Chapter 7: Equipment

Equipment Icons

Cost
Weight
Count

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 gain its technique for free, as long as you continue to have mastery of it. Some weapons also have properties describing how they can, or need to, be used.

Unarmed and improvised attacks deal 1 damage.

Weapons in Story Mode

If playing in story mode, you deal half the weapon’s damage die instead of rolling for damage, so a dagger that deals 1d4 damage would deal 2 damage. If a weapon deals more than 1 die of damage, you deal damage for each die, plus 1 for each die above 1. For a maul that deals 2d6 damage, for instance, you’d deal 3 + 3 + 1 damage for a total of 7 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
WeaponDamageRangePropertiesMastery
Primary Weapons
Club1d4-agilesap6glight
Dagger1d4-agile, precise, thrownnick12glight
Greatclub1d8-two-handedring12g1
Hammer1d4-agile, thrownnick20glight
Handaxe1d4-agile, thrownpinpoint20glight
Mace1d6--sap16g1
Quarterstaff1d4-versatilering7g1
Sickle1d4-agilenick16glight
Spear1d6-versatile, throwngraze10glight
Light Crossbow1d880'two-handed, reload, precisepinpoint50g1
Shortbow1d680'precise, two-handedpinpoint50glight
Secondary Weapons
Dagger1d4-agile, precise, thrownnick12glight
Hammer1d4-agile, thrownnick20glight
Handaxe1d4-agile, thrownpinpoint20glight
Sling1d430'agile, precisepinpoint8g0
Martial Weapons
WeaponDamageRangePropertiesMastery
Primary Weapons
Battleaxe1d8-versatilecleave20g1
Flail1d8--sap20glight
Greataxe1d12-heavy, two-handedgraze80g1
Greatsword2d6-heavy, two-handedgraze80g1
Longsword1d8-versatilesap30glight
Maul2d6-heavy, two-handedring80g1
Rapier1d8-precisepinpoint50glight
Shortsword1d4-agilepinpoint20glight
Whip1d4-precise, reachsap20glight
Heavy Crossbow1d10120'precise, heavy, two-handed, reloadring100g2
Longbow1d8150'precise, heavy, two-handedpinpoint100glight
Secondary Weapons
Shortsword1d4-agilepinpoint20glight
Whip1d4-precise, reachsap20glight
Hand Crossbow1d630'agile, reloadpinpoint150glight

Weapon Properties

Agile
Can use +CUNNING instead of +POWER for attack and damage rolls. If wielding two agile weapons and deal damage or fatigue to a creature with your primary weapon, you can spend 1-fatigue to attack it with your secondary weapon; this damage does not include your ability score.
Heavy
Requires +POWER of 1 or greater to wield.
Piercing
Ignore an amount of AC equal to the piercing amount when dealing weapon damage, or deal additional fatigue equal to ½ the piercing amount (minimum 1) when dealing fatigue.
Precise
Rewards careful strikes over brute force, can use +FOCUS instead of +POWER for attack and damage rolls.
Reach
Melee weapons only. Your reach with this weapon is 10’ instead of the normal 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’s treated as a ranged weapon (but cannot use ammunition) 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

Nick
When you strike with this weapon, mark 1-fatigue on a strong hit to apply sundered
Graze
When you strike with this weapon and miss, deal damage equal to your +POWER.
Ring
When you strike with this weapon, mark 2-fatigue on a hit to apply impaired
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.
Sap
When you strike with this weapon, mark 1-fatigue on a hit to apply weakened
Pinpoint
When you strike with this weapon, mark 1-fatigue on a hit to become prepared for your next attack roll against your target.

Foci

Foci allow you to channel your magic, letting you cast spells as a spellcaster. In order to cast spells, you must have at least one focus equipped. Each focus has a set of properties that affect your spellcasting when equipped. In addition to the foci below, any simple melee weapon can be used as a focus and have the assail property—a few common weapon foci are presented below. Some foci have weapon properties like two-handed and versatile—refer to those properties for definitions.

Dual-Wielding Foci

Because you don’t need an empty hand to cast spells as long as you’re wielding a focus, 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.

