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Tier
Trait
Range
Source

Armor

Armor — Tier 1
Baking Tray Breastplate

Base Thresholds: 8 / 17

Base Score: 4

Very Heavy:

−2 to Evasion; −1 to Agility

Core
Armor — Tier 1
Chainmail Armor

Base Thresholds: 7 / 15

Base Score: 4

Heavy:

−1 to Evasion

Core
Armor — Tier 1
Full Plate Armor

Base Thresholds: 8 / 17

Base Score: 4

Very Heavy:

−2 to Evasion; −1 to Agility

Core
Armor — Tier 1
Gambeson Armor

Base Thresholds: 5 / 11

Base Score: 3

Flexible:

+1 to Evasion

Core
Armor — Tier 1
Leather Apron

Base Thresholds: 6 / 13

Base Score: 3

Core
Armor — Tier 1
Leather Armor

Base Thresholds: 6 / 13

Base Score: 3

Core
Armor — Tier 1
Quilted Clothing

Base Thresholds: 5 / 11

Base Score: 3

Flexible:

+1 to Evasion

Core
Armor — Tier 1
Tree Bark Armor

Base Thresholds: 7 / 15

Base Score: 4

Heavy:

−1 to Evasion

Core
Armor — Tier 2
Elundrian Chain Armor

Base Thresholds: 9 / 21

Base Score: 4

Warded:

You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.

Core
Armor — Tier 2
Harrowbone Armor

Base Thresholds: 9 / 21

Base Score: 4

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.

Core
Armor — Tier 2
Improved Chainmail Armor

Base Thresholds: 11 / 24

Base Score: 5

Heavy:

−1 to Evasion

Core
Armor — Tier 2
Improved Full Plate Armor

Base Thresholds: 13 / 28

Base Score: 5

Very Heavy:

−2 to Evasion; −1 to Agility

Core
Armor — Tier 2
Improved Gambeson Armor

Base Thresholds: 7 / 16

Base Score: 4

Flexible:

+1 to Evasion

Core
Armor — Tier 2
Improved Leather Armor

Base Thresholds: 9 / 20

Base Score: 4

Core
Armor — Tier 2
Irontree Breastplate Armor

Base Thresholds: 9 / 20

Base Score: 4

Reinforced:

When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.

Core
Armor — Tier 2
Rosewild Armor

Base Thresholds: 11 / 23

Base Score: 5

Hopeful:

When you would spend a Hope, you can mark an Armor Slot instead.

Core
Armor — Tier 2
Runetan Floating Armor

Base Thresholds: 9 / 20

Base Score: 4

Shifting:

When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.

Core
Armor — Tier 2
Tyris Soft Armor

Base Thresholds: 8 / 18

Base Score: 5

Quiet:

You gain a +2 bonus to rolls you make to move silently.

Core
Armor — Tier 3
Advanced Chainmail Armor

Base Thresholds: 13 / 31

Base Score: 6

Heavy:

−1 to Evasion

Core
Armor — Tier 3
Advanced Full Plate Armor

Base Thresholds: 15 / 35

Base Score: 6

Very Heavy:

−2 to Evasion; −1 to Agility

Core
Armor — Tier 3
Advanced Gambeson Armor

Base Thresholds: 9 / 23

Base Score: 5

Flexible:

+1 to Evasion

Core
Armor — Tier 3
Advanced Leather Armor

Base Thresholds: 11 / 27

Base Score: 5

Core
Armor — Tier 3
Bellamoi Fine Armor

Base Thresholds: 11 / 27

Base Score: 5

Gilded:

+1 to Presence

Core
Armor — Tier 3
Bladefare Armor

Base Thresholds: 16 / 39

Base Score: 6

Physical:

You can’t mark an Armor Slot to reduce magic damage.

Core
Armor — Tier 3
Dragonscale Armor

Base Thresholds: 11 / 27

Base Score: 5

Impenetrable:

Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.

Core
Armor — Tier 3
Monett’s Cloak

Base Thresholds: 16 / 39

Base Score: 6

Magic:

You can’t mark an Armor Slot to reduce physical damage.

Core
Armor — Tier 3
Runes of Fortification

Base Thresholds: 17 / 43

Base Score: 6

Painful:

Each time you mark an Armor Slot, you must mark a Stress.

Core
Armor — Tier 3
Spiked Plate Armor

Base Thresholds: 10 / 25

Base Score: 5

Sharp:

On a successful attack against a target within Meleerange, add a d4 to the damage roll.

Core
Armor — Tier 4
Channeling Armor

Base Thresholds: 13 / 36

Base Score: 5

Channeling:

+1 to Spellcast Rolls

Core
Armor — Tier 4
Dunamis Silkchain

Base Thresholds: 13 / 36

Base Score: 7

Timeslowing:

Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.

Core
Armor — Tier 4
Emberwoven Armor

Base Thresholds: 13 / 36

Base Score: 6

Burning:

When an adversary attacks you within Meleerange, they mark a Stress.

Core
Armor — Tier 4
Full Fortified Armor

Base Thresholds: 15 / 40

Base Score: 4

Fortified:

When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.

Core
Armor — Tier 4
Legendary Chainmail Armor

Base Thresholds: 15 / 40

Base Score: 7

Heavy:

−1 to Evasion

Core
Armor — Tier 4
Legendary Full Plate Armor

Base Thresholds: 17 / 44

Base Score: 7

Very Heavy:

−2 to Evasion; −1 to Agility

Core
Armor — Tier 4
Legendary Gambeson Armor

Base Thresholds: 11 / 32

Base Score: 6

Flexible:

+1 to Evasion

Core
Armor — Tier 4
Legendary Leather Armor

Base Thresholds: 13 / 36

Base Score: 6

Core
Armor — Tier 4
Savior Chainmail

Base Thresholds: 18 / 48

Base Score: 8

Difficult:

−1 to all character traits and Evasion

Core
Armor — Tier 4
Veritas Opal Armor

Base Thresholds: 13 / 36

Base Score: 6

Truthseeking:

This armor glows when another creature within Closerange tells a lie.

