls when used as a melee weapon. Can swap between one handed and two handed by using Use Item.

Weapon Mastery

Cleave

When you strike with this weapon, mark 1-fatigue to deal half the damage you dealt to your target to another creature within the weapon’s reach.

Graze

When you strike with this weapon and miss, deal damage equal to the ability used to roll the attack.

Nick

When you strike with this weapon, mark 2-fatigue to apply sundered.

Pinpoint

When you strike with this weapon, mark 1-fatigue on a hit to become prepared for your next attack roll against that creature.

Ring

When you strike with this weapon, mark 2-fatigue on a hit to apply impaired.

Sap

When you strike with this weapon, mark 1-fatigue on a hit to apply weakened.

Conduits

Conduits are special weapons specifically for spellcasters that let you substitute your +SPELL for attack and damage rolls. Each conduit has a set of properties that affect your spellcasting when equipped. In addition to the conduits below, any simple melee weapon can be used as a conduit and have the assail property—a few common weapon conduits are presented below. Some conduits have weapon properties like two-handed and versatile—refer to those properties for definitions.

Dual-Wielding Conduits

Because you don’t need an empty hand to cast spells as long as you’re wielding a conduit, think about how you may dual-wield with them! You could wield a dagger and orb to get the benefits of either one depending on which you use to cast your spells. Or a wand and a shield for extra protection.

Conduits
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
Staff1d6Cunningtwo-handedconduitexpandring20g1
Wand1d630'Luckreloadconduitspanpinpoint20glight
Secondary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
Orb1d430'Luckreloadagileconduitextendsap30glight

Conduit Properties

Assail

Can be used as the normal weapon, or can Use Item and channel one of your cantrips. While channeled, the weapon takes on a magical appearance in line with the cantrip being used, you can cast spells with that cantrip at melee range, and you can substitute a base level cantrip for a weapon attack taking reactions. You can Use Item again to change your weapon back to its normal form or to another cantrip.

Expand

Increase the size of a targeting charm by 5’ in one dimension.

Extend

When you apply a condition with a spell through this conduit, you can mark 1-fatigue per target to extend its duration by 1 round. You can choose how many targets to extend.

Span

When you attack a creature at range through this conduit, increase the maximum distance by 10’.

Armor

Armor is your level of protection against incoming blows, and comes in three types: light armor, medium armor, and heavy armor. Light armor provides the least amount of protection, but it’s the easiest to wear—you add your full defending ability to your AC when you wear it. Medium armor provides a moderate amount of protection but is bulkier—you can add up to 2 of your defending ability, to your AC when wearing it. Heavy armor provides the most protection, but it’s cumbersome—you don’t add your defending ability to your AC when you wear it.

You can also equip a shield. Shields provide a bonus to your AC while wielding it. Unlike armor, shields are part of your loadout.

Wearing armor you’re not proficient with restricts your movement: all ability checks that rely on movement are made at disadvantage.

Natural Armor

Some traits may give you natural armor! Natural armor works like normal armor, in that it has an AC and an equivelant “weight”, which you use when calculating your armor thresholds instead of the normal “unarmored” threshold calculation. Natural armor is only effective when you aren’t wearing light, medium, or heavy armor, but you can benefit from a shield. If something gives you a bonus while unarmored, for instance, letting you add your +POWER to your AC while unarmored, calculate what that would be without your natural armor and use whichever total is higher.

Armor
ArmorACPropertiesMastery
Light Armor
Leather Armor4discreetdeflect25g1
Padded Armor4discreetnoisyabsorb15g1
Studded Leather Armor5barbed75g2
Medium Armor
Hide Armor5flexible60g2
Breastplate6bulky 1deflect250g2
Scale Mail6bulky 1noisyflexible175g4
Half Plate Armor7bulky 2noisyabsorb600g4
Heavy Armor
Ring Mail8bulky 2noisybarbed150g4
Splint Armor9bulky 2noisyabsorb550g6
Plate Armor10bulky 3noisyabsorb2000g7
Shields
Buckler+2deflect20g1
Spiked Shield+2barbed30g2
Tower Shield+3bulky 1noisyabsorb60g4

Armor Properties

Bulky

Subtract your +POWER from this armor’s bulky score. For each remaining point, reduce your speed by 5 feet.

Discreet

Can be concealed under clothing.

Noisy

Ability checks made to sneak or be stealthy are rolled with disadvantage.

Armor Mastery

Absorb

As a reaction to taking damage, you can reduce the damage you take by one threshold. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.

Barbed

As a reaction to taking damage from a creature within your reach, mark 1-fatigue to deal damage equal to your +POWER to it.

Deflect

As a reaction to taking damage below your low threshold, you can prevent yourself from marking fatigue. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.

Flexible

Increase the amount of your defending ability you can add to your AC by 1 while wearing this armor.

Gear & Packs

Weapons and armor aren’t the only things you need to survive on your adventure, you need gear too! Gear can be broken down into four categories: adventuring gear, musical instruments, and tools.

Adventuring Gear
Gear and equipment an adventurer may need throughout their travels.
Musical instruments
A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the Get a Job downtime activity. Under some circumstances, a GM may let you use a musical instrument as a conduit.
Tools
Let you Work on a Project that requires special tools when you’re not in a settlement that has a permanent workshop dedicated to the required craft.

Packs are specially priced collections of predefined adventuring gear (presented weights are approximates). When you start your adventure, you get 50 gold to spend on gear and packs.

Packs

Packs are specially priced collections of predefined adventuring gear (presented weights are approximates)

Packs
ItemContents
Burglar's Pack

A backpack, a crowbar, ball bearings, a lockpicking kit, a hooded lantern, and a flask of oil.

30glight
Camping Pack

A backpack, a bedroll, a tent for basic shelter while traveling, a waterskin, a tinderbox, and 5 torches.

35g2
Diplomat's Pack

A chest, a set of fine clothes, and perfume.

45g3
Dungoneer's Pack

A backpack, a crowbar, a 10-foot pole, rope, a hooded lantern, a flask of oil, and caltrops.

30g1
Fisherman's Pack

A backpack, a 10-foot pole, a net, a tackle box with hooks and lures, 20 feet of string, and a tinderbox.

