Equipment
Tier, name, damage or summary, and effects. Default order: weapons, armor, then consumables.
| Tier | Name | Damage / summary | Effect / notes |
|---|---|---|---|
| 1 | arcane gauntlets | d10+3 mag | — |
| 1 | battleaxe | d10+3 phy | — |
| 1 | broadsword | d8 phy | ,reliable: +1 to attack rolls |
| 1 | crossbow | d6+1 phy | — |
| 1 | cutlass | d8+1 phy | — |
| 1 | dagger | d8+1 phy | — |
| 1 | dualstaff | d6+3 mag | — |
| 1 | glowing rings | d10+2 mag | — |
| 1 | grappler | d6 phy | hooked: on a successful attack, you can pull the target into melee range. |
| 1 | greatstaff | d6+3 mag | ,powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 1 | greatsword | d10+3 phy | ,massive: −1 to evasion; on a successful attack, roll an additional damage die and discard the lowest result phy. |
| 1 | halberd | d10+2 phy | ,cumbersome: −1 to finesse |
| 1 | hallowed axe | d8+1 mag | — |
| 1 | hand crossbow | d6+1 phy | — |
| 1 | hand runes | d10+2 mag | — |
| 1 | longbow | d8+3 phy | ,cumbersome: −1 to finesse |
| 1 | longsword | d10+3 phy | — |
| 1 | mace | d8+1 phy | — |
| 1 | quarterstaff | d10+3 phy | — |
| 1 | rapier | d8 phy | ,quick: when you make an attack, you can mark a stress to target another creature within range. |
| 1 | returning blade | d8+1 mag | ,returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| 1 | round shield | d4 phy | protective: +1 to armor score |
| 1 | scepter | d6+1 mag | ,versatile: this weapon can also be used with these statistics—presence, melee, d8. |
| 1 | shortbow | d6+3 phy | — |
| 1 | shortstaff | d8+1 mag | — |
| 1 | shortsword | d8 phy | paired: +2 to primary weapon damage to targets within melee range |
| 1 | small dagger | d8 phy | paired: +2 to primary weapon damage to targets within melee range |
| 1 | spear | d8+3 phy | — |
| 1 | tower shield | d6 phy | Barrier: +2 to armor score; −1 to evasion |
| 1 | wand | d6+1 mag | — |
| 1 | warhammer | d12+3 phy | ,heavy: −1 to evasion |
| 1 | whip | d6 phy | startling: mark a stress to crack the whip and force all adversaries within melee range back to close range. |
| 2 | casting sword | d10+4 mag | versatile: this weapon can also be used with these statistics—knowledge, far, d6+3. |
| 2 | devouring dagger | d8+4 mag | scary: on a successful attack, the target must mark a stress. |
| 2 | ego blade | d12+4 mag | pompous: you must have a presence of 0 or lower to use this weapon. |
| 2 | elder bow | d6+4 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 2 | hammer of exota | d8+6 mag | eruptive: on a successful attack against a target within melee range, all other adversaries within very close range must succeed on a reaction roll (14) or take half damage. |
| 2 | improved arcane gauntlets | d10+6 mag | — |
| 2 | improved dualstaff | d6+6 mag | — |
| 2 | improved glowing rings | d10+5 mag | — |
| 2 | improved grappler | d6+2 phy | hooked: on a successful attack, you can pull the target into melee range. |
| 2 | improved greatstaff | d6+3 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 2 | improved hallowed axe | d8+4 mag | — |
| 2 | improved hand crossbow | d6+3 phy | — |
| 2 | improved hand runes | d10+3 mag | — |
| 2 | improved returning blade | d8+3 mag | returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| 2 | improved round shield | d4+2 phy | protective: +2 to armor score |
| 2 | improved scepter | d6+3 mag | versatile: this weapon can also be used with these statistics—presence, melee, d8+3. |
| 2 | improved shortstaff | d8+4 mag | — |
| 2 | improved shortsword | d8+2 phy | paired: +3 to primary weapon damage to targets within melee range |
| 2 | improved small dagger | d8+2 phy | paired: +3 to primary weapon damage to targets within melee range |
| 2 | improved tower shield | d6+2 phy | Barrier: +3 to armor score; −1 to evasion |
| 2 | improved wand | d6+4 mag | — |
| 2 | improved whip | d6+2 phy | startling: mark a stress to crack the whip and force all adversaries within melee range back to close range. |
| 2 | keeper’s staff | d6+4 mag | reliable: +1 to attack rolls |