Core

Primary Weapon — Magic

Primary Weapon — Magic — Tier 1
Arcane Gauntlets

Trait: Strength

Range: Melee

Damage: d10 + 3 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Dualstaff

Trait: Instinct

Range: Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Boomerang

Trait: Instinct

Range: Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Broomstick

Trait: Instinct

Range: Very Close

Damage: d10 + 2 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Forge Lighter

Trait: Instinct

Range: Close

Damage: d8 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Hammer

Trait: Strength

Range: Melee

Damage: d10 + 1 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Kite

Trait: Presence

Range: Far

Damage: d6 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Presence, Melee, d8.

Core
Primary Weapon — Magic — Tier 1
Enchanted Mop

Trait: Strength

Range: Melee

Damage: d10 + 3 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Enchanted Scissors

Trait: Finesse

Range: Very Close

Damage: d10 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Exploding Potions

Trait: Finesse

Range: Close

Damage: d8 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Glowing Rings

Trait: Agility

Range: Very Close

Damage: d10 + 2 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 1
Greatstaff

Trait: Knowledge

Range: Very Far

Damage: d6 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 1
Hallowed Axe

Trait: Strength

Range: Melee

Damage: d8 + 1 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Hand Runes

Trait: Instinct

Range: Very Close

Damage: d10 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Returning Blade

Trait: Finesse

Range: Close

Damage: d8 — Magical

Burden: One-Handed

Returning:

When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Core
Primary Weapon — Magic — Tier 1
Scepter

Trait: Presence

Range: Far

Damage: d6 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Presence, Melee, d8.

Core
Primary Weapon — Magic — Tier 1
Shortstaff

Trait: Instinct

Range: Close

Damage: d8 + 1 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Sparkling Staff

Trait: Knowledge

Range: Very Far

Damage: d6 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and discard the lowest result.

Core
Primary Weapon — Magic — Tier 1
Wand

Trait: Knowledge

Range: Far

Damage: d6 + 1 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 1
Whisk Wand

Trait: Knowledge

Range: Far

Damage: d6 + 1 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 2
Casting Sword

Trait: Strength

Range: Melee

Damage: d10 + 4 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Knowledge, Far, d6+3.

Core
Primary Weapon — Magic — Tier 2
Devouring Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Magical

Burden: One-Handed

Scary:

On a successful attack, the target must mark a Stress.

Core
Primary Weapon — Magic — Tier 2
Ego Blade

Trait: Agility

Range: Melee

Damage: d12 + 4 — Magical

Burden: One-Handed

Pompous:

You must have a Presence of 0 or lower to use this weapon.

Core
Primary Weapon — Magic — Tier 2
Elder Bow

Trait: Instinct

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 2
Hammer of Exota

Trait: Instinct

Range: Melee

Damage: d8 + 6 — Magical

Burden: Two-Handed

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.

Core
Primary Weapon — Magic — Tier 2
Improved Arcane Gauntlets

Trait: Strength

Range: Melee

Damage: d10 + 6 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Dualstaff

Trait: Instinct

Range: Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Glowing Rings

Trait: Agility

Range: Very Close

Damage: d10 + 5 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Greatstaff

Trait: Knowledge

Range: Very Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 2
Improved Hallowed Axe

Trait: Strength

Range: Melee

Damage: d8 + 4 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Hand Runes

Trait: Instinct

Range: Very Close

Damage: d10 + 3 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Returning Blade

Trait: Finesse

Range: Close

Damage: d8 + 3 — Magical

Burden: One-Handed

Returning:

When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Core
Primary Weapon — Magic — Tier 2
Improved Scepter

Trait: Presence

Range: Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Presence, Melee, d8+3.

Core
Primary Weapon — Magic — Tier 2
Improved Shortstaff

Trait: Instinct

Range: Close

Damage: d8 + 4 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 2
Improved Wand

Trait: Knowledge

Range: Far

Damage: d6 + 4 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 2
Keeper’s Staff

Trait: Knowledge

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Magic — Tier 2
Scepter of Elias

Trait: Presence

Range: Far

Damage: d6 + 3 — Magical

Burden: One-Handed

Invigorating:

On a successful attack, roll a d4. On a result of 4, clear a Stress.

Core
Primary Weapon — Magic — Tier 2
Wand of Enthrallment

Trait: Presence

Range: Far

Damage: d6 + 4 — Magical

Burden: One-Handed

Persuasive:

Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.

Core
Primary Weapon — Magic — Tier 2
Yutari Bloodbow

Trait: Finesse

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Brutal:

When you roll the maximum value on a damage die, roll an additional damage die.

Core
Primary Weapon — Magic — Tier 3
Advanced Arcane Gauntlets

Trait: Strength

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Dualstaff

Trait: Instinct

Range: Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Glowing Rings

Trait: Agility

Range: Very Close

Damage: d10 + 8 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Greatstaff

Trait: Knowledge

Range: Very Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 3
Advanced Hallowed Axe

Trait: Strength

Range: Melee

Damage: d8 + 7 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Hand Runes

Trait: Instinct

Range: Very Close

Damage: d10 + 6 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Returning Blade

Trait: Finesse

Range: Close

Damage: d8 + 6 — Magical

Burden: One-Handed

Returning:

When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Core
Primary Weapon — Magic — Tier 3
Advanced Scepter

Trait: Presence

Range: Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Presence, Melee, d8+4.