20glight
Jailer's Pack

A backpack, a lock with key, manacles, and a chain.

45glight
Writer's Pack

A backpack, a bottle of ink with pen, 2 bundles of parchment, a scroll case, and candles.

20g-2

Adventuring Gear

Gear and equipment an adventurer may need throughout their travels.

Adventuring Gear
ItemDescription
Amulet

A medallion on a cord or chain.

25g0
Backpack

A satchel to hold goods up to 1-foot in any dimension. Increases carrying capacity by 2

4g-2
Ball Bearings

1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain

4glight
Bedroll

A warm place for one small or medium creature to sleep in

10g1
Bell

A small bell that can be heard from up to 60’ away

2g0
Belt

A leather or cloth belt.

3g0
Book

You can consult an accurate nonfiction book about a topic. If you know it’s relevant and read it, you become prepared to act on the knowledge you gained. If you don’t know if it’s relevant, make a luck roll—on a strong hit, you become prepared as normal, on a weak hit, you instead learn something interesting, and it’s up to you to make it relevant.

Once you’ve read a book, you can’t learn anything new from it again.

25glight
Boots

A pair of sturdy boots.

5glight
Bottle

A small glass bottle with a stopper that can hold up to a pint of liquid.

3glight
Bracers

A pair of forearm guards.

10glight
Caltrops

Spread across a 10’ area—creatures that move through it make a luck roll; on a miss they take 1 damage, bypassing their AC, and become immobile for 10 minutes or until they spend a turn removing the caltrops from their feet. Once affected, subsequent rolls against the same area of caltrops are made with advantage.

4glight
Candles

A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours

2g0
Chain

10’ of metal chain. Chain can be used to restrain a creature

15g1
Chest

A wooden, with metal reinforcements, chest 4 foot wide, 3 foot deep, and 1 foot tall (when closed) with handles to carry. Can be locked.

15g3
Circlet

A slender metal band worn about the brow.

50g0
Climbing Kit

Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses.

50g1
Cloak

A plain cloak or mantle.

5glight
Clothes, fine

Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe.

30glight
Clothes, traveler's

Basic clothing of a local traveller or a robe.

6glight
Crowbar

A metal crowbar, giving you +2 when trying to pry something open

8g1
Disguise Kit

Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain +2 ongoing to impersonate a person, or type of person.

30glight
Gloves

A pair of cloth or leather gloves.

5g0
Goggles

A pair of glass goggles in a fitted frame.

25glight
Hat

A simple hat.

3g0
Healing Kit

Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses.

10glight
Hoy Water

A flask of holy water can be used to coat a weapon, making it deal radiant damage for 1 minute, or thrown a short range: make a Cunning attack versus the Cunning of a fiend or undead, dealing 2d8 radiant damage on a strong hit, half as much on a weak hit.

50glight
Ink

1-ounce bottle which provides enough ink to write about 500 pages

15g0
Lamp

Oil burning lamp that illuminates bright light within 10; and dim light within 30’

1glight
Lantern, bullseye

Oil burning lantern that shed bright light in a 30’ long, 5’ wide line directly in front of you and dim light for a another 100’ further.

20glight
Lantern, hooded

Oil burning lantern that illuminates bright light in a 30’ area and dim light in an 80’. Hood can be lowered to shed dim light only in a 10’ area.

10glight
Lock

Locks come with keys.

20glight
Lockpicking Kit

A set of small files, a small handle-mounted mirror, narrow scissors, a small set of pliers, and lockpicks.

When trying to pick a non-magical lock with a lockpicking kit, make a luck roll. On a miss, a lockpick breaks, loose one use. On a weak hit, gain +1 ongoing to attempts to pick this lock, but a lockpick breaks as well, loose one use. On a strong hit, you successfully pick the lock.

8g1
Manacles

Metal bindings with a lock and key. When applied to a creature, they become restrained. Whenever they try to free themselves, they must make a luck roll and only succeed on a strong hit; they spend the fatigue on a success or a failure.

15g1
Necklace

A plain chain or pendant worn at the neck.

25g0
Net

When thrown on a creature, they become restrained

8g1
Oil

One flask of flammable oil, often used for lighting a lantern, enough for 5 uses.

1glight
Parchment

One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5

1g0
Perfume

Contains 10 doses of perfume. For 1 hour after applying, gain +2 ongoing to influence an intelligent creature

10g0
Pole

10 food long wooden pole

2g1
Quiver

A holder for arrows or bolts. Required for using bows and crossbows.

2glight
Ring

A plain metal band.

25g0
Rope

50’ of hempen rope

8g1
Scroll Case

Holds up to 10 sheets of parchment

2glight
String

10’ of string.

1g0
Supplies

Daily rations needed to survive

5glight
Tackle Box

A small wooden box of containing hooks and lures for fishing.

4glight
Tent

A basic shelter that can sleep 2 small or medium creatures

20g2
Tinderbox

A small container holding flint, fire steel, and tinder used to start a fire.

2glight
Torch

When lit it illuminates bright light within 30’ and dim light within 80’, burning for 1 hour. Can be used as a club, dealing fire damage. Pack of 5.

2glight
Wand (Common)

A wand holding a fixed common spell, usable by anyone for 2 AP plus the spell’s fatigue. Three charges, regained on daily preparations.

1500glight
Wand (Rare)

A wand holding a fixed rare spell, usable by anyone for 2 AP plus the spell’s fatigue. Three charges, regained on daily preparations.

7500glight
Wanderer's Pack

A well-worn pack of useful miscellany. When you use Retrieve Item from it, you can pull out a mundane item useful for your current situation, working with your GM on what it is. Only a character with the Wanderer heritage can use the pack this way.

0g1
Waterskin

A watertight container that can hold 2 days worth of water (weight when full).

2g1

Musical Instruments

A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the Get a Job downtime activity. Under some circumstances, a GM may let you use a musical instrument as a conduit.