| 2 | parrying dagger | d6+2 phy | parry: when you are attacked, roll this weapon’s damage dice. if any of the attacker’s damage dice rolled the same value as your dice, the matching results are discarded from the attacker’s damage dice before the damage you take is totaled. |
| 2 | returning axe | d6+4 phy | returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| 2 | scepter of elias | d6+3 mag | invigorating: on a successful attack, roll a d4. on a result of 4, clear a stress. |
| 2 | spiked shield | d6+2 phy | double duty: +1 to armor score; +1 to primary weapon damage within melee range |
| 2 | wand of enthrallment | d6+4 mag | persuasive: before you make a presence roll, you can mark a stress to gain a +2 bonus to the result. |
| 2 | yutari bloodbow | d6+4 mag | brutal: when you roll the maximum value on a damage die, roll an additional damage die. |
| 3 | aantari bow | d6+11 phy | reliable: +1 to attack rolls |
| 3 | advanced arcane gauntlets | d10+9 mag | — |
| 3 | advanced dualstaff | d6+9 mag | — |
| 3 | advanced glowing rings | d10+8 mag | — |
| 3 | advanced grappler | d6+4 phy | hooked: on a successful attack, you can pull the target into melee range. |
| 3 | advanced greatstaff | d6+6 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 3 | advanced hallowed axe | d8+7 mag | — |
| 3 | advanced hand crossbow | d6+5 phy | — |
| 3 | advanced hand runes | d10+6 mag | — |
| 3 | advanced returning blade | d8+6 mag | returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| 3 | advanced round shield | d4+4 phy | protective: +3 to armor score |
| 3 | advanced scepter | d6+6 mag | versatile: this weapon can also be used with these statistics—presence, melee, d8+4. |
| 3 | advanced shortstaff | d8+7 mag | — |
| 3 | advanced shortsword | d8+4 phy | paired: +4 to primary weapon damage to targets within melee range |
| 3 | advanced small dagger | d8+4 phy | paired: +4 to primary weapon damage to targets within melee range |
| 3 | advanced tower shield | d6+4 phy | Barrier: +4 to armor score; −1 to evasion |
| 3 | advanced wand | d6+7 mag | — |
| 3 | advanced whip | d6+4 phy | startling: mark a stress to crack the whip and force all adversaries within melee range back to close range. |
| 3 | axe of fortunis | d10+8 mag | lucky: on a failed attack, you can mark a stress to reroll your attack. |
| 3 | blessed anlace | d10+6 mag | healing: during downtime, automatically clear a hit point. |
| 3 | buckler | d4+4 phy | deflecting: when you are attacked, you can mark an armor slot to gain a bonus to your evasion equal to your available armor slots against the attack. |
| 3 | curved dagger | d8+9 phy | serrated: when you roll a 1 on a damage die, it deals 8 damage instead. |
| 3 | dual-ended sword | d10+9 phy | quick: when you make an attack, you can mark a stress to target another creature within range. |
| 3 | extended polearm | d8+10 phy | long: this weapon’s attack targets all adversaries in a line within range. |
| 3 | firestaff | d6+7 mag | burning: when you roll a 6 on a damage die, the target must mark a stress. |
| 3 | ghostblade | d10+7 phy | otherworldly: on a successful attack, you can deal physical or magic damage. |
| 3 | gilded bow | d6+7 mag | self-correcting: when you roll a 1 on a damage die, it deals 6 damage instead. |
| 3 | hand cannon | d6+12 phy | reloading: after you make an attack, roll a d6. on a 1, you must mark a stress to reload this weapon before you can fire it again. |
| 3 | hand sling | d6+4 phy | versatile: this weapon can also be used with these statistics—finesse, close, d8+4. |
| 3 | ilmari’s rifle | d6+6 mag | reloading: after you make an attack, roll a d6. on a result of 1, you must mark a stress to reload this weapon before you can fire it again. |
| 3 | impact gauntlet | d10+11 phy | concussive: on a successful attack, you can spend a hope to knock the target back to far range. |
| 3 | legendary battleaxe | d10+12 phy | — |
| 3 | legendary broadsword | d8+9 phy | reliable: +1 to attack rolls |
| 3 | legendary crossbow | d6+10 phy | — |
| 3 | legendary cutlass | d8+10 phy | — |
| 3 | legendary dagger | d8+10 phy | — |
