Chapter 7: Equipment
| Cost | |
| Count |
Weight and carrying capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
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.
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.
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Club | 1d4 | - | agile | sap | 6g | light |
| Dagger | 1d4 | - | agile, precise, thrown | nick | 12g | light |
| Greatclub | 1d8 | - | two-handed | ring | 12g | 1 |
| Hammer | 1d4 | - | agile, thrown | nick | 20g | light |
| Handaxe | 1d4 | - | agile, thrown | pinpoint | 20g | light |
| Mace | 1d6 | - | - | sap | 16g | 1 |
| Quarterstaff | 1d4 | - | versatile | ring | 7g | 1 |
| Sickle | 1d4 | - | agile | nick | 16g | light |
| Spear | 1d6 | - | versatile, thrown | graze | 10g | light |
| Light Crossbow | 1d8 | 80' | two-handed, reload, precise | pinpoint | 50g | 1 |
| Shortbow | 1d6 | 80' | precise, two-handed | pinpoint | 50g | light |
| Secondary Weapons | ||||||
| Dagger | 1d4 | - | agile, precise, thrown | nick | 12g | light |
| Hammer | 1d4 | - | agile, thrown | nick | 20g | light |
| Handaxe | 1d4 | - | agile, thrown | pinpoint | 20g | light |
| Sling | 1d4 | 30' | agile, precise | pinpoint | 8g | 0 |
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Battleaxe | 1d8 | - | versatile | cleave | 20g | 1 |
| Flail | 1d8 | - | - | sap | 20g | light |
| Greataxe | 1d12 | - | heavy, two-handed | graze | 80g | 1 |
| Greatsword | 2d6 | - | heavy, two-handed | graze | 80g | 1 |
| Longsword | 1d8 | - | versatile | sap | 30g | light |
| Maul | 2d6 | - | heavy, two-handed | ring | 80g | 1 |
| Rapier | 1d8 | - | precise | pinpoint | 50g | light |
| Shortsword | 1d4 | - | agile | pinpoint | 20g | light |
| Whip | 1d4 | - | precise, reach | sap | 20g | light |
| Heavy Crossbow | 1d10 | 120' | precise, heavy, two-handed, reload | ring | 100g | 2 |
| Longbow | 1d8 | 150' | precise, heavy, two-handed | pinpoint | 100g | light |
| Secondary Weapons | ||||||
| Shortsword | 1d4 | - | agile | pinpoint | 20g | light |
| Whip | 1d4 | - | precise, reach | sap | 20g | light |
| Hand Crossbow | 1d6 | 30' | agile, reload | pinpoint | 150g | light |
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.
| Foci | Properties | ||
|---|---|---|---|
| Amulet | empower | 18g | light |
| Club | assail | 1g | light |
| Crystal | extend | 20g | light |
| Dagger | assail | 4g | light |
| Gauntlets | extend, empower, two-handed | 60g | 1 |
| Mace | assail | 1g | 1 |
| Mistletoe Spring | empower | 20g | 0 |
| Orb | extend | 30g | light |
| Quarterstaff | assail, versatile | 1g | 1 |
| Reliquary | extend | 15g | 1 |
| Rod | empower | 20g | light |
| Wand | empower | 20g | light |
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
Some armor is bulky enough that you need a minimum amount of
You can also equip a shield. Shields provide a bonus to your AC while wielding it. Unlike armor, shields are part of your loadout.