Instruments
ItemDescription
Bagpipes

Musical instrument

30g1
Drum

Musical instrument

12glight
Flute

Musical instrument

6glight
Horn

Musical instrument

12glight
Lute

Musical instrument

35glight
Lyre

Musical instrument

30glight
Viol

Musical instrument

30glight

Tools

Let you Work on a Project that requires special tools when you’re not in a settlement that has a permanent workshop dedicated to the required craft.

Tools
ItemDescription
Alchemist's Tools

A portable set of tools to make potions

100g1
Blacksmith's Tools

A portable set of tools for working with metal.

40g2
Brewer's Tools

A portable set of tools for brewing alcohol and checking a liquid’s contents.

40g1
Carpenter's Tools

A portable set of tools for working with wood

24g1
Cook's Tools

A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven.

10g2
Drafter's Tools

A portable set of tools for making precise drawings and estimating distances and position

30g1
Glassblower's Tools

A portable set of tools for working with glass

60g1
Herbalism Kit

A kit of cutting tools, pouches, and a mortar and pestle for identifying and preparing herbal remedies.

25g1
Jeweler's Tools

A portable set of tools to make and repair jewelry and assess gems

50glight
Leatherworker's Tools

A portable set of tools to tan, cut, and work leather and hide

10g1
Mason's Tools

A portable set of tools for chiseling and working with stone

20g1
Potter's Tools

A portable set of tools for working with, throwing, and baking ceramics.

20g1
Tinkerer's Tools

A portable set of tools for working on small, intricate items

100g1
Weaver's Tools

A portable set of tools to weave and repair cloth

6g1

Potions, Spell Scrolls, and Wands

Potions, spell scrolls, and wands are all containers for magic. A potion or wand lets anyone trigger the magic stored within; a spell scroll is a caster’s tool. A potion or wand is a fixed spell—when its spell calls for a casting modifier (+SPELL), use a value set by its rarity instead of your own: +2 for a common item, +4 for a rare one, as well as for attack rolls made with it. A spell scroll is the exception: you cast it yourself, using your own +SPELL.

Each is common unless the cantrip or charm bound into it is rare, in which case it’s rare—a spell’s power is paid in the fatigue you spend to use it, so price reflects only how scarce its ingredients are. You pay that fatigue when you use the item, not when it’s made. Potions and wands have a light weight; spell scrolls have a 0 weight.

ItemRarity
Spell ScrollCommon300g
Spell ScrollRare1500g
PotionCommon400g
PotionRare2000g
WandCommon1500g
WandRare7500g

Potions

A potion holds a spell that targets the drinker or emanates from them. Anyone can use a potion with the Use Item action—you mark the spell’s fatigue when you drink it, and its effect lasts the spell’s full duration without requiring concentration.

You can also throw a potion, treating the creature it strikes—or the point it bursts on, as the consumer or spell’s origin. If it’s a willing ally, they can choose to have the potion activate when it hits them. Otherwise, make a ranged attack against their Cunning, treating the ranged attack as the spell’s attack. On a miss, the potion shatters, wasted.

Rituals cannot be stored in potions, and any material component that has a cost must be paid as part of crafting the potion.

Spell Scrolls

A spell scroll holds a cantrip, a charm, or a cantrip-and-charm combination. You must have a spellcasting feat to use one—to anyone else, the instructions are just ink.

You can cast a scroll’s cantrip or combination as written, or, if it holds a charm, apply that charm to a cantrip you have prepared that the charm can affect—a prepared Fire Bolt and a scroll holding a haste charm together cast one hasted Fire Bolt. Pay the spell’s fatigue as normal; the scroll disintegrates once cast. Its spell is fixed at the level it was scribed, so you can’t upcast it further, though you can concentrate on it.

Because a scroll’s instructions are legible and durable, a spellcaster can study one to copy or learn its cantrip or charm without using it up.

Wands

A wand holds a cantrip, a charm, or a cantrip-and-charm combination—any spell, like a scroll, not only self-targeting ones—and anyone can use it, no spellcasting feat needed.

Activating a wand costs a fixed 2 AP (you trade the spell’s gestures for channeling it through the wand) plus the spell’s fatigue and 1 charge; if the stored spell is cast as a reaction, the wand is used as that reaction instead of spending AP. A wand has 3 charges and regains them all during your daily preparations. Its spell is fixed at the level it was made and can’t be upcast.

(A Wand of [Spell] is a distinct item from the plain wand conduit a spellcaster channels their own spells through.)

Healing Potions

Healing potions aren’t magic—they’re potent herbal remedies brewed with a herbalism kit, meant for quick healing outside of a rest. They come in three forms, all with a light weight. The health and greater health potions are common; the Potion of Invigoration is rare and needs a measure of Elementalis to brew:

PotionHealing
Health Potion1d4 HP50g
Greater Health Potion2d4 HP150g
Potion of Invigoration4d4 HP, recover 2 fatigue1000g

Upgrading Equipment

As you adventure, you’ll want to upgrade your gear to be able to take on tougher and tougher foes. There are upgrades you can make to your equipment: you can plate a weapon with silver, you can improve it with mithril, you can refine it into a masterwork item, and you can enhance it with runes and seals.

Silvered Weapons

A weapon can be plated or alloyed with silver by any blacksmith. Attacks with a silvered weapon ignore a creature’s resistance to physical damage. Ammunition is silvered in batches of 20.

Silvering a weapon costs a flat 100g and is permanent.

Mithril Equipment

While Mithril comes in many forms, at its core it’s a material that’s been seeped in magic, resulting in an incredibly strong and light material. Mithril items gain 1 rune slot and has their weight reduced by 1 (reducing light weight to 0 weight and 1 weight to light weight). For armor, this also reduces the +POWER requirement to wield it by 1 (minimum 0). A mithril weapon also ignores a creature’s resistance to physical damage, as a silvered weapon does. The following items can be made of mithril:

  • Weapons
  • Conduits
  • Armor
  • Shields
  • Amulets
  • Belts
  • Boots
  • Bracers
  • Circlets
  • Cloaks
  • Hats
  • Gloves
  • Goggles
  • Necklaces
  • Fine Clothes

Working with mithril is as easy as working with common materials, so an item’s countdown is unchanged—but the material is rare and a spoiled piece is costly to replace, so mithril equipment is priced well above its raw stock. Its purchase price is the cost of its mithril material times 2½ for a simple item, 3 for a normal one, or 3½ for a complex one. To craft mithril equipment yourself, replace all of its materials with mithril, keeping the same amount.

