Chapter 6: Equipment

Equipment Icons

Cost
Weight
Countdown

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
WeaponDamageRangePropertiesMastery
Primary Weapons
Club1d4-agilesap6glight
Dagger1d4-agile, precise, thrown, focus, assailnick12glight
Greatclub1d8-two-handedring12g1
Hammer1d4-agile, thrownnick20glight
Handaxe1d4-agile, thrownpinpoint20glight
Mace1d6--sap18g1
Quarterstaff1d4-versatilering7g1
Sickle1d4-agilenick16glight
Spear1d6-versatile, throwngraze12glight
Light Crossbow1d880'two-handed, reload, precisepinpoint50g1
Shortbow1d680'precise, two-handedpinpoint50glight
Secondary Weapons
Dagger1d4-agile, precise, thrown, focus, assailnick12glight
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
Shortsword1d6-agilepinpoint20glight
Whip1d4-precise, reachsap20glight
Heavy Crossbow1d10120'precise, heavy, two-handed, reloadring100g2
Longbow1d8150'precise, heavy, two-handedpinpoint100glight
Secondary Weapons
Shortsword1d6-agilepinpoint20glight
Whip1d4-precise, reachsap20glight
Hand Crossbow1d630'agile, reloadpinpoint150glight
Foci
WeaponDamageRangePropertiesMastery
Primary Weapons
Dagger1d4-agile, precise, thrown, focus, assailnick12glight
Staff1d6-two-handed, focus, expandring20g1
Wand1d630'reload, focus, spanpinpoint20glight
Secondary Weapons
Dagger1d4-agile, precise, thrown, focus, assailnick12glight
Orb1d430'reload, agile, focus, extendsap30glight

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.

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 focus, you can mark 1-fatigue per target to extend its duration by 1 round. You can choose how many targets to extend.

Focus

Can be used as a weapon focus—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.

Span

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

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.

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.

Foci Properties

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 Armor4light025g1
Padded Armor4light015g1
Studded Leather Armor5light075g2
Hide Armor5medium060g2
Breastplate6medium1250g2
Scale Mail6medium1175g4
Half Plate Armor7medium2600g4
Ring Mail8heavy2150g4
Splint Armor9heavy2550g6
Plate Armor10heavy32000g7
Shield+2shield020g1

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 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.

gearDescription
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, 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.

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 focus.

instrumentDescription
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.

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

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, for both its attack rolls and the save total it sets. 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: if the contained spell normally requires a save, treat a strong hit as a missed save and vice versa, otherwise treat 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 focus 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. Any mithril item—a weapon, armor, focus, or a wondrous item like a cloak or ring—gains 1 rune slot and has its 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.

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, so they gain all the benefits of mithril equipment. Additionally, they all gain 1 seal slot; weapons and foci 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

WeaponArmorFocus
Acid Rune
Deals acid damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to acid damageSpells you cast that deal acid damage deal extra damage equal to your +SPELL.750g
Cold Rune
Deals cold damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to cold damageSpells you cast that deal cold damage deal extra damage equal to your +SPELL.750g
Fire Rune
Deals fire damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to fire damageSpells you cast that deal fire damage deal extra damage equal to your +SPELL.750g
Force Rune
Deals force damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to force damageSpells you cast that deal force damage deal extra damage equal to your +SPELL.750g
Lightning Rune
Deals lightning damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to lightning damageSpells you cast that deal lightning damage deal extra damage equal to your +SPELL.750g
Necrotic Rune
Deals necrotic damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to necrotic damageSpells you cast that deal necrotic damage deal extra damage equal to your +SPELL.750g
Poison Rune
Deals poison damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to poison damageSpells you cast that deal poison damage deal extra damage equal to your +SPELL.750g
Radiant Rune
Deals radiant damage instead of physical damage, and deal 1d6 additional damage.Gains resistance to radiant damageSpells you cast that deal radiant damage deal extra damage equal to your +SPELL.750g
Silent Rune
-You ignore this armor's Stealth disadvantage.-600g
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
Stalwart Rune
-A critical hit against you while you wear this armor is reduced to a normal hit.-3000g
Vicious Rune
On a hit, add 2 of this weapon's damage dice (a 1d8 weapon deals 3d8, a 2d6 weapon 4d6).-On a hit with a spell, add 2 of the spell's damage dice.6000g