Core
Primary Weapon — Magic — Tier 3
Advanced Shortstaff

Trait: Instinct

Range: Close

Damage: d8 + 7 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 3
Advanced Wand

Trait: Knowledge

Range: Far

Damage: d6 + 7 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 3
Axe of Fortunis

Trait: Strength

Range: Melee

Damage: d10 + 8 — Magical

Burden: Two-Handed

Lucky:

On a failed attack, you can mark a Stress to reroll your attack.

Core
Primary Weapon — Magic — Tier 3
Blessed Anlace

Trait: Instinct

Range: Melee

Damage: d10 + 6 — Magical

Burden: One-Handed

Healing:

During downtime, automatically clear a Hit Point.

Core
Primary Weapon — Magic — Tier 3
Firestaff

Trait: Instinct

Range: Far

Damage: d6 + 7 — Magical

Burden: Two-Handed

Burning:

When you roll a 6 on a damage die, the target must mark a Stress.

Core
Primary Weapon — Magic — Tier 3
Ghostblade

Trait: Presence

Range: Melee

Damage: d10 + 7 — Any

Burden: One-Handed

Otherworldly:

On a successful attack, you can deal physical or magic damage.

Core
Primary Weapon — Magic — Tier 3
Gilded Bow

Trait: Finesse

Range: Far

Damage: d6 + 7 — Magical

Burden: Two-Handed

Self-Correcting:

When you roll a 1 on a damage die, it deals 6 damage instead.

Core
Primary Weapon — Magic — Tier 3
Ilmari’s Rifle

Trait: Finesse

Range: Very Far

Damage: d6 + 6 — Magical

Burden: One-Handed

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.

Core
Primary Weapon — Magic — Tier 3
Mage Orb

Trait: Knowledge

Range: Far

Damage: d6 + 7 — Magical

Burden: One-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 3
Runes of Ruination

Trait: Knowledge

Range: Very Close

Damage: d20 + 4 — Magical

Burden: One-Handed

Painful:

Each time you make a successful attack, you must mark a Stress.

Core
Primary Weapon — Magic — Tier 3
Widogast Pendant

Trait: Knowledge

Range: Close

Damage: d10 + 5 — Magical

Burden: One-Handed

Timebending:

You choose the target of your attack after making your attack roll.

Core
Primary Weapon — Magic — Tier 4
Bloodstaff

Trait: Instinct

Range: Far

Damage: d20 + 7 — Magical

Burden: Two-Handed

Painful:

Each time you make a successful attack, you must mark a Stress.

Core
Primary Weapon — Magic — Tier 4
Floating Bladeshards

Trait: Instinct

Range: Close

Damage: d8 + 9 — Magical

Burden: One-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 4
Fusion Gloves

Trait: Knowledge

Range: Very Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Bonded:

Gain a bonus to your damage rolls equal to your level.

Core
Primary Weapon — Magic — Tier 4
Legendary Arcane Gauntlets

Trait: Strength

Range: Melee

Damage: d10 + 12 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Dualstaff

Trait: Instinct

Range: Far

Damage: d8 + 12 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Glowing Rings

Trait: Agility

Range: Very Close

Damage: d10 + 11 — Magical

Burden: Two-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Greatstaff

Trait: Knowledge

Range: Very Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Magic — Tier 4
Legendary Hallowed Axe

Trait: Strength

Range: Melee

Damage: d8 + 10 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Hand Runes

Trait: Instinct

Range: Very Close

Damage: d10 + 9 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Returning Blade

Trait: Finesse

Range: Close

Damage: d8 + 9 — Magical

Burden: One-Handed

Returning:

When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Core
Primary Weapon — Magic — Tier 4
Legendary Scepter

Trait: Presence

Range: Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Presence, Melee, d8+6.

Core
Primary Weapon — Magic — Tier 4
Legendary Shortstaff

Trait: Instinct

Range: Close

Damage: d8 + 10 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 4
Legendary Wand

Trait: Knowledge

Range: Far

Damage: d6 + 10 — Magical

Burden: One-Handed

Core
Primary Weapon — Magic — Tier 4
Magus Revolver

Trait: Finesse

Range: Very Far

Damage: d6 + 13 — Magical

Burden: One-Handed

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.

Core
Primary Weapon — Magic — Tier 4
Midas Scythe

Trait: Knowledge

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Greedy:

Spend a handful of gold to gain a +1 bonus to your Proficiencyon a damage roll.

Core
Primary Weapon — Magic — Tier 4
Siphoning Gauntlets

Trait: Presence

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Lifestealing:

On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.

Core
Primary Weapon — Magic — Tier 4
Sword of Light & Flame

Trait: Strength

Range: Melee

Damage: d10 + 11 — Magical

Burden: Two-Handed

Hot:

This weapon cuts through solid material.

Core
Primary Weapon — Magic — Tier 4
Thistlebow

Trait: Instinct

Range: Far

Damage: d6 + 13 — Magical

Burden: Two-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Magic — Tier 4
Wand of Essek

Trait: Knowledge

Range: Far

Damage: d8 + 13 — Magical

Burden: One-Handed

Timebending:

You can choose the target of your attack after making your attack roll.

Core

Primary Weapon — Physical

Primary Weapon — Physical — Tier 1
Battleaxe

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Broadsword

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 1
Butcher’s Axe

Trait: Strength

Range: Melee

Damage: d12 + 3 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Primary Weapon — Physical — Tier 1
Cleaver

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 1
Cooking Knife

Trait: Finesse

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Crop Scythe

Trait: Finesse

Range: Very Close

Damage: d8 + 2 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Cutlass

Trait: Presence

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Firework Launcher

Trait: Agility

Range: Very Far

Damage: d6 + 3 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 1
Fishing Rod

Trait: Agility

Range: Far

Damage: d6 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Forge Poker

Trait: Strength

Range: Very Close

Damage: d8 + 2 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Greatsword

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Massive:

−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 1
Halberd

Trait: Strength

Range: Very Close

Damage: d10 + 2 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 1
Iron Skillet

Trait: Strength

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Longbow

Trait: Agility

Range: Very Far

Damage: d8 + 3 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 1
Longsword

Trait: Agility

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Mace

Trait: Strength

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Pitchfork

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Quarterstaff

Trait: Instinct

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Rapier

Trait: Presence

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 1
Revolver

Trait: Finesse

Range: Far

Damage: d8 + 1 — Physical

Burden: One-Handed

Six Shot:

Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.