Masterwork Equipment

Masterwork equipment is the pinnacle of craftsmanship—perfectly fit and balanced, finely decorated, and of the highest quality. All masterwork equipment at their core are made of mithril, and any mithril item can be made a masterwork item, so they gain all the benefits of mithril equipment. Additionally, they all gain 1 seal slot; weapons and conduits also gain +1 piercing, armor +1 AC, and other items (a cloak, a ring) gain only the slot. A masterwork cloak with a Seeking seal, for instance, is a cloak of protection.

The attention to detail required to create masterwork equipment requires a significant time investment, and its cost shows. Masterwork equipment costs twice as much as its mithril equivalent, and if you wanted to craft it on your own, its countdown would be doubled (but the material amount would remain the same). You can only attempt to make masterwork equipment yourself if you have expertise in the talent that lets you craft.

Runes & Seals

Runes and seals are magical enhancements set into a slot on an item—any item, including wondrous gear. Runes generally modify an item’s existing properties, whereas seals generally add new ones. Runes and seals are not permanent—if you have a talent that lets you craft the kind of item it’s attached to, you can remove them intact and replace them as a countdown 1 project per item. Some items you find in the wild may have runes or seals on them and aren’t mithril or masterwork equipment—while you can remove the runes and seals from these items, you can’t replace them once you do.

An item’s first rune slot comes from being mithril and its first seal slot from being masterwork. To add further slots, you imbue the item—a Complex crafting project, requiring expertise in the relevant craft, that grants one extra rune or seal slot. Each added slot of a kind is dearer than the last: the next rune slot needs (current rune slots + 1) × 2 mithril, the next seal slot (current seal slots + 1) × 2 fadeite. An item can hold at most 3 rune slots and 3 seal slots.

Runes

Runes
ItemEffect
Acid Rune
weapon
Deals acid damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to acid damage
conduit
Spells you cast that deal acid damage deal extra damage equal to your +SPELL.
750g
Cold Rune
weapon
Deals cold damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to cold damage
conduit
Spells you cast that deal cold damage deal extra damage equal to your +SPELL.
750g
Fire Rune
weapon
Deals fire damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to fire damage
conduit
Spells you cast that deal fire damage deal extra damage equal to your +SPELL.
750g
Force Rune
weapon
Deals force damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to force damage
conduit
Spells you cast that deal force damage deal extra damage equal to your +SPELL.
750g
Lightning Rune
weapon
Deals lightning damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to lightning damage
conduit
Spells you cast that deal lightning damage deal extra damage equal to your +SPELL.
750g
Necrotic Rune
weapon
Deals necrotic damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to necrotic damage
conduit
Spells you cast that deal necrotic damage deal extra damage equal to your +SPELL.
750g
Poison Rune
weapon
Deals poison damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to poison damage
conduit
Spells you cast that deal poison damage deal extra damage equal to your +SPELL.
750g
Radiant Rune
weapon
Deals radiant damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to radiant damage
conduit
Spells you cast that deal radiant damage deal extra damage equal to your +SPELL.
750g
Silent Rune
armor
You ignore this armor's Noisy property.
600g
Folding Rune
weapon
-1 weight. Can be collapsed into a size roughly ½ its original size.
armor
-1 weight. Can be collapsed into a size that can fit in a backpack.
conduit
-1 weight. Can be collapsed into a size roughly ½ its original size.
1800g
Stalwart Rune
armor
A critical hit against you while you wear this armor is reduced to a normal hit.
3000g
Vicious Rune
weapon
On a hit, add 2 of this weapon's damage dice (a 1d8 weapon deals 3d8, a 2d6 weapon 4d6).
conduit
On a hit with a spell, add 2 of the spell's damage dice.
6000g

Seals

Seals
ItemEffect
Adept Seal
weapon
Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
armor
Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
conduit
Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
1250g
Bloodthirsty Seal
weapon
Take 1 physical damage to inflict +2 damage that ignores armor.
armor
Take 2 additional damage that ignores armor when hit by enemy in close range; they take 4 physical damage that also ignores armor in return.
conduit
Take 1 physical damage to inflict +2 damage that ignores armor.
2000g
Empowering Seal
weapon
Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
armor
Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
conduit
Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
1250g
Enspelled Seal
weapon
Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
armor
Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
conduit
Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
1750g
Potent Seal
weapon
+1 piercing
armor
+1 AC
conduit
+1 piercing
4000g
Seeking Seal
weapon
+1 to attack rolls
conduit
+1 to attack rolls
4000g
Slayer Seal
weapon
Choose a creature type when this seal is set. You deal an extra 2d6 damage to creatures of that type.
armor
Choose a creature type when this seal is set. You have resistance to damage dealt by creatures of that type.
conduit
Choose a creature type when this seal is set. Your spells deal an extra 2d6 damage to creatures of that type.
3000g
Vigilant Seal
weapon
+1 ongoing to your attack rolls during the first round of combat.
armor
+1 to your AC during the first round of combat.
conduit
+1 ongoing to your attack rolls during the first round of combat.
2000g
Animate Seal
weapon
Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
armor
Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
conduit
Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
6000g
Bulwark Seal
weapon
Choose a damage type or a condition when this seal is set. You are immune to it.
armor
Choose a damage type or a condition when this seal is set. You are immune to it.
conduit
Choose a damage type or a condition when this seal is set. You are immune to it.
8000g
Deflecting Seal
armor
When you're hit by a ranged attack, you can use your reaction to gain +5 AC against it, which may turn the hit into a miss.
8000g
Greater Empowering Seal
weapon
Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
armor
Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
conduit
Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
8000g
Mirage Seal
weapon
Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
armor
Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
conduit
Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
6000g
Prismatic Seal
weapon
Damage bypasses armor
armor
Gains resistance to the last damage hit by
conduit
Damage bypasses armor
26500g
Vorpal Seal
weapon
On a critical hit, roll one more set of this weapon's damage dice. If the damage exceeds the target's high threshold by 10 or more, its head is severed and it is slain. A creature with no severable head, or immune to being slain this way, takes the damage but is not slain.
23000g
Warding Seal
armor
Spell attacks against you are made at disadvantage.
conduit
Spell attacks against you are made at disadvantage, and you have advantage on Focus rolls to maintain concentration.
10000g
Wounding Seal
weapon
On a hit, the target suffers a bleeding wound, taking ongoing damage until it spends an action to staunch it—1 on a weak hit, 2 on a strong hit, 3 on a critical hit. On a strong or critical hit it also can't regain HP until the wound is staunched.
conduit
On a hit with a spell, the target suffers a bleeding wound, taking ongoing damage until it spends an action to staunch it—1 on a weak hit, 2 on a strong hit, 3 on a critical hit. On a strong or critical hit it also can't regain HP until the wound is staunched.
8000g
Seal of the Bull
armor
+1 +POWER to a maximum of +6
Seal of the Fox
armor
+1 +CUNNING to a maximum of +6
Seal of the Owl
armor
+1 +FOCUS to a maximum of +6
Seal of the Rabbit
armor
+1 +LUCK to a maximum of +6