| 3 | legendary greatsword | d10+12 phy | massive: −1 to evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| 3 | legendary halberd | d10+11 phy | cumbersome: −1 to finesse |
| 3 | legendary longbow | d8+12 phy | cumbersome: −1 to finesse |
| 3 | legendary longsword | d10+12 phy | — |
| 3 | legendary mace | d8+10 phy | — |
| 3 | legendary quarterstaff | d10+12 phy | — |
| 3 | legendary rapier | d8+9 phy | quick: when you make an attack, you can mark a stress to target another creature within range. |
| 3 | legendary shortbow | d6+12 phy | — |
| 3 | legendary spear | d8+12 phy | — |
| 3 | legendary warhammer | d12+12 phy | heavy: −1 to evasion |
| 3 | mage orb | d6+7 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 3 | powered gauntlet | d6+4 phy | charged: mark a stress to gain a +1 bonus to your proficiency on a primary weapon attack. |
| 3 | ricochet axes | d6+11 phy | bouncing: mark 1 or more stress to hit that many targets in range of the attack. |
| 3 | runes of ruination | d20+4 mag | painful: each time you make a successful attack, you must mark a stress. |
| 3 | sledge axe | d12+13 phy | destructive: −1 to agility; on a successful attack, all adversaries within very close range must mark a stress. |
| 3 | swinging ropeblade | d8+9 phy | grappling: on a successful attack, you can spend a hope to restrain the target or pull them into melee range with you. |
| 3 | widogast pendant | d10+5 mag | timebending: you choose the target of your attack after making your attack roll. |
| 4 | bloodstaff | d20+7 mag | painful: each time you make a successful attack, you must mark a stress. |
| 4 | braveshield | d4+6 phy | sheltering: when you mark an armor slot, it reduces damage for you and all allies within melee range of you who took the same damage. |
| 4 | floating bladeshards | d8+9 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 4 | fusion gloves | d6+9 mag | bonded: gain a bonus to your damage rolls equal to your level. |
| 4 | knuckle claws | d6+8 phy | doubled up: when you make an attack with your primary weapon, you can deal damage to another target within melee range. |
| 4 | legendary arcane gauntlets | d10+12 mag | — |
| 4 | legendary dualstaff | d8+12 mag | — |
| 4 | legendary glowing rings | d10+11 mag | — |
| 4 | legendary grappler | d6+6 phy | hooked: on a successful attack, you can pull the target into melee range. |
| 4 | legendary greatstaff | d6+9 mag | powerful: on a successful attack, roll an additional damage die and discard the lowest result. |
| 4 | legendary hallowed axe | d8+10 mag | — |
| 4 | legendary hand crossbow | d6+7 phy | — |
| 4 | legendary hand runes | d10+9 mag | — |
| 4 | legendary returning blade | d8+9 mag | returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| 4 | legendary round shield | d4+6 phy | protective: +4 to armor score |
| 4 | legendary scepter | d6+9 mag | versatile: this weapon can also be used with these statistics—presence, melee, d8+6. |
| 4 | legendary shortstaff | d8+10 mag | — |
| 4 | legendary shortsword | d8+6 phy | paired: +5 to primary weapon damage to targets within melee range |
| 4 | legendary small dagger | d8+6 phy | paired: +5 to primary weapon damage to targets within melee range |
| 4 | legendary tower shield | d6+6 phy | Barrier: +5 to armor score; −1 to evasion. |
| 4 | legendary wand | d6+10 mag | — |
| 4 | legendary whip | d6+6 phy | startling: mark a stress to crack the whip and force all adversaries within melee range back to close range. |
| 4 | magus revolver | d6+13 mag | reloading: after you make an attack, roll a d6. on a result of 1, you must mark a stress to reload this weapon before you can fire it again. |
| 4 | midas scythe | d10+9 mag | greedy: spend a handful of gold to gain a +1 bonus to your proficiency on a damage roll. |
| 4 | primer shard | d4 phy | locked on: on a successful attack, your next attack against the same target with your primary weapon automatically succeeds. |
| 4 | siphoning gauntlets | d10+9 mag | lifestealing: on a successful attack, roll a d6. on a result of 6, clear a hit point or clear a stress. |
| 4 | sword of light & flame | d10+11 mag | hot: this weapon cuts through solid material. |