Core
Primary Weapon — Physical — Tier 1
Rifle

Trait: Agility

Range: Very Far

Damage: d8 + 2 — Physical

Burden: Two-Handed

Sightline:

Spend 2 Hope to gain advantage on an attack roll.

Core
Primary Weapon — Physical — Tier 1
Rolling Pin

Trait: Presence

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 1
Sharpened Rake

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Shortbow

Trait: Agility

Range: Far

Damage: d6 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Shotgun

Trait: Strength

Range: Very Close

Damage: d6 + 2 — Physical

Burden: Two-Handed

Scattershot:

When you make an attack, target all creatures in front of you within range.

Core
Primary Weapon — Physical — Tier 1
Sickle

Trait: Presence

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 1
Sledgehammer

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Massive:

−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 1
Slingshot

Trait: Finesse

Range: Far

Damage: d6 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Spear

Trait: Finesse

Range: Very Close

Damage: d8 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Walking Staff

Trait: Instinct

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 1
Warhammer

Trait: Strength

Range: Melee

Damage: d12 + 3 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Primary Weapon — Physical — Tier 2
Bladed Whip

Trait: Agility

Range: Very Close

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 2
Blunderbuss

Trait: Finesse

Range: Close

Damage: d8 + 6 — Physical

Burden: Two-Handed

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.

Core
Primary Weapon — Physical — Tier 2
Finehair Bow

Trait: Agility

Range: Very Far

Damage: d6 + 5 — Physical

Burden: Two-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 2
Gilded Falchion

Trait: Strength

Range: Melee

Damage: d10 + 4 — Physical

Burden: One-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 2
Greatbow

Trait: Strength

Range: Far

Damage: d6 + 6 — Physical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 2
Improved Battleaxe

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Broadsword

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 2
Improved Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 4 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Cutlass

Trait: Presence

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Greatsword

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Massive:

−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 2
Improved Halberd

Trait: Strength

Range: Very Close

Damage: d10 + 5 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 2
Improved Longbow

Trait: Agility

Range: Very Far

Damage: d8 + 6 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 2
Improved Longsword

Trait: Agility

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Mace

Trait: Strength

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Quarterstaff

Trait: Instinct

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Rapier

Trait: Presence

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 2
Improved Shortbow

Trait: Agility

Range: Far

Damage: d6 + 6 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Spear

Trait: Finesse

Range: Very Close

Damage: d8 + 6 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 2
Improved Warhammer

Trait: Strength

Range: Melee

Damage: d12 + 6 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Primary Weapon — Physical — Tier 2
Knuckle Blades

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Brutal:

When you roll the maximum value on a damage die, roll an additional damage die.

Core
Primary Weapon — Physical — Tier 2
Revolver

Trait: Finesse

Range: Far

Damage: d8 + 4 — Physical

Burden: One-Handed

Six Shot:

Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.

Core
Primary Weapon — Physical — Tier 2
Rifle

Trait: Agility

Range: Very Far

Damage: d8 + 5 — Physical

Burden: Two-Handed

Sightline:

Spend 2 Hope to gain advantage on an attack roll.

Core
Primary Weapon — Physical — Tier 2
Shotgun

Trait: Strength

Range: Very Close

Damage: d6 + 5 — Physical

Burden: Two-Handed

Scattershot:

When you make an attack, target all creatures in front of you within range.

Core
Primary Weapon — Physical — Tier 2
Steelforged Halberd

Trait: Strength

Range: Very Close

Damage: d8 + 4 — Physical

Burden: Two-Handed

Scary:

On a successful attack, the target must mark a Stress.

Core
Primary Weapon — Physical — Tier 2
Urok Broadsword

Trait: Finesse

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Deadly:

When you deal Severe damage, the target must mark an additional HP.

Core
Primary Weapon — Physical — Tier 2
War Scythe

Trait: Finesse

Range: Very Close

Damage: d8 + 5 — Physical

Burden: Two-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 3
Advanced Battleaxe

Trait: Strength

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Broadsword

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 3
Advanced Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 7 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Cutlass

Trait: Presence

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Greatsword

Trait: Strength

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Massive:

−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 3
Advanced Halberd

Trait: Strength

Range: Very Close

Damage: d10 + 8 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 3
Advanced Longbow

Trait: Agility

Range: Very Far

Damage: d8 + 9 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 3
Advanced Longsword

Trait: Agility

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Mace

Trait: Strength

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Quarterstaff

Trait: Instinct

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Rapier

Trait: Presence

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 3
Advanced Shortbow

Trait: Agility

Range: Far

Damage: d6 + 9 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Spear

Trait: Finesse

Range: Very Close

Damage: d8 + 9 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 3
Advanced Warhammer

Trait: Strength

Range: Melee

Damage: d12 + 9 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Primary Weapon — Physical — Tier 3
Black Powder Revolver

Trait: Finesse

Range: Far

Damage: d6 + 8 — Physical

Burden: One-Handed

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.

Core
Primary Weapon — Physical — Tier 3
Bravesword

Trait: Strength

Range: Melee

Damage: d12 + 7 — Physical

Burden: Two-Handed

Brave:

−1 to Evasion; +3 to Severe damage threshold

Core
Primary Weapon — Physical — Tier 3
Double Flail

Trait: Agility

Range: Very Close

Damage: d10 + 8 — Physical

Burden: Two-Handed

Powerful:

On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 3
Flickerfly Blade

Trait: Agility

Range: Melee

Damage: d8 + 5 — Physical

Burden: One-Handed

Sharpwing:

Gain a bonus to your damage rolls equal to your Agility.