Attunement

Some magic asks to be bonded before it works. You can be attuned to a number of magic items at once equal to your Prowess (2 at Journeyman, up to 5 at Legendary). Attune to, or release, your items during your daily preparations; an item that requires attunement does nothing for you until you do.

Attunement is required by:

  • Any item bearing one or more runes or seals—the whole item is a single attunement, however many it holds.
  • Wondrous items marked Attunement in their entry—the ones granting a strong ongoing benefit.

Everything else is yours to use freely: most wondrous items (including passive grants like darkvision goggles), consumables, and one-time items like the Tomes.

This is the second of two brakes on stacked magic: the three-rune / three-seal slot cap limits power within a single item, and attunement limits how many magic items work at once.

Wondrous Items

Wondrous items are bespoke magical objects—made, not enchanted onto ordinary gear. Each is built from its own recipe, and its rarity reflects how readily it turns up, not what it’s made of. Anyone can use one.

Amulet of Proof against Detection and Location

5000g · Attunement

While you wear it, you can’t be targeted by divination magic or perceived through magical scrying or location, and creatures can’t read your thoughts by magic.

Bag of Devouring

500g

A cursed bag that looks and acts like a bag of holding, but its interior is the maw of an otherworldly creature. Objects placed inside are devoured over a few minutes. A creature pulled or climbing inside makes a Power roll; on a miss it is drawn into the Fade and consumed, otherwise it escapes back out. Reaching in to retrieve something risks the same.

Bag of Holding

500g

A worn satchel whose mouth opens into an extradimensional space. It holds up to 50 weight of gear but always counts as 1 weight to carry; reach in with the Retrieve Item technique. It holds about 10 minutes of air divided among any living things sealed inside. If the bag is destroyed, everything within is lost to the Fade. Placing it inside another extradimensional space (a portable hole, another bag of holding) ruptures both: everything within 10 feet is torn into the Fade and lost.

Bead of Nourishment

25g

A small, flavorless sphere that sustains the body for a day. Eat it (Use Item) to gain a full day’s food and water—even where you normally can’t eat, drink, or breathe—and recover 1 exhaustion. Single use.

Cordial Flask

500g

On command (Use Item) the flask fills with a drinkable liquid of your choice—water, weak wine, vinegar, oil, honey, or beer—producing up to a 5 gallons over a day.

Decanter of Endless Water

500g

A stoppered flask that never runs dry. When you use it (Use Item), it pours fresh or salt water in one of three streams: a trickle (1 gallon per round), a gush (5 gallons as an action), or an aimed geyser (30 gallons per round). A creature struck by the geyser makes a Power roll—on a miss it is shoved 10 feet and knocked prone, on a weak hit shoved 5 feet, on a strong hit unmoved.

Dimensional Shackles

2500g

Rune-etched manacles that anchor a captive to the here and now. Locked onto a creature (it must be willing or restrained), the shackles prevent it from teleporting or traveling to or through other planes, the Fade, or extradimensional spaces. They open with their key or a Cunning check to pick.

Driftglobe

300g

A fist-sized sphere of clouded crystal with a core of solid mithril that weighs almost nothing in the hand. When activated, it hovers in place. Whoever activated it can give it one of five spoken commands, each costing 1 AP: follow, and it keeps within 10 feet of you; come, and it travels up to 20 feet toward you; stay, and it holds where it is; rise or fall, and it travels up to 20 feet straight up or down.

Dust of Sneezing and Choking

1000g

A pinch of fine grey powder. Thrown or flung into the air, the dust bursts in a 30-foot radius. Each creature there makes a Power roll; on a miss it is Stunned by uncontrollable sneezing and choking, repeating the roll at the end of each of its turns to end it. Single use.

Eversmoking Bottle

500g

A brass bottle that when opened (Use Item) pours out thick smoke that heavily obscures a 60-foot radius, spreading 10 feet further each round, until it is stoppered again (Use Item). A strong wind disperses it.

Folding Boat

2500g

A box the size of a brick that, on command, unfolds into a 10-foot rowboat or a 24-foot keelboat, and folds back to a box at a word.

Gloves of Swimming and Climbing

1000g

While you wear these, you have a climb speed and a swim speed equal to your walking speed, and climbing costs you no extra movement.

Gloves of Thievery

1000g

While you wear these gloves, they’re invisible, and you have advantage on ability checks to pick locks and pockets and to disarm traps.

Goggles of Night

1000g

While you wear these, you have darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.

Handy Haversack

2500g

A backpack with three extradimensional pockets. A central pocket holds up to 50 weight and two side pouches up to 20 weight each, yet the whole pack always has a weight of 1. It holds about 10 minutes of air divided among any living things inside; if destroyed, everything within is lost to the Fade, and placing it inside another extradimensional space ruptures both as a bag of holding does.

Immovable Rod

500g

A flat iron rod with a single button. Press the button and the rod fixes in place in midair, bearing up to 100 weight before it slips; press it again to release. A fixed rod makes a foothold, a bar, or a lever.