| 4 | thistlebow | d6+13 mag | reliable: +1 to attack rolls |
| 4 | wand of essek | d8+13 mag | timebending: you can choose the target of your attack after making your attack roll. |
| 1 | chainmail armor | Heavy: −1 to Evasion | Armor score 4 · Minor 7 / Severe 15 |
| 1 | full plate armor | Very Heavy: −2 to Evasion; −1 to Agility | Armor score 4 · Minor 8 / Severe 17 |
| 1 | gambeson armor | Flexible: +1 to Evasion | Armor score 3 · Minor 5 / Severe 11 |
| 1 | leather armor | — | Armor score 3 · Minor 6 / Severe 13 |
| 2 | elundrian chain armor | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. | Armor score 4 · Minor 9 / Severe 21 |
| 2 | harrowbone armor | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. | Armor score 4 · Minor 9 / Severe 21 |
| 2 | improved chainmail armor | Heavy: −1 to Evasion | Armor score 5 · Minor 11 / Severe 24 |
| 2 | improved full plate armor | Very Heavy: −2 to Evasion; −1 to Agility | Armor score 5 · Minor 13 / Severe 28 |
| 2 | improved gambeson armor | Flexible: +1 to Evasion | Armor score 4 · Minor 7 / Severe 16 |
| 2 | improved leather armor | — | Armor score 4 · Minor 9 / Severe 20 |
| 2 | irontree breastplate armor | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. | Armor score 4 · Minor 9 / Severe 20 |
| 2 | rosewild armor | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. | Armor score 5 · Minor 11 / Severe 23 |
| 2 | runetan floating armor | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. | Armor score 4 · Minor 9 / Severe 20 |
| 2 | tyris soft armor | Quiet: You gain a +2 bonus to rolls you make to move silently. | Armor score 5 · Minor 8 / Severe 18 |
| 3 | advanced chainmail armor | Heavy: −1 to Evasion | Armor score 6 · Minor 13 / Severe 31 |
| 3 | advanced full plate armor | Very Heavy: −2 to Evasion; −1 to Agility | Armor score 6 · Minor 15 / Severe 35 |
| 3 | advanced gambeson armor | Flexible: +1 to Evasion | Armor score 5 · Minor 9 / Severe 23 |
| 3 | advanced leather armor | — | Armor score 5 · Minor 11 / Severe 27 |
| 3 | bellamoi fine armor | Gilded: +1 to Presence | Armor score 5 · Minor 11 / Severe 27 |
| 3 | bladefare armor | Physical: You can’t mark an Armor Slot to reduce magic damage. | Armor score 6 · Minor 16 / Severe 39 |
| 3 | dragonscale armor | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. | Armor score 5 · Minor 11 / Severe 27 |
| 3 | monett’s cloak | Magic: You can’t mark an Armor Slot to reduce physical damage. | Armor score 6 · Minor 16 / Severe 39 |
| 3 | runes of fortification | Painful: Each time you mark an Armor Slot, you must mark a Stress. | Armor score 6 · Minor 17 / Severe 43 |
| 3 | spiked plate armor | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. | Armor score 5 · Minor 10 / Severe 25 |
| 4 | channeling armor | Channeling: +1 to Spellcast Rolls | Armor score 5 · Minor 13 / Severe 36 |
| 4 | dunamis silkchain | Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. | Armor score 7 · Minor 13 / Severe 36 |
| 4 | emberwoven armor | Burning: When an adversary attacks you within Melee range, they mark a Stress. | Armor score 6 · Minor 13 / Severe 36 |
| 4 | full fortified armor | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. | Armor score 4 · Minor 15 / Severe 40 |
| 4 | legendary chainmail armor | Heavy: −1 to Evasion | Armor score 7 · Minor 15 / Severe 40 |
| 4 | legendary full plate armor | Very Heavy: −2 to Evasion; −1 to Agility | Armor score 7 · Minor 17 / Severe 44 |
| 4 | legendary gambeson armor | Flexible: +1 to Evasion | Armor score 6 · Minor 11 / Severe 32 |
| 4 | legendary leather armor | — | Armor score 6 · Minor 13 / Severe 36 |
| 4 | savior chainmail | Difficult: −1 to all character traits and Evasion | Armor score 8 · Minor 18 / Severe 48 |
| 4 | veritas opal armor | Truthseeking: This armor glows when another creature within Close range tells a lie. | Armor score 6 · Minor 13 / Severe 36 |
| 1 | minor health potion | Consumable | Clear 1d4 HP. |
| 1 | minor stamina potion | Consumable | Clear 1d4 Stress. |
Weapons list damage in the third column; special rules appear in the last column. Armor shows traits and thresholds.