FociProperties
Amuletempower18glight
Clubassail1glight
Crystalextend20glight
Daggerassail4glight
Gauntletsextend, empower, two-handed60g1
Maceassail1g1
Mistletoe Springempower20g0
Orbextend30glight
Quarterstaffassail, versatile1g1
Reliquaryextend15g1
Rodempower20glight
Wandempower20glight

Foci 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.
Extend
When you apply a condition or status with a spell through this focus, you can mark 1-fatigue per target to extend its duration by 1 round. You can choose how many targets to extend.
Empower
When you strike a creature with a cantrip through this focus, add your +SPELL to the damage you deal (half if you deal fatigue).

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 +CUNNING to your AC when wearing it. Medium armor provides a moderate amount of protection but is bulkier—you add half of your +CUNNING to your AC when wearing it. Heavy armor provides the most protection, but it’s bulky—you don’t add your +CUNNING to your AC when wearing it.

Some armor is bulky enough that you need a minimum amount of +POWER to wear it. If your +POWER is less than the required amount, you can’t wear that armor. If it’s equal to your +POWER, you take -2 ongoing to all rolls to attempt to be stealthy or sneaky while wearing 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.

ArmorACTypePower
Leather Armor1light020g1
Studded Leather Armor2light090g2
Hide Armor2medium020g2
Scale Mail3medium1100g2
Half Plate Armor4medium21500g5
Ring Mail4heavy260g4
Plate Armor5heavy33000g7
Shield+1shield020g1

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 focus.
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)

packDescription
Burglar's Pack

A crowbar, ball bearings, bell, 10 feet of string, a lockpicking kit, a hooded lantern, 2 flasks of oil,, and a mask.

18g2
Camping Pack

A backpack, bedroll, tinderbox, waterskin, 5 torches, and a tent for basic shelter while traveling, and 10 supplies.

40g3
Diplomat's Pack

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

50g3
Dungoneer's Pack

A crowbar, a 10 foot pole, rope, a hooded lantern, 2 flasks of oil, and caltrops

15g3
Fisherman's Pack

A 10 foot pole, 20 feet of string, a net, hooks and lures, a bell, a club, a dagger, and a tinderbox

10g2
Jailer's Pack

2 locks with keys, a chain, 2 manacles, and rope.

50g4
Writer's Pack

An ink pen, a bottle of ink, 10 sheets of parchment, a scroll case, an ink and pen case, 5 candles, and a candle holder.

18glight

Adventuring Gear

Gear and equipment an adventurer may need throughout their travels.

gearDescription
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

2glight
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

1g0
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
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.

2glight
Candles

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

1g0
Chain

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

10g1
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.

10g3
Climbing Kit

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

50g1
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

2g1
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
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, dealing 2d8 radiant damage to a fiend or undead on a miss on a cunning saving throw, 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.

5g1
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.

4g1
Net

When thrown on a creature, they become restrained

2g1
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

1g1
Quiver

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

2glight
Rope

50’ of hempen rope

1g1
Scroll Case

Holds up to 10 sheets of parchment

2glight
String

10’ of string.

1g0
Supplies

Daily rations needed to survive

1glight
Tackle Box

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

2glight
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.

1glight
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.

1glight
Waterskin

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

1g1

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 focus.

instrumentDescription
Bagpipes

Musical instrument

30g1
Drum

Musical instrument

4glight
Flute

Musical instrument

4glight
Horn

Musical instrument

6glight
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.

toolDescription
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

16g1
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
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 and Spell Scrolls

Potions and spell scrolls are both containers for magic, allowing even those without magical inclination to dabble in the arcane arts. When using a potion or spell scroll, if the spell being cast calls for your spellcasting modifier (+SPELL) and the spell either isn’t from your spellcasting source or you can’t cast spells, treat +SPELL as 0.