Core
Primary Weapon — Physical — Tier 3
Hammer of Wrath

Trait: Strength

Range: Melee

Damage: d10 + 7 — Physical

Burden: Two-Handed

Devastating:

Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.

Core
Primary Weapon — Physical — Tier 3
Labrys Axe

Trait: Strength

Range: Melee

Damage: d10 + 7 — Physical

Burden: Two-Handed

Protective:

+1 to Armor Score

Core
Primary Weapon — Physical — Tier 3
Meridian Cutlass

Trait: Presence

Range: Melee

Damage: d10 + 5 — Physical

Burden: One-Handed

Dueling:

When there are no other creatures within Closerange of the target, gain advantageon your attack roll against them.

Core
Primary Weapon — Physical — Tier 3
Retractable Saber

Trait: Presence

Range: Melee

Damage: d10 + 7 — Physical

Burden: One-Handed

Retractable:

The blade can be hidden in the hilt to avoid detection.

Core
Primary Weapon — Physical — Tier 3
Revolver

Trait: Finesse

Range: Far

Damage: d8 + 7 — Physical

Burden: One-Handed

Six Shot:

Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.

Core
Primary Weapon — Physical — Tier 3
Rifle

Trait: Agility

Range: Very Far

Damage: d8 + 8 — Physical

Burden: Two-Handed

Sightline:

Spend 2 Hope to gain advantage on an attack roll.

Core
Primary Weapon — Physical — Tier 3
Shotgun

Trait: Strength

Range: Very Close

Damage: d6 + 8 — Physical

Burden: Two-Handed

Scattershot:

When you make an attack, target all creatures in front of you within range.

Core
Primary Weapon — Physical — Tier 3
Spiked Bow

Trait: Agility

Range: Very Far

Damage: d6 + 7 — Physical

Burden: Two-Handed

Versatile:

This weapon can also be used with these statistics—Agility, Melee, d10+5.

Core
Primary Weapon — Physical — Tier 3
Talon Blades

Trait: Finesse

Range: Close

Damage: d10 + 7 — Physical

Burden: Two-Handed

Brutal:

When you roll the maximum value on a damage die, roll an additional damage die.

Core
Primary Weapon — Physical — Tier 4
Aantari Bow

Trait: Finesse

Range: Far

Damage: d6 + 11 — Physical

Burden: Two-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 4
Curved Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Serrated:

When you roll a 1 on a damage die, it deals 8 damage instead.

Core
Primary Weapon — Physical — Tier 4
Dual-Ended Sword

Trait: Agility

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 4
Extended Polearm

Trait: Finesse

Range: Very Close

Damage: d8 + 10 — Physical

Burden: Two-Handed

Long:

This weapon’s attack targets all adversaries in a line within range.

Core
Primary Weapon — Physical — Tier 4
Hand Cannon

Trait: Finesse

Range: Very Far

Damage: d6 + 12 — Physical

Burden: One-Handed

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.

Core
Primary Weapon — Physical — Tier 4
Impact Gauntlet

Trait: Strength

Range: Melee

Damage: d10 + 11 — Physical

Burden: One-Handed

Concussive:

On a successful attack, you can spend a Hope to knock the target back to Far range.

Core
Primary Weapon — Physical — Tier 4
Legendary Battleaxe

Trait: Strength

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Broadsword

Trait: Agility

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Primary Weapon — Physical — Tier 4
Legendary Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 10 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Cutlass

Trait: Presence

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Greatsword

Trait: Strength

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Massive:

−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Core
Primary Weapon — Physical — Tier 4
Legendary Halberd

Trait: Strength

Range: Very Close

Damage: d10 + 11 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 4
Legendary Longbow

Trait: Agility

Range: Very Far

Damage: d8 + 12 — Physical

Burden: Two-Handed

Cumbersome:

−1 to Finesse

Core
Primary Weapon — Physical — Tier 4
Legendary Longsword

Trait: Agility

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Mace

Trait: Strength

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Quarterstaff

Trait: Instinct

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Rapier

Trait: Presence

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Primary Weapon — Physical — Tier 4
Legendary Shortbow

Trait: Agility

Range: Far

Damage: d6 + 12 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Spear

Trait: Finesse

Range: Very Close

Damage: d8 + 12 — Physical

Burden: Two-Handed

Core
Primary Weapon — Physical — Tier 4
Legendary Warhammer

Trait: Strength

Range: Melee

Damage: d12 + 12 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Primary Weapon — Physical — Tier 4
Revolver

Trait: Finesse

Range: Far

Damage: d8 + 10 — Physical

Burden: One-Handed

Six Shot:

Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.

Core
Primary Weapon — Physical — Tier 4
Ricochet Axes

Trait: Agility

Range: Far

Damage: d6 + 11 — Physical

Burden: Two-Handed

Bouncing:

Mark 1 or more Stress to hit that many targets in range of the attack.

Core
Primary Weapon — Physical — Tier 4
Rifle

Trait: Agility

Range: Very Far

Damage: d8 + 11 — Physical

Burden: Two-Handed

Sightline:

Spend 2 Hope to gain advantage on an attack roll.

Core
Primary Weapon — Physical — Tier 4
Shotgun

Trait: Strength

Range: Very Close

Damage: d6 + 11 — Physical

Burden: Two-Handed

Scattershot:

When you make an attack, target all creatures in front of you within range.

Core
Primary Weapon — Physical — Tier 4
Sledge Axe

Trait: Strength

Range: Melee

Damage: d12 + 13 — Physical

Burden: Two-Handed

Destructive:

−1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.