Seals

WeaponArmorFocus
Adept Seal
Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.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
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
Empowering Seal
Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.1250g
Enspelled Seal
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.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.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
+1 piercing+1 AC+1 piercing4000g
Seeking Seal
+1 to attack rolls-+1 to attack rolls and spell save DCs4000g
Slayer Seal
Choose a creature type when this seal is set. You deal an extra 2d6 damage to creatures of that type.Choose a creature type when this seal is set. You have resistance to damage dealt by creatures of that type.Choose a creature type when this seal is set. Your spells deal an extra 2d6 damage to creatures of that type.3000g
Vigilant Seal
You have advantage on initiative and can't be surprised.You have advantage on initiative and can't be surprised.You have advantage on initiative and can't be surprised.2000g
Animate Seal
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.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.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
Choose a damage type or a condition when this seal is set. You are immune to it.Choose a damage type or a condition when this seal is set. You are immune to it.Choose a damage type or a condition when this seal is set. You are immune to it.8000g
Deflecting Seal
-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
Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.8000g
Mirage Seal
Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.6000g
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
Vorpal Seal
On a critical hit with this slashing weapon, the target makes a POWER saving throw against your attack. On a miss it is slain, its head severed; on a weak hit the attack's damage is doubled. A creature with no severable head, or immune to being slain this way, treats a miss as a weak hit.--23000g
Warding Seal
-You have advantage on saving throws against spells, and spell attacks against you are made at disadvantage.You have advantage on saving throws against spells, including saves to maintain concentration.10000g
Wounding Seal
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.-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

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

Rare · 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

Rare · 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 save or is drawn into the Fade and consumed; on a success it escapes back out. Reaching in to retrieve something risks the same.

Bag of Holding

Common · 500g

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

Common · 25g

Eat it (a Use Item action) 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

Common · 500g

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

Decanter of Endless Water

Common · 500g

A Use Item action pours water, fresh or salt, 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 save—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

Rare · 2500g

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

Common · 300g

When activated, hovers in place. Whoever activated it can It answers 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

Rare · 1000g

Thrown or flung into the air, the dust bursts in a 30-foot radius. Each creature there makes a POWER save or is Stunned by uncontrollable sneezing and choking, repeating the save at the end of each of its turns to end it. Single use.

Eversmoking Bottle

Common · 500g

Open the stopper (a Use Item action) and the bottle pours out thick smoke that heavily obscures a 60-foot radius, spreading 10 feet further each round, until you stopper it again (also a Use Item action). A strong wind disperses it.

Folding Boat

Rare · 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

Common · 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

Common · 1000g

While you wear these—and they're invisible on your hands—you have advantage on ability checks to pick locks and pockets and to disarm traps.

Goggles of Night

Common · 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

Rare · 2500g

A central pocket holds up to 50 weight and two side pouches up to 20 weight each, yet the whole pack always weighs 1. Its contents ride at the top, so a Retrieve Item from it costs no AP. 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

Common · 500g

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

Rare · 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

Common · 1000g · Attunement

Use Item once per day to recover 2 fatigue.

Periapt of Health

Common · 1000g · Attunement

Use Item once per day to regain 2d4+2 HP. While you wear it, you also have advantage on saves to avoid or end the Poisoned condition.

Periapt of Proof against Poison

Rare · 5000g · Attunement

While you wear it, you are immune to the Poisoned condition and to poison damage.

Periapt of Wound Closure

Common · 1000g · Attunement

While you wear it, you have advantage on death saves, and you double the HP you regain from any rest or recovery die.

Portable Hole

Rare · 2500g

A folded 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. A creature can climb out of an open hole with an Athletics check. 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

Rare · 5000g · Attunement

3 charges, regaining 1d3 at your daily preparations. Spend 1–3 charges as a Use Item action to make a ranged attack (+4) against a creature within 60 feet; on a hit it takes 2d10 force damage and is shoved 5 feet for each charge spent. Alternatively, spend 1–3 charges to batter a nonmagical object within 60 feet (a POWER check at +5 per charge).