| Armor | AC | Type | Power | ||
|---|---|---|---|---|---|
| Leather Armor | 1 | light | 0 | 20g | 1 |
| Studded Leather Armor | 2 | light | 0 | 90g | 2 |
| Hide Armor | 2 | medium | 0 | 20g | 2 |
| Scale Mail | 3 | medium | 1 | 100g | 2 |
| Half Plate Armor | 4 | medium | 2 | 1500g | 5 |
| Ring Mail | 4 | heavy | 2 | 60g | 4 |
| Plate Armor | 5 | heavy | 3 | 3000g | 7 |
| Shield | +1 | shield | 0 | 20g | 1 |
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)
| pack | Description | ||
|---|---|---|---|
| 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. | 18g | 2 |
| Camping Pack | A backpack, bedroll, tinderbox, waterskin, 5 torches, and a tent for basic shelter while traveling, and 10 supplies. | 40g | 3 |
| Diplomat's Pack | A set of fine clothes, perfume, a chest, and a lock | 50g | 3 |
| Dungoneer's Pack | A crowbar, a 10 foot pole, rope, a hooded lantern, 2 flasks of oil, and caltrops | 15g | 3 |
| 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 | 10g | 2 |
| Jailer's Pack | 2 locks with keys, a chain, 2 manacles, and rope. | 50g | 4 |
| 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. | 18g | light |
Adventuring Gear
Gear and equipment an adventurer may need throughout their travels.
| gear | Description | ||
|---|---|---|---|
| Backpack | A satchel to hold goods up to 1-foot in any dimension. Increases | 4g | -2 |
| Ball Bearings | 1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain | 2g | light |
| Bedroll | A warm place for one small or medium creature to sleep in | 10g | 1 |
| Bell | A small bell that can be heard from up to 60’ away | 1g | 0 |
| 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 Once you’ve read a book, you can’t learn anything new from it again. | 25g | light |
| Caltrops | Spread across a 10’ area—creatures that move through it make a | 2g | light |
| Candles | A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours | 1g | 0 |
| Chain | 10’ of metal chain. Chain can be used to restrain a creature | 10g | 1 |
| 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. | 10g | 3 |
| Climbing Kit | Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses. | 50g | 1 |
| Clothes, fine | Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe. | 30g | light |
| Clothes, traveler's | Basic clothing of a local traveller or a robe. | 6g | light |
| Crowbar | A metal crowbar, giving you +2 when trying to pry something open | 2g | 1 |
| Disguise Kit | Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain | 30g | light |
| Healing Kit | Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses. | 10g | light |
| 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 | 50g | light |
| Ink | 1-ounce bottle which provides enough ink to write about 500 pages | 15g | 0 |
| Lamp | Oil burning lamp that illuminates bright light within 10; and dim light within 30’ | 1g | light |
| 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. | 20g | light |
| 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. | 10g | light |
| Lock | Locks come with keys. | 20g | light |
| 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 | 5g | 1 |
| 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 | 4g | 1 |
| Net | When thrown on a creature, they become restrained | 2g | 1 |
| Oil | One flask of flammable oil, often used for lighting a lantern, enough for 5 uses. | 1g | light |
| Parchment | One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5 | 1g | 0 |
| Perfume | Contains 10 doses of perfume. For 1 hour after applying, gain | 10g | 0 |
| Pole | 10 food long wooden pole | 1g | 1 |
| Quiver | A holder for arrows or bolts. Required for using bows and crossbows. | 2g | light |
| Rope | 50’ of hempen rope | 1g | 1 |
| Scroll Case | Holds up to 10 sheets of parchment | 2g | light |
| String | 10’ of string. | 1g | 0 |
| Supplies | Daily rations needed to survive | 1g | light |
| Tackle Box | A small wooden box of containing hooks and lures for fishing. | 2g | light |
| Tent | A basic shelter that can sleep 2 small or medium creatures | 20g | 2 |