Potions and spell scrolls both cost the same amount, potions have a light weight, spell scrolls have a 0 weight, and their cost and rarity are based on how much fatigue is required to cast them:

FatigueRarity
0Common200g
1Common300g
2Common500g
3Common800g
4Rare1200g
5Rare2300g
6+Rare5000g

Potions

Potions can be made from any spell that can target a single creature, or with spells with targeting charms that emanate from the caster (like blast, emanate, and spray). When quaffing a potion, you don’t need to pay its upfront fatigue cost, but if you need to concentrate on it, or if there’s a fatigue cost beyond activation, you do. For spells that can have varying fatigue cost when cast (like cure wounds), the potion name should include a number to distinguish how much fatigue is covered, e.g. Potion of Cure Wounds I for a 1-fatigue version, Potion of Cure Wounds II for a 2-fatigue version, Potion of Cure Wounds III for a 3-fatigue version, etc…. Potions can be used by using Use Item, and they last for the full duration of the spell without requiring concentration.

Spell Scrolls

Spell scrolls can be made from any spell. Whenever you read a spell from a spell scroll, it has a chance to disintegrate. If you have a spellcasting feat and the spell is part of your spell list, roll +SPELL, otherwise roll +LUCK—on a strong hit, you cast the spell, paying all costs as normal. On a weak hit, you cast the spell, paying all costs as normal, but the spell scroll disintegrates after use. On a weak hit, the spell fails; don’t pay any cost (except the AP used to try and cast it) and the scroll disintegrates. Spells cast from spell scrolls can’t be upcast, but can be concentrated on.

Healing Potions

Healing potions are a special kind of magical item specifically meant as a quick form of healing outside of a rest. They come in three forms and all have a light weight: a health potion, a greater health potion, and a potion of invigoration:

PotionHealing
Health Potion1d4 HP50g
Greater Health Potion2d4 HP50g
Potion of Invigoration4d4 HP | +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 improve it with mithril, you can refine it into a masterwork item, and you can enhance it with runes and seals.

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 equipment gains 1 rune slot and its weight is 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).

While working with mithril is as easy as working with common materials, the materials themselves are much more expensive, so the purchase price of mithril equipment is 100x it’s count (see crafting time and cost below). If you wanted to craft mithril equipment yourself, replace all of the material required material with mithril, but keep it’s count.

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, so they gain all the benefits of mithril equipment. Additionally, they all gain 1 seal slot and, for weapons and foci, +1 piercing, for armor, +1 AC.

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, it’s count 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 to weapons and armor. Runes generally modify existing properties of an item, whereas seals generally add new properties to an item. 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 1 count 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.

Runes

WeaponArmorFocus
Acid Rune
Deals acid damage instead of physical damage.Gains resistance to acid damage-750g
Cold Rune
Deals cold damage instead of physical damage.Gains resistance to cold damage-750g
Enspelled Rune
Stores a spell of up to 1st level that can be used for 2 AP plus the required fatigue. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. This item has 2 charges, and regains all of its charges as part of your daily preparations.Stores a spell of up to 1st level that can be used for 2 AP plus the required fatigue. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. This item has 2 charges, and regains all of its charges as part of your daily preparations.-1500g
Enspelled Rune, Minor
Stores a cantrip that can be used for 2 AP. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. The cantrip cannot be charmed or upcast. This item has 6 charges, and regains all of its charges as part of your daily preparations.Stores a cantrip that can be used for 2 AP. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. The cantrip cannot be charmed or upcast. This item has 6 charges, and regains all of its charges as part of your daily preparations.-1050g
Fire Rune
Deals fire damage instead of physical damage.Gains resistance to fire damage-750g
Force Rune
Deals force damage instead of physical damage.Gains resistance to force damage-750g
Lightning Rune
Deals lightning damage instead of physical damage.Gains resistance to lightning damage-750g
Necrotic Rune
Deals necrotic damage instead of physical damage.Gains resistance to necrotic damage-750g
Poison Rune
Deals poison damage instead of physical damage.Gains resistance to poison damage-750g
Radiant Rune
Deals radiant damage instead of physical damage.Gains resistance to radiant damage-750g
Enspelled Rune, Major
Stores a spell of up to 2nd level that can be used for 2 AP plus the required fatigue. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. This item has 2 charges, and regains all of its charges as part of your daily preparations.Stores a spell of up to 2nd level that can be used for 2 AP plus the required fatigue. If you have a spellcasting feat, it uses your spellcasting ability, otherwise use +POWER. This item has 2 charges, and regains all of its charges as part of your daily preparations.-5400g
Folding Rune
-1 weight. Can be collapsed into a size roughly ½ its original size.-1 weight. Can be collapsed into a size that can fit in a backpack.-1 weight. Can be collapsed into a size roughly ½ its original size.1800g