Core
Primary Weapon — Physical — Tier 4
Swinging Ropeblade

Trait: Presence

Range: Close

Damage: d8 + 9 — Physical

Burden: Two-Handed

Grappling:

On a successful attack, you can spend a Hope to Restrain the target or pull them into Meleerange with you.

Core

Secondary Weapon — Physical

Secondary Weapon — Physical — Tier 1
Lasso

Trait: Agility

Range: Very Close

Damage: d4 — Physical

Burden: One-Handed

Roped:

On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Core
Secondary Weapon — Physical — Tier 1
Small Revolver

Trait: Finesse

Range: Far

Damage: d6 — Physical

Burden: One-Handed

Quick Shot:

Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Core
Secondary Weapon — Physical — Tier 2
Lasso

Trait: Agility

Range: Very Close

Damage: d4 + 3 — Physical

Burden: One-Handed

Roped:

On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Core
Secondary Weapon — Physical — Tier 2
Small Revolver

Trait: Finesse

Range: Far

Damage: d6 + 3 — Physical

Burden: One-Handed

Quick Shot:

Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Core
Secondary Weapon — Physical — Tier 3
Lasso

Trait: Agility

Range: Very Close

Damage: d4 + 6 — Physical

Burden: One-Handed

Roped:

On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Core
Secondary Weapon — Physical — Tier 3
Small Revolver

Trait: Finesse

Range: Far

Damage: d6 + 6 — Physical

Burden: One-Handed

Quick Shot:

Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Core
Secondary Weapon — Physical — Tier 4
Lasso

Trait: Agility

Range: Very Close

Damage: d4 + 9 — Physical

Burden: One-Handed

Roped:

On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Core
Secondary Weapon — Physical — Tier 4
Small Revolver

Trait: Finesse

Range: Far

Damage: d6 + 9 — Physical

Burden: One-Handed

Quick Shot:

Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Core

Secondary Weapon

Secondary Weapon — Tier 1
Barrel Lid Shield

Trait: Strength

Range: Melee

Damage: d4 — Physical

Burden: One-Handed

Protective:

+1 to Armor Score

Core
Secondary Weapon — Tier 1
Festival Whip

Trait: Presence

Range: Very Close

Damage: d6 — Physical

Burden: One-Handed

Startling:

Mark a Stress to crack the whip and force all adversaries within Melee range back to Closerange.

Core
Secondary Weapon — Tier 1
Flare Launcher

Trait: Finesse

Range: Far

Damage: d6 + 1 — Physical

Burden: One-Handed

Bright:

This weapon temporarily lights up the area the flare lands in.

Core
Secondary Weapon — Tier 1
Grappler

Trait: Finesse

Range: Close

Damage: d6 — Physical

Burden: One-Handed

Hooked:

On a successful attack, you can pull the target into Meleerange.

Core
Secondary Weapon — Tier 1
Hand Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 1 — Physical

Burden: One-Handed

Core
Secondary Weapon — Tier 1
Large Fork

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired:

+2 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 1
Paring Knife

Trait: Finesse

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired:

+2 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 1
Round Shield

Trait: Strength

Range: Melee

Damage: d4 — Physical

Burden: One-Handed

Protective:

+1 to Armor Score

Core
Secondary Weapon — Tier 1
Shortsword

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired:

+2 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 1
Small Dagger

Trait: Finesse

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired:

+2 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 1
Table Shield

Trait: Strength

Range: Melee

Damage: d6 — Physical

Burden: One-Handed

Barrier:

+2 to Armor Score; −1 to Evasion

Core
Secondary Weapon — Tier 1
Tower Shield

Trait: Strength

Range: Melee

Damage: d6 — Physical

Burden: One-Handed

Barrier:

+2 to Armor Score; −1 to Evasion

Core
Secondary Weapon — Tier 1
Towline Hook

Trait: Finesse

Range: Close

Damage: d6 — Physical

Burden: One-Handed

Hooked:

On a successful attack, you can pull the target into Meleerange.

Core
Secondary Weapon — Tier 1
Whip

Trait: Presence

Range: Very Close

Damage: d6 — Physical

Burden: One-Handed

Startling:

Mark a Stress to crack the whip and force all adversaries within Melee range back to Closerange.

Core
Secondary Weapon — Tier 2
Improved Grappler

Trait: Finesse

Range: Close

Damage: d6 + 2 — Physical

Burden: One-Handed

Hooked:

On a successful attack, you can pull the target into Meleerange.

Core
Secondary Weapon — Tier 2
Improved Hand Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 3 — Physical

Burden: One-Handed

Core
Secondary Weapon — Tier 2
Improved Round Shield

Trait: Strength

Range: Melee

Damage: d4 + 2 — Physical

Burden: One-Handed

Protective:

+2 to Armor Score

Core
Secondary Weapon — Tier 2
Improved Shortsword

Trait: Agility

Range: Melee

Damage: d8 + 2 — Physical

Burden: One-Handed

Paired:

+3 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 2
Improved Small Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 2 — Physical

Burden: One-Handed

Paired:

+3 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 2
Improved Tower Shield

Trait: Strength

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

Barrier:

+3 to Armor Score; −1 to Evasion

Core
Secondary Weapon — Tier 2
Improved Whip

Trait: Presence

Range: Very Close

Damage: d6 + 2 — Physical

Burden: One-Handed

Startling:

Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Core
Secondary Weapon — Tier 2
Parrying Dagger

Trait: Finesse

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

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.

Core
Secondary Weapon — Tier 2
Returning Axe

Trait: Agility

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Returning:

When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Core
Secondary Weapon — Tier 2
Spiked Shield

Trait: Strength

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

Double Duty:

+1 to Armor Score; +1 to primary weapon damage within Melee range

Core
Secondary Weapon — Tier 3
Advanced Grappler

Trait: Finesse

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Hooked:

On a successful attack, you can pull the target into Meleerange.