Instant Fortress

2500g

A small cube that, on command, grows into a square stone tower 20 feet on a side with a single door that opens only at your word; it shrinks back to a cube on command, refusing to close on anything larger than it can hold.

Pearl of Power

1000g · Attunement

A lustrous pearl that when used (Use Item) lets the user recover 2 fatigue. Once used, it cannot be used again until the next dawn.

Periapt of Health

1000g · Attunement

A small heart shaped pendant. When used (Use Item), the wearer regains 2d4+2 HP. While you wear it, the duration of the Weakened condition on you is halved, rounded down. Once used, it cannot be used again until the next dawn.

Periapt of Proof against Poison

5000g · Attunement

A black gem on a fine silver chain. While you wear it, the duration of the Weakened condition on you is halved, rounded down, and you are immune to poison damage.

Periapt of Wound Closure

1000g · Attunement

While you wear it, you have advantage on death saves, and you double the HP you regain from supplies spent as part of a downtime activity.

Portable Hole

2500g

A folded silk cloth that unfurls into a 10-foot-deep, 6-foot-wide extradimensional pit; fold the cloth to close it, sealing anything inside. A closed hole holds 1 hour of air divided among the creatures within. Placing it inside another extradimensional space ruptures both, opening a one-way gate to the Fade that pulls everything within 10 feet through.

Ring of the Ram

5000g · Attunement

A ring shaped like a ram’s head. It has 3 charges, regaining 1d3 as part of your daily preparations. Spend 1–3 charges (Use Item) to make a ranged attack (+4) against a creature within 60 feet; on a strong hit it takes 2d10 force damage and is shoved 5 feet for each charge spent, on a weak hit, half damage and it is not shoved. Nonmagical objects take double damage when hit.

Robe of Eyes

5000g · Attunement

A robe with eye patterned fabric. While you wear it, you see in all directions: you have advantage on ability checks that rely on sight and you can’t be surprised by anything you can see. You also have darkvision and truesight out to 120 feet. A bright-light effect cast on the robe, or sudden daylight, blinds it—and you—for 1 minute.

Robe of Useful Items

500g

A robe covered in cloth patches that each peel off to become a real object: it always bears a lantern, a dagger, a mirror, a pole, a coil of rope, and a sack, plus a handful of stranger patches (a ladder, a chest, a window, a rowboat, a pit) chosen by the GM. Once a patch is used, it is gone.

Rope of Climbing

500g

60 feet of rope that obeys a spoken command (Use Item): it climbs and anchors itself to a point you name, knots or unknots at 1-foot intervals, or holds fast up to 50 weight.

Slippers of Spider Climbing

1000g · Attunement

While you wear soft velvet black slippers, you can move up, down, and across vertical surfaces and along ceilings with your hands free, with a climb speed equal to your walking speed. They fail on slick surfaces such as ice or grease.

The Deck of Luck and Loss

A legendary deck of fate, found in a box or pouch, its cards cut from ivory or vellum. Most such decks have thirteen cards; some have twenty-two.

Before you draw, you must declare how many cards you intend to draw, then draw them at random; any cards drawn beyond that number have no effect. Otherwise, the moment a card is drawn its magic takes hold, and you must draw each card within an hour of the last. If you fail to draw your declared number, the rest fly from the deck on their own and take effect at once. Once drawn, a card vanishes—except the Fool and the Jester, which return to the deck and so can be drawn twice.

Card 13-card (d100) 22-card (d100)
Balance 01–05
Comet 06–10
Donjon 11–14
Euryale 01–08 15–18
Fates 19–23
Flames 09–16 24–27
Fool 28–31
Gem 32–36
Jester 17–24 37–41
Key 25–32 42–46
Knight 33–40 47–51
Moon 41–48 52–56
Puzzle 57–60
Rogue 49–56 61–64
Ruin 57–64 65–68
Sage 69–73
Skull 65–72 74–77
Star 73–80 78–82
Sun 81–88 83–87
Talons 88–91
Throne 89–96 92–96
Void 97–00 97–00
Balance
Increase one of your abilities by +1 (to a maximum of +10) and decrease another by −1; or leave them unchanged, in which case this card does nothing.
Comet
The next time you enter combat against hostile creatures, you may name one as your foe. If you bring that foe to 0 HP during the fight, you have advantage on death saves for a year. If you name no foe, or someone else fells it, this card does nothing.
Donjon
You vanish, entombed in suspended animation in an extradimensional cell. Everything you wear and carry stays behind, save artifacts. You remain imprisoned until found and freed; no divination can locate you, though Wish reveals your prison. You draw no more cards.
Euryale
A petrifying curse settles on you: attacks against you land at +1 step. Only a deity or the Fates card can lift it.
Fates
Reality's weave unravels and re-knits. You may avoid or erase one event as though it never happened—when you draw the card, or any later time before you die.
Flames
A powerful fiend becomes your sworn enemy, savoring your suffering before it sets out to destroy you. The enmity lasts until one of you is dead.
Fool
You have disadvantage on every roll for the next 72 hours. Draw another card; this draw does not count against your declared number.
Gem
Treasure spills at your feet: twenty-five pieces of jewelry worth 2,000g each, or fifty gems worth 1,000g each.
Jester
You have advantage on every roll for the next 72 hours—or you may instead draw two more cards beyond your declared number.
Key
A rare or finer magic weapon you are proficient with appears in your hand.
Knight
A loyal Knight appears in an open space within 30 feet and serves you faithfully until death.
Moon
You gain 1d3 castings of the Wish charm, which you may cast with no fatigue.
Puzzle
Your mind dulls: permanently reduce your FOCUS by 1 (to a minimum of −2). Draw one more card beyond your declared number.
Rogue
An NPC of the GM's choice turns secretly hostile to you. You won't know who until they—or someone else—reveal it; nothing short of Wish or divine intervention ends their hatred.
Ruin
Every form of wealth you hold, save magic items, is lost—coin, gems, portable goods, and any business, building, or land you own slips away, along with any proof you ever owned it.
Sage
Within the next year, you may pose one question and receive a truthful answer.
Skull
An Avatar of Death (scaled by the GM to your tier) appears in the nearest open space and attacks only you. If an ally aids you against it, a second Avatar appears to attack that ally instead. Anyone an Avatar slays cannot be restored to life.
Star
Increase one of your abilities by +1, to a maximum of +10.
Sun
A magic item of the GM's choice appears in your hands, and each dawn until you die you wake with 10 temporary HP.
Talons
Every magic item you wear or carry crumbles to nothing; artifacts in your possession vanish instead.
Throne
You gain proficiency and expertise in a social or knowledge skill of your choice, and the rightful deed to a small keep—though monsters hold it now, and you must clear them out to claim it.
Void
Your soul is torn from your body and bound into an object hidden by the GM. Your body falls inert—ceasing to age, needing no food, air, or water. Wish cannot return your soul, but reveals where it is held. You draw no more cards.