Robe of Eyes

Rare · 5000g · Attunement

While you wear this, you see in all directions: advantage on Perception 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

Common · 500g

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

Common · 500g

60 feet of rope that obeys a spoken command (a Use Item action): 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

Common · 1000g · Attunement

While you wear these, 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.

Tome of Bodily Might

Rare · 50000g

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your POWER by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Boundless Luck

Rare · 50000g

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your LUCK by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Clear Thought

Rare · 50000g

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your FOCUS by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Deft Cunning

Rare · 50000g

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your CUNNING by +1, to a maximum of +10; the tome then loses its magic for a century.

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 hold thirteen cards; some hold twenty-two. Use the matching column of the table when you draw.

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.

Card13-card (d100)22-card (d100)
Balance01–05
Comet06–10
Donjon11–14
Euryale01–0815–18
Fates19–23
Flames09–1624–27
Fool28–31
Gem32–36
Jester17–2437–41
Key25–3242–46
Knight33–4047–51
Moon41–4852–56
Puzzle57–60
Rogue49–5661–64
Ruin57–6465–68
Sage69–73
Skull65–7274–77
Star73–8078–82
Sun81–8883–87
Talons88–91
Throne89–9692–96
Void97–0097–00
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 saves to cheat death 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: you take a −2 penalty to all saves. 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.

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, foci, 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.