Core
Secondary Weapon — Tier 3
Advanced Hand Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 5 — Physical

Burden: One-Handed

Core
Secondary Weapon — Tier 3
Advanced Round Shield

Trait: Strength

Range: Melee

Damage: d4 + 4 — Physical

Burden: One-Handed

Protective:

+3 to Armor Score

Core
Secondary Weapon — Tier 3
Advanced Shortsword

Trait: Agility

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Paired:

+4 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 3
Advanced Small Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Paired:

+4 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 3
Advanced Tower Shield

Trait: Strength

Range: Melee

Damage: d6 + 4 — Physical

Burden: One-Handed

Barrier:

+4 to Armor Score; −1 to Evasion

Core
Secondary Weapon — Tier 3
Advanced Whip

Trait: Presence

Range: Very Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Startling:

Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Core
Secondary Weapon — Tier 3
Buckler

Trait: Agility

Range: Melee

Damage: d4 + 4 — Physical

Burden: One-Handed

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.

Core
Secondary Weapon — Tier 3
Hand Sling

Trait: Finesse

Range: Very Far

Damage: d6 + 4 — Physical

Burden: One-Handed

Versatile:

This weapon can also be used with these statistics—Finesse, Close, d8+4.

Core
Secondary Weapon — Tier 3
Powered Gauntlet

Trait: Knowledge

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Charged:

Mark a Stress to gain a +1 bonus to your Proficiencyon a primary weapon attack.

Core
Secondary Weapon — Tier 4
Braveshield

Trait: Agility

Range: Melee

Damage: d4 + 6 — Physical

Burden: One-Handed

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.

Core
Secondary Weapon — Tier 4
Knuckle Claws

Trait: Strength

Range: Melee

Damage: d6 + 8 — Physical

Burden: One-Handed

Doubled Up:

When you make an attack with your primary weapon, you can deal damage to another target within Melee range.

Core
Secondary Weapon — Tier 4
Legendary Grappler

Trait: Finesse

Range: Close

Damage: d6 + 6 — Physical

Burden: One-Handed

Hooked:

On a successful attack, you can pull the target into Meleerange.

Core
Secondary Weapon — Tier 4
Legendary Hand Crossbow

Trait: Finesse

Range: Far

Damage: d6 + 7 — Physical

Burden: One-Handed

Core
Secondary Weapon — Tier 4
Legendary Round Shield

Trait: Strength

Range: Melee

Damage: d4 + 6 — Physical

Burden: One-Handed

Protective:

+4 to Armor Score

Core
Secondary Weapon — Tier 4
Legendary Shortsword

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Paired:

+5 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 4
Legendary Small Dagger

Trait: Finesse

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Paired:

+5 to primary weapon damage to targets within Melee range

Core
Secondary Weapon — Tier 4
Legendary Tower Shield

Trait: Strength

Range: Melee

Damage: d6 + 6 — Physical

Burden: One-Handed

Barrier:

+5 to Armor Score; −1 to Evasion.

Core
Secondary Weapon — Tier 4
Legendary Whip

Trait: Presence

Range: Very Close

Damage: d6 + 6 — Physical

Burden: One-Handed

Startling:

Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Core
Secondary Weapon — Tier 4
Primer Shard

Trait: Instinct

Range: Very Close

Damage: d4 — Physical

Burden: One-Handed

Locked On:

On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

Core

Consumable

Consumable
Acidpaste

Uses: 1

Core
Consumable
Armor Stitcher

Uses: 1

Core
Consumable
Attune Potion

Uses: 1

Core
Consumable
Blinding Orb

Uses: 1

Core
Consumable
Blood of the Yorgi

Uses: 1

Core
Consumable
Bolster Potion

Uses: 1

Core
Consumable
Bonding Honey

Uses: 1

Core
Consumable
Bridge Seed

Uses: 1

Core
Consumable
Channelstone

Uses: 1

Core
Consumable
Charm Potion

Uses: 1

Core
Consumable
Circle of the Void

Uses: 1

Core
Consumable
Control Potion

Uses: 1

Core
Consumable
Death Tea

Uses: 1

Core
Consumable
Dragonbloom Tea

Uses: 1

Core
Consumable
Dripfang Poison

Uses: 1

Core
Consumable
Dynamite

Uses: 1

Core
Consumable
Enlighten Potion

Uses: 1

Core
Consumable
Feast of Xuria

Uses: 1

Core
Consumable
Featherbone

Uses: 1

Core
Consumable
Gill Salve

Uses: 1

Core
Consumable
Grindletooth Venom

Uses: 1

Core
Consumable
Growing Potion

Uses: 1

Core
Consumable
Health Potion

Uses: 1

Core
Consumable
Homet’s Secret Potion

Uses: 1

Core
Consumable
Hopehold Flare

Uses: 1

Core
Consumable
Hotspot

Uses: 1

Core
Consumable
Improved Arcane Shard

Uses: 1

Core
Consumable
Improved Grindletooth Venom

Uses: 1

Core
Consumable
Jar of Lost Voices

Uses: 1

Core
Consumable
Jumping Root

Uses: 1

Core
Consumable
Knowledge Stone

Uses: 1

Core
Consumable
Major Arcane Shard

Uses: 1

Core
Consumable
Major Attune Potion

Uses: 1

Core
Consumable
Major Bolster Potion

Uses: 1

Core
Consumable
Major Charm Potion

Uses: 1

Core
Consumable
Major Control Potion

Uses: 1

Core
Consumable
Major Enlighten Potion

Uses: 1

Core
Consumable
Major Health Potion

Uses: 1

Core
Consumable
Major Stamina Potion

Uses: 1

Core
Consumable
Major Stride Potion

Uses: 1

Core
Consumable
Minor Health Potion

Uses: 1

Core
Consumable
Minor Stamina Potion

Uses: 1

Core
Consumable
Mirror of Marigold

Uses: 1

Core
Consumable
Morphing Clay

Uses: 1

Core
Consumable
Mythic Dust

Uses: 1

Core
Consumable
Ogre Musk

Uses: 1

Core
Consumable
Potion of Stability

Uses: 1

Core
Consumable
Redthorn Saliva

Uses: 1

Core
Consumable
Replication Parchment

Uses: 1

Core
Consumable
Shrinking Potion

Uses: 1

Core
Consumable
Sleeping Sap

Uses: 1

Core
Consumable
Snap Powder

Uses: 1

Core
Consumable
Stamina Potion

Uses: 1

Core
Consumable
Stardrop

Uses: 1

Core
Consumable
Stride Potion

Uses: 1

Core
Consumable
Sun Tree Sap

Uses: 1

Core
Consumable
Sweet Moss

Uses: 1

Core
Consumable
Unstable Arcane Shard

Uses: 1

Core
Consumable
Varik Leaves

Uses: 1

Core
Consumable
Vial of Darksmoke

Uses: 1

Core
Consumable
Vial of Moondrip

Uses: 1

Core
Consumable
Wingsprout

Uses: 1

Core

Combat Wheelchair — Arcane Frame Model

Combat Wheelchair — Arcane Frame Model — Tier 1
Arcane-Frame Wheelchair

Trait: Spellcast

Range: Far

Damage: d6 — Magical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Combat Wheelchair — Arcane Frame Model — Tier 2
Improved Arcane-Frame Wheelchair

Trait: Spellcast

Range: Far

Damage: d6 + 3 — Magical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Combat Wheelchair — Arcane Frame Model — Tier 3
Advanced Arcane-Frame Wheelchair

Trait: Spellcast

Range: Far

Damage: d6 + 6 — Magical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core
Combat Wheelchair — Arcane Frame Model — Tier 4
Legendary Arcane-Frame Wheelchair

Trait: Spellcast

Range: Far

Damage: d6 + 9 — Magical

Burden: One-Handed

Reliable:

+1 to attack rolls

Core

Combat Wheelchair — Heavy Frame Model

Combat Wheelchair — Heavy Frame Model — Tier 1
Heavy-Frame Wheelchair

Trait: Strength

Range: Melee

Damage: d12 + 3 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Combat Wheelchair — Heavy Frame Model — Tier 2
Improved Heavy-Frame Wheelchair

Trait: Strength

Range: Melee

Damage: d12 + 6 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Combat Wheelchair — Heavy Frame Model — Tier 3
Advanced Heavy-Frame Wheelchair

Trait: Strength

Range: Melee

Damage: d12 + 9 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core
Combat Wheelchair — Heavy Frame Model — Tier 4
Legendary Heavy-Frame Wheelchair

Trait: Strength

Range: Melee

Damage: d12 + 12 — Physical

Burden: Two-Handed

Heavy:

−1 to Evasion

Core

Combat Wheelchair — Light Frame Model

Combat Wheelchair — Light Frame Model — Tier 1
Light-Frame Wheelchair

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Combat Wheelchair — Light Frame Model — Tier 2
Improved Light-Frame Wheelchair

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Combat Wheelchair — Light Frame Model — Tier 3
Advanced Light-Frame Wheelchair

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core
Combat Wheelchair — Light Frame Model — Tier 4
Legendary Light-Frame Wheelchair

Trait: Agility

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Quick:

When you make an attack, you can mark a Stress to target another creature within range.

Core

Item

Item
Airblade Charm
Core
Item
Alistair’s Torch
Core
Item
Arcane Cloak
Core
Item
Arcane Prism
Core
Item
Attune Relic
Core
Item
Bag of Ficklesand
Core
Item
Belt of Unity
Core
Item
Blessed Branch
Core
Item
Bloodstone
Core
Item
Bolster Relic
Core
Item
Box of Many Goods
Core
Item
Calming Pendant
Core
Item
Charging Quiver
Core
Item
Charm Relic
Core
Item
Clay Companion
Core
Item
Companion Case
Core
Item
Control Relic
Core
Item
Corrector Sprite
Core
Item
Dual Flask
Core
Item
Elusive Amulet
Core
Item
Empty Chest
Core
Item
Enlighten Relic
Core
Item
Fire Jar
Core
Item
Flickerfly Pendant
Core
Item
Gecko Gloves
Core
Item
Gem of Alacrity
Core
Item
Gem of Audacity
Core
Item
Gem of Insight
Core
Item
Gem of Might
Core
Item
Gem of Precision
Core
Item
Gem of Sagacity
Core
Item
Glamour Stone
Core
Item
Glider
Core
Item
Greatstone
Core
Item
Homing Compasses
Core
Item
Honing Relic
Core
Item
Hopekeeper Locket
Core
Item
Infinite Bag
Core
Item
Lakestrider Boots
Core
Item
Lorekeeper
Core
Item
Manacles
Core
Item
Minor Health Potion Recipe
Core
Item
Minor Stamina Potion Recipe
Core
Item
Mythic Dust Recipe
Core
Item
Network Tether
Core
Item
Paragon’s Chain
Core
Item
Phoenix Feather
Core
Item
Piercing Arrows
Core
Item
Piper Whistle
Core
Item
Portal Seed
Core
Item
Premium Bedroll
Core
Item
Ring of Resistance
Core
Item
Ring of Silence
Core
Item
Ring of Unbreakable Resolve
Core
Item
Shard of Memory
Core
Item
Skeleton Key
Core
Item
Speaking Orbs
Core
Item
Stride Relic
Core
Item
Suspended Rod
Core
Item
Valorstone
Core
Item
Vial of Darksmoke Recipe
Core
Item
Woven Net
Core

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