Seals

WeaponArmorFocus
Bloodthirsty Seal
Take 1 physical damage to inflict +2 damage that ignores 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.Take 1 physical damage to inflict +2 damage that ignores armor.2000g
Potent Seal
+1 piercing+1 AC+1 piercing4000g
Seeking Seal
+1 to attack rolls-+1 to attack rolls and spell save DCs4000g
Prismatic Seal
Damage bypasses armorGains resistance to the last damage hit byDamage bypasses armor26500g
Seal of the Bull
-+1 +POWER to a maximum of +6-18000g
Seal of the Fox
-+1 +CUNNING to a maximum of +6-18000g
Seal of the Owl
-+1 +FOCUS to a maximum of +6-18000g
Seal of the Rabbit
-+1 +LUCK to a maximum of +6-18000g

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
Textile4glight
Wood6glight
Metal10g1
Stone6g1
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

In order to craft an item, you either need to be under the instruction of an artisan of the kind of item you’re trying to craft (like a blacksmith), or you yourself have a background or proficiency in crafting the kind of item (likely from a talent or a class). You also need the relevant tools available.

With those prerequisites met, you craft an item by taking the work on a project downtime activity. Each item has a countdown associated with it—the total amount of work you need to do to complete the item. An item’s countdown is equal to twice the total number of crafting material required, plus the total cost divided by 50 (this is the effort and skill required to properly craft the item). Before you can start crafting an item, you need at least half of its material. Crafting an item consumes the material used in its crafting.

Multiple people can work on the same item—they all must meet the crafting prerequisites in order to do so, and share the countdown for the item.