Tome of Bodily Might

Its regimens of strength, breath, and endurance reforge the body that follows them. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your POWER increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

Tome of Boundless Luck

Its verses and rituals court fortune itself until chance bends toward the reader. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your LUCK increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

Tome of Clear Thought

Its meditations and exercises discipline the mind to perfect clarity and unshakable will. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your FOCUS increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

Tome of Deft Cunning

Its drills of reflex, sleight, and quick wit hone every motion to a razor’s edge. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your CUNNING increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

Crafting

Who buys stuff nowadays when making your own is so easy.

Crafting Material

As you adventure, in addition to picking up gear and weapons, you’ll pick up crafting material that can either be sold or used to create new equipment. Crafting material comes in two varieties: standard crafting material and rare crafting material.

Material
Junk1glight
Standard
Textile3glight
Wood3glight
Metal6g1
Stone2g1
Rare
Elementalis150glight
Mithril200glight
Fadeite400glight

Standard crafting material is fairly common to buy and sell—most towns and cities should have a store where you can buy them. Junk can generally be sold to general stores and taverns as well—think of it like rotten food, or silverware or plates.

Rare crafting material is harder to come by. You typically need a speciality vendor, and it typically sells for three times its value. There are three kinds of rare crafting material, Elementalis, Mithril, and Fadeite.

Elementalis
Usually the easiest to come by—think fire sacks from a red dragon or poison glands from a purple worm. The material hums with elemental essence that can be extracted to recreate elemental effects
Mithril
An unusually hard, light, and flexible material—think dragon bone or or wood from an ancient tree. Mithril is versatile enough that it can equally be spun into textiles or replace metal in buildings.
Fadeite
Fadeite is the most rare of the three. It’s usually a cutting or a piece of an item that’s been so deeply steeped in magic that it can bend the Fade itself—think a piece of a lich’s robes, the horn of a devil, or floorboard from a centuries old magical academy.

Time and Cost

To craft an item you either need to be under the instruction of an artisan of the kind of item you’re making (like a blacksmith), or have a background or proficiency in crafting it yourself (usually from a talent or a class). You also need the relevant tools on hand.

With those met, you craft by taking the work on a project downtime activity and making a skill check with the ability your tools rely on, adding any relevant talent:

Power
Forge and stonework—blacksmith’s, mason’s, and carpenter’s tools.
Focus
Fine and technical work—jeweler’s, tinkerer’s, alchemist’s, glassblower’s, drafter’s, and brewer’s tools, and the herbalism kit.
Cunning
Quick, deft work—weaver’s, leatherworker’s, potter’s, and cook’s tools.

Every craftable item has a countdown (), the amount of work needed to finish it. Each time you work on the project, make the check and resolve it by tier:

ResultCountdownMaterial
Missruin a unit
Weak hit−1ruin a unit
Strong hit−2
Critical hit−2save a unit

To ruin a unit is to spoil one of the project’s materials—it’s wasted and must be replaced before the item can be finished. It can be any of them, including a lone rare reagent, so a fumble on costly stock stings. To save a unit is to finish needing one less; a save can never reduce a material to 0, so you always need at least one of each.

When you work on a project during an extended rest, you lower its countdown twice instead of once, taking +2 forward on each roll. Multiple people can work on the same item—each must meet the prerequisites, and they share its countdown.

An item’s countdown is the number of crafting materials it requires plus a value for its complexity:

Simple (+1)
Quick, simple work, like clubs, daggers, and other basic weapons, padded armor, and most household goods.
Normal (+3)
Skilled but routine work, like most martial weapons, bows, leather and mail armor, conduits, tools, and instruments.
Complex (+6)
Exacting work, like the rapier, crossbows, breastplates and fitted plate, fine tools, locks, and bound books.

You need all of an item’s materials to finish it, and crafting consumes them.

Crafting with scraps. Some cheap goods need only a fraction of a material. Total the materials your project needs—across every item in it—then round each kind up to the next whole unit; that’s what it consumes. Crafting one such item on its own rounds its scrap up to a full unit, but batching several so their fractions add up to whole units wastes nothing. You don’t get anything until the project’s whole countdown is complete.