| Tinderbox | A small container holding flint, fire steel, and tinder used to start a fire. | 1g | light |
| 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. | 1g | light |
| Waterskin | A watertight container that can hold 2 days worth of water ( | 1g | 1 |
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
| instrument | Description | ||
|---|---|---|---|
| Bagpipes | Musical instrument | 30g | 1 |
| Drum | Musical instrument | 4g | light |
| Flute | Musical instrument | 4g | light |
| Horn | Musical instrument | 6g | light |
| Lute | Musical instrument | 35g | light |
| Lyre | Musical instrument | 30g | light |
| Viol | Musical instrument | 30g | light |
Tools
Let you
| tool | Description | ||
|---|---|---|---|
| Alchemist's Tools | A portable set of tools to make potions | 100g | 1 |
| Blacksmith's Tools | A portable set of tools for working with metal. | 40g | 2 |
| Brewer's Tools | A portable set of tools for brewing alcohol and checking a liquid’s contents. | 40g | 1 |
| Carpenter's Tools | A portable set of tools for working with wood | 16g | 1 |
| Cook's Tools | A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven. | 10g | 2 |
| Drafter's Tools | A portable set of tools for making precise drawings and estimating distances and position | 30g | 1 |
| Glassblower's Tools | A portable set of tools for working with glass | 60g | 1 |
| Jeweler's Tools | A portable set of tools to make and repair jewelry and assess gems | 50g | light |
| Leatherworker's Tools | A portable set of tools to tan, cut, and work leather and hide | 10g | 1 |
| Mason's Tools | A portable set of tools for chiseling and working with stone | 20g | 1 |
| Potter's Tools | A portable set of tools for working with, throwing, and baking ceramics. | 20g | 1 |
| Tinkerer's Tools | A portable set of tools for working on small, intricate items | 100g | 1 |
| Weaver's Tools | A portable set of tools to weave and repair cloth | 6g | 1 |
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 (
Potions and spell scrolls both cost the same amount, potions have a
| Fatigue | Rarity | |
|---|---|---|
| 0 | Common | 200g |
| 1 | Common | 300g |
| 2 | Common | 500g |
| 3 | Common | 800g |
| 4 | Rare | 1200g |
| 5 | Rare | 2300g |
| 6+ | Rare | 5000g |
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
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
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
| Potion | Healing | |
|---|---|---|
| Health Potion | 50g | |
| Greater Health Potion | 50g | |
| Potion of Invigoration | 1000g |
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
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,
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
| Weapon | Armor | Focus | |
|---|---|---|---|
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 | Stores a spell of up to 1st level that can be used for | - | 1500g |
Enspelled Rune, Minor | |||
| Stores a cantrip that can be used for | Stores a cantrip that can be used for | - | 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 | Stores a spell of up to 2nd level that can be used for | - | 5400g |
Folding Rune | |||
| 1800g | |||
Seals
| Weapon | Armor | Focus | |
|---|---|---|---|
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 | |||
| 4000g | |||
Seeking Seal | |||
| +1 to attack rolls | - | +1 to attack rolls and spell save DCs | 4000g |
Prismatic Seal | |||
| Damage bypasses armor | Gains resistance to the last damage hit by | Damage bypasses armor | 26500g |
Seal of the Bull | |||
| - | +1 | - | 18000g |
Seal of the Fox | |||
| - | +1 | - | 18000g |
Seal of the Owl | |||
| - | +1 | - | 18000g |
Seal of the Rabbit | |||
| - | +1 | - | 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 | ||
|---|---|---|
| Junk | 1g | light |
| Standard | ||
| Textile | 4g | light |
| Wood | 6g | light |
| Metal | 10g | 1 |
| Stone | 6g | 1 |
| Rare | ||
| Elementalis | 150g | light |
| Mithril | 200g | light |
| Fadeite | 400g | light |
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.