ItemMaterial
weapons
Battleaxe2 wood, 2 metal10
Club1 textile, 2 wood8
Dagger1 textile, 2 metal8
Flail1 textile, 1 wood, 1 metal8
Greataxe2 wood, 3 metal13
Greatclub1 textile, 4 wood12
Greatsword1 textile, 4 metal13
Hammer1 wood, 2 metal8
Hand Crossbow1 textile, 1 wood, 1 metal11
Handaxe2 wood, 1 metal8
Heavy Crossbow2 textile, 4 wood, 1 metal18
Light Crossbow1 textile, 2 wood, 1 metal11
Longbow2 textile, 4 wood16
Longsword1 textile, 2 metal8
Mace2 wood, 1 metal8
Maul2 wood, 3 metal13
Quarterstaff3 wood8
Rapier2 metal7
Shortbow1 textile, 2 wood9
Shortsword1 textile, 2 metal8
Sickle2 wood, 1 metal8
Sling2 textile, 1 metal8
Spear2 wood, 1 metal8
Whip3 textile8
foci
Amulet1 textile, 1 metal, 1 stone8
Crystal1 textile, 2 stone8
Gauntlets2 textile, 2 metal, 2 stone15
Mistletoe Spring1 textile, 2 wood8
Orb1 textile, 2 stone8
Reliquary1 textile, 2 metal8
Rod2 wood, 1 stone8
Wand1 textile, 2 wood8
armor
Half Plate Armor1 textile, 6 metal46
Hide Armor6 textile14
Leather Armor4 textile10
Plate Armor2 textile, 10 metal86
Ring Mail4 textile, 6 metal23
Scale Mail2 textile, 4 metal16
Shield2 wood, 1 metal8
Studded Leather Armor4 textile, 2 metal15
gear
Alchemist's Tools2 textile, 3 metal14
Backpack2 textile6
Bagpipes2 textile, 1 wood8
Ball Bearings1 metal4
Bedroll4 textile10
Bell1 metal4
Blacksmith's Tools2 textile, 4 metal14
Book5 textile12
Brewer's Tools1 textile, 2 wood, 2 metal, 1 stone14
Caltrops1 metal4
Candles1 textile4
Carpenter's Tools1 wood, 2 metal8
Chain2 metal6
Chest3 wood, 1 metal10
Climbing Kit2 textile, 1 wood, 2 metal13
Clothes, fine6 textile14
Clothes, traveler's2 textile6
Cook's Tools1 wood, 1 metal6
Crowbar1 metal4
Disguise Kit3 textile, 1 wood, 1 stone12
Drafter's Tools1 textile, 2 wood, 1 metal10
Drum1 textile, 1 wood6
Flute1 wood4
Glassblower's Tools1 textile, 3 metal11
Healing Kit3 textile, 1 wood10
Horn2 metal6
Hoy Water1 stone5
Ink1 wood, 1 stone6
Jeweler's Tools1 textile, 2 metal9
Lamp1 metal, 1 stone6
Lantern, bullseye2 metal, 1 stone8
Lantern, hooded2 metal, 1 stone8
Leatherworker's Tools1 wood, 1 metal6
Lock1 metal4
Lockpicking Kit1 metal4
Lute2 wood, 1 metal8
Lyre2 wood, 1 metal8
Manacles2 metal6
Mason's Tools1 textile, 1 wood, 1 metal8
Net2 textile6
Oil1 wood, 1 stone6
Parchment1 textile4
Perfume1 wood, 1 stone6
Pole4 wood10
Potter's Tools1 textile, 2 wood8
Quiver1 textile, 1 wood6
Rope4 textile10
Scroll Case1 wood4
String1 textile4
Supplies--
Tackle Box2 textile, 1 wood, 1 metal10
Tent4 textile, 2 wood, 1 metal16
Tinderbox1 textile, 1 wood, 1 metal8
Tinkerer's Tools5 metal14
Torch1 textile, 1 wood6
Viol2 wood, 1 metal8
Waterskin1 textile4
Weaver's Tools1 wood, 1 metal6
consumables
Greater Health Potion2 wood, 1 stone10
Health Potion1 wood, 1 stone7
Potion of Invigoration4 wood, 1 stone, 1 elementalis32
Potion, 01 stone, 1 elementalis8
Potion, 11 stone, 2 elementalis10
Potion, 21 stone, 3 elementalis14
Potion, 31 stone, 4 elementalis20
Potion, 41 stone, 5 fadeite28
Potion, 51 stone, 6 fadeite50
Potion, 6+1 stone, 7 fadeite104
Spell Scroll, 01 textile, 1 elementalis8
Spell Scroll, 11 textile, 2 elementalis10
Spell Scroll, 21 textile, 3 elementalis14
Spell Scroll, 31 textile, 4 elementalis20
Spell Scroll, 41 textile, 5 fadeite28
Spell Scroll, 51 textile, 6 fadeite50
Spell Scroll, 6+1 textile, 7 fadeite104
runes
Acid Rune2 elementalis, 1 mithril20
Cold Rune2 elementalis, 1 mithril20
Enspelled Rune4 elementalis, 2 mithril40
Enspelled Rune, Major4 elementalis, 2 mithril, 2 fadeite130
Enspelled Rune, Minor2 elementalis, 2 mithril30
Fire Rune2 elementalis, 1 mithril20
Folding Rune3 mithril40
Force Rune2 elementalis, 1 mithril20
Lightning Rune2 elementalis, 1 mithril20
Necrotic Rune2 elementalis, 1 mithril20
Poison Rune2 elementalis, 1 mithril20
Radiant Rune2 elementalis, 1 mithril20
seals
Bloodthirsty Seal2 mithril, 1 fadeite50
Potent Seal2 mithril, 3 fadeite90
Prismatic Seal6 elementalis, 2 mithril, 10 fadeite570
Seal of the Bull2 mithril, 8 fadeite380
Seal of the Fox2 mithril, 8 fadeite380
Seal of the Owl2 mithril, 8 fadeite380
Seal of the Rabbit2 mithril, 8 fadeite380
Seeking Seal2 mithril, 3 fadeite90