ItemMaterialComplexity
weapons
Battleaxe1 wood, 1 metalnormal5
Club1 woodsimple2
Dagger1 metalsimple2
Flail1 wood, 1 metalnormal5
Greataxe1 textile, 1 wood, 2 metalnormal7
Greatclub2 woodsimple3
Greatsword1 textile, 3 metalnormal7
Hammer1 wood, 1 metalsimple3
Hand Crossbow1 textile, 1 wood, 2 metalcomplex10
Handaxe1 wood, 1 metalsimple3
Heavy Crossbow1 textile, 2 wood, 2 metalcomplex11
Light Crossbow1 textile, 2 wood, 1 metalcomplex10
Longbow1 textile, 3 woodnormal7
Longsword1 textile, 2 metalnormal6
Mace1 wood, 1 metalsimple3
Maul1 textile, 1 wood, 3 metalnormal8
Orb2 stonenormal5
Quarterstaff1 woodsimple2
Rapier1 textile, 2 metalcomplex9
Shortbow1 textile, 2 woodnormal6
Shortsword1 textile, 1 metalnormal5
Sickle1 metalsimple2
Sling1 textilesimple2
Spear2 woodsimple3
Staff2 woodnormal5
Wand2 woodnormal5
Whip2 textilenormal5
armor
Breastplate1 textile, 4 metalcomplex11
Half Plate Armor2 textile, 8 metalcomplex16
Hide Armor4 textilenormal7
Leather Armor4 textilenormal7
Padded Armor2 textilesimple3
Plate Armor3 textile, 16 metalcomplex25
Ring Mail1 textile, 3 metalnormal7
Scale Mail1 textile, 3 metalcomplex10
Shield2 wood, 1 metalsimple4
Splint Armor1 textile, 7 metalcomplex14
Studded Leather Armor3 textile, 1 metalnormal7
gear
Alchemist's Tools1 metal, 1 stonecomplex8
Amulet0.5 metalsimple2
Backpack1 textilesimple2
Bagpipes2 textile, 1 woodcomplex9
Ball Bearings0.5 metalsimple2
Bedroll1 textilesimple2
Bell0.25 metalsimple2
Belt1 textilesimple2
Blacksmith's Tools3 metalnormal6
Book2 textilecomplex8
Boots1 textilesimple2
Bottle1 stonenormal4
Bracers1 metalsimple2
Brewer's Tools2 wood, 1 metalnormal6
Caltrops0.5 metalsimple2
Candles0.5 textilesimple2
Carpenter's Tools2 metalnormal5
Chain2 metalnormal5
Chest2 wood, 1 metalnormal6
Circlet1 metalsimple2
Climbing Kit2 textile, 1 metalnormal6
Cloak1 textilesimple2
Clothes, fine3 textilecomplex9
Clothes, traveler's1 textilesimple2
Cook's Tools1 metalnormal4
Crowbar1 metalnormal4
Disguise Kit2 textilecomplex8
Drafter's Tools1 wood, 1 metalcomplex8
Drum1 textile, 1 woodnormal5
Flute1 woodnormal4
Glassblower's Tools1 wood, 2 metalcomplex9
Gloves1 textilesimple2
Goggles1 stonesimple2
Hat1 textilesimple2
Healing Kit1 textilenormal4
Herbalism Kit1 textile, 1 metalnormal5
Horn1 metalnormal4
Jeweler's Tools2 metalcomplex8
Lamp0.25 stonesimple2
Lantern, bullseye1 metal, 1 stonecomplex8
Lantern, hooded1 metalnormal4
Leatherworker's Tools1 metalnormal4
Lock2 metalcomplex8
Lockpicking Kit1 metalcomplex7
Lute1 textile, 2 woodcomplex9
Lyre1 textile, 2 woodcomplex9
Manacles2 metalnormal5
Mason's Tools1 wood, 1 metalnormal5
Necklace0.5 metalsimple2
Net2 textilenormal5
Parchment0.25 textilesimple2
Pole0.5 woodsimple2
Potter's Tools1 wood, 1 metalnormal5
Quiver0.5 textilesimple2
Ring0.5 metalsimple2
Rope2 textilenormal5
Scroll Case0.5 woodsimple2
String0.25 textilesimple2
Tackle Box1 woodsimple2
Tent4 textilenormal7
Tinderbox0.25 metalsimple2
Tinkerer's Tools1 wood, 3 metalcomplex10
Torch0.5 woodsimple2
Viol1 textile, 2 woodcomplex9
Wand (Common)1 wood, 1 metal, 1 elementaliscomplex9
Wand (Rare)1 wood, 1 metal, 1 fadeitecomplex9
Wanderer's Pack1 textilesimple2
Waterskin0.5 textilesimple2
Weaver's Tools1 woodnormal4
consumables
Greater Health Potion2 wood, 1 stonenormal6
Health Potion1 wood, 1 stonesimple3
Potion (Common)1 stone, 1 elementalisnormal5
Potion (Rare)1 stone, 1 fadeitecomplex8
Potion of Invigoration4 wood, 1 stone, 1 elementaliscomplex12
Spell Scroll (Common)1 textile, 1 elementalisnormal5
Spell Scroll (Rare)1 textile, 1 fadeitecomplex8
runes
Acid Rune2 elementalis, 1 mithril-9
Cold Rune2 elementalis, 1 mithril-9
Fire Rune2 elementalis, 1 mithril-9
Folding Rune3 mithril-9
Force Rune2 elementalis, 1 mithril-9
Lightning Rune2 elementalis, 1 mithril-9
Necrotic Rune2 elementalis, 1 mithril-9
Poison Rune2 elementalis, 1 mithril-9
Radiant Rune2 elementalis, 1 mithril-9
Silent Rune2 mithril-8
Stalwart Rune3 mithril, 1 fadeite-10
Vicious Rune2 mithril, 4 fadeite-12
seals
Adept Seal2 elementalis, 1 mithril-9
Animate Seal2 mithril, 2 fadeite-10
Bloodthirsty Seal2 mithril, 1 fadeite-9
Bulwark Seal2 mithril, 3 fadeite-11
Deflecting Seal2 mithril, 3 fadeite-11
Empowering Seal2 elementalis, 1 mithril-9
Enspelled Seal2 elementalis, 2 mithril-10
Greater Empowering Seal2 mithril, 3 fadeite-11
Mirage Seal2 mithril, 2 fadeite-10
Potent Seal2 mithril, 3 fadeite-11
Prismatic Seal6 elementalis, 2 mithril, 10 fadeite-24
Seal of the Bull2 mithril, 8 fadeite-16
Seal of the Fox2 mithril, 8 fadeite-16
Seal of the Owl2 mithril, 8 fadeite-16
Seal of the Rabbit2 mithril, 8 fadeite-16
Seeking Seal2 mithril, 3 fadeite-11
Slayer Seal2 mithril, 2 fadeite-10
Vigilant Seal2 mithril, 1 fadeite-9
Vorpal Seal3 mithril, 10 fadeite-19
Warding Seal2 mithril, 4 fadeite-12
Wounding Seal2 mithril, 3 fadeite-11