| Item | Material | ||||
|---|---|---|---|---|---|
| weapons | |||||
| Battleaxe | 2 wood, 2 metal | 10 | |||
| Club | 1 textile, 2 wood | 8 | |||
| Dagger | 1 textile, 2 metal | 8 | |||
| Flail | 1 textile, 1 wood, 1 metal | 8 | |||
| Greataxe | 2 wood, 3 metal | 13 | |||
| Greatclub | 1 textile, 4 wood | 12 | |||
| Greatsword | 1 textile, 4 metal | 13 | |||
| Hammer | 1 wood, 2 metal | 8 | |||
| Hand Crossbow | 1 textile, 1 wood, 1 metal | 11 | |||
| Handaxe | 2 wood, 1 metal | 8 | |||
| Heavy Crossbow | 2 textile, 4 wood, 1 metal | 18 | |||
| Light Crossbow | 1 textile, 2 wood, 1 metal | 11 | |||
| Longbow | 2 textile, 4 wood | 16 | |||
| Longsword | 1 textile, 2 metal | 8 | |||
| Mace | 2 wood, 1 metal | 8 | |||
| Maul | 2 wood, 3 metal | 13 | |||
| Quarterstaff | 3 wood | 8 | |||
| Rapier | 2 metal | 7 | |||
| Shortbow | 1 textile, 2 wood | 9 | |||
| Shortsword | 1 textile, 2 metal | 8 | |||
| Sickle | 2 wood, 1 metal | 8 | |||
| Sling | 2 textile, 1 metal | 8 | |||
| Spear | 2 wood, 1 metal | 8 | |||
| Whip | 3 textile | 8 | |||
| foci | |||||
| Amulet | 1 textile, 1 metal, 1 stone | 8 | |||
| Crystal | 1 textile, 2 stone | 8 | |||
| Gauntlets | 2 textile, 2 metal, 2 stone | 15 | |||
| Mistletoe Spring | 1 textile, 2 wood | 8 | |||
| Orb | 1 textile, 2 stone | 8 | |||
| Reliquary | 1 textile, 2 metal | 8 | |||
| Rod | 2 wood, 1 stone | 8 | |||
| Wand | 1 textile, 2 wood | 8 | |||
| armor | |||||
| Half Plate Armor | 1 textile, 6 metal | 46 | |||
| Hide Armor | 6 textile | 14 | |||
| Leather Armor | 4 textile | 10 | |||
| Plate Armor | 2 textile, 10 metal | 86 | |||
| Ring Mail | 4 textile, 6 metal | 23 | |||
| Scale Mail | 2 textile, 4 metal | 16 | |||
| Shield | 2 wood, 1 metal | 8 | |||
| Studded Leather Armor | 4 textile, 2 metal | 15 | |||
| gear | |||||
| Alchemist's Tools | 2 textile, 3 metal | 14 | |||
| Backpack | 2 textile | 6 | |||
| Bagpipes | 2 textile, 1 wood | 8 | |||
| Ball Bearings | 1 metal | 4 | |||
| Bedroll | 4 textile | 10 | |||
| Bell | 1 metal | 4 | |||
| Blacksmith's Tools | 2 textile, 4 metal | 14 | |||
| Book | 5 textile | 12 | |||
| Brewer's Tools | 1 textile, 2 wood, 2 metal, 1 stone | 14 | |||
| Caltrops | 1 metal | 4 | |||
| Candles | 1 textile | 4 | |||
| Carpenter's Tools | 1 wood, 2 metal | 8 | |||
| Chain | 2 metal | 6 | |||
| Chest | 3 wood, 1 metal | 10 | |||
| Climbing Kit | 2 textile, 1 wood, 2 metal | 13 | |||
| Clothes, fine | 6 textile | 14 | |||
| Clothes, traveler's | 2 textile | 6 | |||
| Cook's Tools | 1 wood, 1 metal | 6 | |||
| Crowbar | 1 metal | 4 | |||
| Disguise Kit | 3 textile, 1 wood, 1 stone | 12 | |||
| Drafter's Tools | 1 textile, 2 wood, 1 metal | 10 | |||
| Drum | 1 textile, 1 wood | 6 | |||
| Flute | 1 wood | 4 | |||
| Glassblower's Tools | 1 textile, 3 metal | 11 | |||
| Healing Kit | 3 textile, 1 wood | 10 | |||
| Horn | 2 metal | 6 | |||
| Hoy Water | 1 stone | 5 | |||
| Ink | 1 wood, 1 stone | 6 | |||
| Jeweler's Tools | 1 textile, 2 metal | 9 | |||
| Lamp | 1 metal, 1 stone | 6 | |||
| Lantern, bullseye | 2 metal, 1 stone | 8 | |||