Crafting
ItemMaterialsComplexity
weapons
Battleaxewood1metal1normal5
Clubwood1simple2
Daggermetal1simple2
Flailwood1metal1normal5
Greataxetextile1wood1metal2normal7
Greatclubwood2simple3
Greatswordtextile1metal3normal7
Hammerwood1metal1simple3
Hand Crossbowtextile1wood1metal2complex10
Handaxewood1metal1simple3
Heavy Crossbowtextile1wood2metal2complex11
Light Crossbowtextile1wood2metal1complex10
Longbowtextile1wood3normal7
Longswordtextile1metal2normal6
Macewood1metal1simple3
Maultextile1wood1metal3normal8
Orbstone2normal5
Quarterstaffwood1simple2
Rapiertextile1metal2complex9
Shortbowtextile1wood2normal6
Shortswordtextile1metal1normal5
Sicklemetal1simple2
Slingtextile1simple2
Spearwood2simple3
Staffwood2normal5
Wandwood2normal5
Whiptextile2normal5
armor
Breastplatetextile1metal4complex11
Bucklerwood2metal1simple4
Half Plate Armortextile2metal8complex16
Hide Armortextile4normal7
Leather Armortextile4normal7
Padded Armortextile2simple3
Plate Armortextile3metal16complex25
Ring Mailtextile1metal3normal7
Scale Mailtextile1metal3complex10
Spiked Shieldwood2metal2normal7
Splint Armortextile1metal7complex14
Studded Leather Armortextile3metal1normal7
Tower Shieldwood4metal4normal11
gear
Alchemist's Toolsmetal1stone1complex8
Amuletmetal0.5simple2
Backpacktextile1simple2
Bagpipestextile2wood1complex9
Ball Bearingsmetal0.5simple2
Bedrolltextile1simple2
Bellmetal0.25simple2
Belttextile1simple2
Blacksmith's Toolsmetal3normal6
Booktextile2complex8
Bootstextile1simple2
Bottlestone1normal4
Bracersmetal1simple2
Brewer's Toolswood2metal1normal6
Caltropsmetal0.5simple2
Candlestextile0.5simple2
Carpenter's Toolsmetal2normal5
Chainmetal2normal5
Chestwood2metal1normal6
Circletmetal1simple2
Climbing Kittextile2metal1normal6
Cloaktextile1simple2
Clothes, finetextile3complex9
Clothes, traveler'stextile1simple2
Cook's Toolsmetal1normal4
Crowbarmetal1normal4
Disguise Kittextile2complex8
Drafter's Toolswood1metal1complex8
Drumtextile1wood1normal5
Flutewood1normal4
Glassblower's Toolswood1metal2complex9
Glovestextile1simple2
Gogglesstone1simple2
Hattextile1simple2
Healing Kittextile1normal4
Herbalism Kittextile1metal1normal5
Hornmetal1normal4
Jeweler's Toolsmetal2complex8
Lampstone0.25simple2
Lantern, bullseyemetal1stone1complex8
Lantern, hoodedmetal1normal4
Leatherworker's Toolsmetal1normal4
Lockmetal2complex8
Lockpicking Kitmetal1complex7
Lutetextile1wood2complex9
Lyretextile1wood2complex9
Manaclesmetal2normal5
Mason's Toolswood1metal1normal5
Necklacemetal0.5simple2
Nettextile2normal5
Parchmenttextile0.25simple2
Polewood0.5simple2
Potter's Toolswood1metal1normal5
Quivertextile0.5simple2
Ringmetal0.5simple2
Ropetextile2normal5
Scroll Casewood0.5simple2
Stringtextile0.25simple2
Tackle Boxwood1simple2
Tenttextile4normal7
Tinderboxmetal0.25simple2
Tinkerer's Toolswood1metal3complex10
Torchwood0.5simple2
Violtextile1wood2complex9
Wand (Common)wood1metal1elementalis1complex9
Wand (Rare)wood1metal1fadeite1complex9
Wanderer's Packtextile1simple2
Waterskintextile0.5simple2
Weaver's Toolswood1normal4
consumables
Greater Health Potionwood2stone1normal6
Health Potionwood1stone1simple3
Potion (Common)stone1elementalis1normal5
Potion (Rare)stone1fadeite1complex8
Potion of Invigorationwood4stone1elementalis1complex12
Spell Scroll (Common)textile1elementalis1normal5
Spell Scroll (Rare)textile1fadeite1complex8
wondrous
Amulet of Proof against Detection and Locationmetal0.5fadeite1complex8
Bag of Devouringtextile2fadeite1complex9
Bag of Holdingtextile2fadeite1complex9
Bead of Nourishmentstone1elementalis1simple3
Cordial Flaskstone1elementalis1normal5
Decanter of Endless Waterstone1elementalis1normal5
Dimensional Shacklesmetal2fadeite1complex9
Driftglobestone2mithril1normal6
Dust of Sneezing and Chokingelementalis2complex8
Eversmoking Bottlestone1elementalis1normal5
Folding Boatwood2fadeite1complex9
Gloves of Swimming and Climbingtextile1elementalis1normal5
Gloves of Thieverytextile1elementalis1normal5
Goggles of Nightstone1elementalis1normal5
Handy Haversacktextile2fadeite1complex9
Immovable Rodmetal2elementalis1normal6
Instant Fortressmetal2fadeite1complex9
Pearl of Powerstone1elementalis1normal5
Periapt of Healthmetal0.5elementalis1normal5
Periapt of Proof against Poisonmetal0.5fadeite1complex8
Periapt of Wound Closuremetal0.5elementalis1normal5
Portable Holetextile1fadeite2complex9
Ring of the Rammetal0.5fadeite1complex8
Robe of Eyestextile2elementalis1fadeite1complex10
Robe of Useful Itemstextile2elementalis1complex9
Rope of Climbingtextile2elementalis1normal6
Slippers of Spider Climbingtextile1elementalis1normal5
runes
Acid Runeelementalis2mithril1normal6
Cold Runeelementalis2mithril1normal6
Fire Runeelementalis2mithril1normal6
Folding Runemithril3normal6
Force Runeelementalis2mithril1normal6
Lightning Runeelementalis2mithril1normal6
Necrotic Runeelementalis2mithril1normal6
Poison Runeelementalis2mithril1normal6
Radiant Runeelementalis2mithril1normal6
Silent Runemithril2normal5
Stalwart Runemithril3fadeite1normal7
Vicious Runemithril2fadeite4normal9
seals
Adept Sealelementalis2mithril1complex9
Animate Sealmithril2fadeite2complex10
Bloodthirsty Sealmithril2fadeite1complex9
Bulwark Sealmithril2fadeite3complex11
Deflecting Sealmithril2fadeite3complex11
Empowering Sealelementalis2mithril1complex9
Enspelled Sealelementalis2mithril2complex10
Greater Empowering Sealmithril2fadeite3complex11
Mirage Sealmithril2fadeite2complex10
Potent Sealmithril2fadeite3complex11
Prismatic Sealelementalis6mithril2fadeite10complex24
Seeking Sealmithril2fadeite3complex11
Slayer Sealmithril2fadeite2complex10
Vigilant Sealmithril2fadeite1complex9
Vorpal Sealmithril3fadeite10complex19
Warding Sealmithril2fadeite4complex12
Wounding Sealmithril2fadeite3complex11