| Lantern, hooded | 2 metal, 1 stone | 8 | |||
| Leatherworker's Tools | 1 wood, 1 metal | 6 | |||
| Lock | 1 metal | 4 | |||
| Lockpicking Kit | 1 metal | 4 | |||
| Lute | 2 wood, 1 metal | 8 | |||
| Lyre | 2 wood, 1 metal | 8 | |||
| Manacles | 2 metal | 6 | |||
| Mason's Tools | 1 textile, 1 wood, 1 metal | 8 | |||
| Net | 2 textile | 6 | |||
| Oil | 1 wood, 1 stone | 6 | |||
| Parchment | 1 textile | 4 | |||
| Perfume | 1 wood, 1 stone | 6 | |||
| Pole | 4 wood | 10 | |||
| Potter's Tools | 1 textile, 2 wood | 8 | |||
| Quiver | 1 textile, 1 wood | 6 | |||
| Rope | 4 textile | 10 | |||
| Scroll Case | 1 wood | 4 | |||
| String | 1 textile | 4 | |||
| Supplies | - | - | |||
| Tackle Box | 2 textile, 1 wood, 1 metal | 10 | |||
| Tent | 4 textile, 2 wood, 1 metal | 16 | |||
| Tinderbox | 1 textile, 1 wood, 1 metal | 8 | |||
| Tinkerer's Tools | 5 metal | 14 | |||
| Torch | 1 textile, 1 wood | 6 | |||
| Viol | 2 wood, 1 metal | 8 | |||
| Waterskin | 1 textile | 4 | |||
| Weaver's Tools | 1 wood, 1 metal | 6 | |||
| consumables | |||||
| Greater Health Potion | 2 wood, 1 stone | 10 | |||
| Health Potion | 1 wood, 1 stone | 7 | |||
| Potion of Invigoration | 4 wood, 1 stone, 1 elementalis | 32 | |||
| Potion, 0 | 1 stone, 1 elementalis | 8 | |||
| Potion, 1 | 1 stone, 2 elementalis | 10 | |||
| Potion, 2 | 1 stone, 3 elementalis | 14 | |||
| Potion, 3 | 1 stone, 4 elementalis | 20 | |||
| Potion, 4 | 1 stone, 5 fadeite | 28 | |||
| Potion, 5 | 1 stone, 6 fadeite | 50 | |||
| Potion, 6+ | 1 stone, 7 fadeite | 104 | |||
| Spell Scroll, 0 | 1 textile, 1 elementalis | 8 | |||
| Spell Scroll, 1 | 1 textile, 2 elementalis | 10 | |||
| Spell Scroll, 2 | 1 textile, 3 elementalis | 14 | |||
| Spell Scroll, 3 | 1 textile, 4 elementalis | 20 | |||
| Spell Scroll, 4 | 1 textile, 5 fadeite | 28 | |||
| Spell Scroll, 5 | 1 textile, 6 fadeite | 50 | |||
| Spell Scroll, 6+ | 1 textile, 7 fadeite | 104 | |||
| runes | |||||
| Acid Rune | 2 elementalis, 1 mithril | 20 | |||
| Cold Rune | 2 elementalis, 1 mithril | 20 | |||
| Enspelled Rune | 4 elementalis, 2 mithril | 40 | |||
| Enspelled Rune, Major | 4 elementalis, 2 mithril, 2 fadeite | 130 | |||
| Enspelled Rune, Minor | 2 elementalis, 2 mithril | 30 | |||
| Fire Rune | 2 elementalis, 1 mithril | 20 | |||
| Folding Rune | 3 mithril | 40 | |||
| Force Rune | 2 elementalis, 1 mithril | 20 | |||
| Lightning Rune | 2 elementalis, 1 mithril | 20 | |||
| Necrotic Rune | 2 elementalis, 1 mithril | 20 | |||
| Poison Rune | 2 elementalis, 1 mithril | 20 | |||
| Radiant Rune | 2 elementalis, 1 mithril | 20 | |||
| seals | |||||
| Bloodthirsty Seal | 2 mithril, 1 fadeite | 50 | |||
| Potent Seal | 2 mithril, 3 fadeite | 90 | |||
| Prismatic Seal | 6 elementalis, 2 mithril, 10 fadeite | 570 | |||
| Seal of the Bull | 2 mithril, 8 fadeite | 380 | |||
| Seal of the Fox | 2 mithril, 8 fadeite | 380 | |||
| Seal of the Owl | 2 mithril, 8 fadeite | 380 | |||
| Seal of the Rabbit | 2 mithril, 8 fadeite | 380 | |||
| Seeking Seal | 2 mithril, 3 fadeite | 90 | |||