S Equipment

EQUIPMENT

In SEED, gear comes in many flavors: weapons, implements, armors, shields, accessories, and charms, each of which provided different, specific types of bonuses in combat. In order to gain the benefits of a piece of gear, however it must be equipped. There's a limit to how much gear a character may have equipped, however. At most, a character may have one of each of the following (their 'Gear Slots'):
x1 Armor
x1 Shield
x1 Accessory
x1 Charm

Weapons and Implements function a little bit differently. Rather than begin limited, you can equip as many weapons or tools as you wish - but you can still only benefit from one of them at time, and take on the full weight of all those equipped. More specifics on how each type of gear functions is given under their headers.

Some types of gear has a weight cost/penalty. Weight (WGT) is added to a characters initiative roll, making them tend to act later in rounds, and is added to their Drive Gauge, which makes them capable of performing Overdrives less often.

WEAPONS

Weapons are the primary way that characters deal physical damage (all weapons deal physical damage), and are used with Techniques. As noted above, you can have as many weapons equipped as you like, but you can still one use one weapon at a time.

Each time you perform a Technique, select a single equipped weapon - the damage the technique deals is based on the weapons potency, and gains the benefits from the weapons specific properties. You can use different weapons from round to round, so certain players might find it useful to have more than a single type equipped, even if they can only be used one at a time.

After the weapon name, a type of momentum is listed in brackets. This is the type of momentum generated when performing a basic attack, or when an ability said to based the momentum on the weapon.

All weapons incur a weight penalty when equipped.

MELEE WEAPONS

Melee weapons are the simplest of the weapons. The can only perform techniques when used from the front row, and against targets in the enemy front row. Melee weapons generally have better damage potential than firearms.

ONE HANDED

One handed weapons tend to be lighter than their counter parts, and roll a d6 for damage.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
Fist [Rush] 0WGT 1d4+2 Not really a weapon, but if you make an attack without having one equipped, you use this. It's not very good.
20 Staff [Launch] 2WGT 1d6+6 Gain +1MP on a hit, and if you cast a spell next round it's -1MP.
20 Dagger [Rush] 2WGT 1d6+6 Critical 20.
20 Baton [Rush] 2WGT 1d6+6 Accuracy 20.
20 Flail [Rush] 2WGT 1d6+6 +3 damage against targets whose turn marker is below yours.
25 Sword [Rush] 4WGT 1d6+8 +2 damage when you activate a combo. Momentum generated by this weapon is +1, as well.
25 Spear [Pin] 4WGT 1d6+8 +3 damage against targets whose turn marker is above yours.
25 Axe [Rush] 4WGT 1d6+8 +4 damage if you activated a Quick ability on this turn.
25 Mace [Launch] 4WGT 1d6+8 +4 damage if you didn't hit a target with a weapon last round.

TWO HANDED

Two handed weapons are heavier than their counter parts and roll a larger d8 for damage.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
30 Greataxe [Launch] 6WGT 1d8+10 Accuracy & Critical 10.
30 Greatsword [Launch] 6WGT 1d8+10 On a hit, you take -3 damage from the target until your next turn.
30 Hammer [Launch] 6WGT 1d8+10 +4 damage if the target's weakness has been hit this battle.

FIREARMS

The main benefit to firearms is being able to deal damage from the back row where it's safer, but they have to manage ammo and need to spend time reloading.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
30 Pistol [Pin] 2WGT 1d6+6 Ranged. 4 Ammo before reloading.
35 Shotgun [Pin] 4WGT 1d6+8 Ranged. Critical 5. 2 Ammo before reloading.
40 Rifle [Pin] 6WGT 1d6+10 Ranged. Accuracy 5. 2 Ammo before reloading.

WEAPON PROPERTIES

Accuracy: If a weapon has ranks of accuracy, increase the CoS to hit by the listed amount. It's harder to miss when you have accuracy.
Critical: If a weapon has ranks of critical, increase the target number from 0 to the listed amount in order to critically hit. This makes it possible to score critical hits without spending luck!
Bonus Damage: Sometimes the weapon deals bonus damage to targets under specific conditions. These should be listed with the weapon itself. If the target isn't under the specific condition, don't deal any extra damage and use the base value instead.
Ranged: Unlike melee weapons, ones with the Ranged property are capable of being used from the back row, and against the enemy back row. They ignore row restrictions.
Ammo: If a weapon has an Ammo value, it means that the weapon can only attack that many time before it must be reloaded. In order to reload an ammo using weapon, perform a Defend action. Ammo is typically paired with "Ranged" and found on firearms.
Other effects: Some weapons might give other bonuses. They'll be listed next to the weapon and should be fairly clear.

IMPLEMENTS

Implements are sort of like weapons, but for Spells instead of Techniques. As such, Implements are used to boost the power and efficiency of casting spells. As noted above, you can have has many implements equipped at once as you like, but you can only benefit from a single one of them at a time.

Each time you cast a Spell, select a single implement. The spell is then boosted in accordance with the implement used. All implements increase the size of the die you roll, but also have another property as well.

All implements incur a weight penalty.

Gold Cost Implement Weight Cost Properties
30 Wand 2WGT Spells gain +2 potency. When your spells Burst, deal +5 additional potency rather than +3.
30 Grimoire 2WGT Spells cost -1MP. When your spells Burst, they cost -2MP rather than -1MP. If you cast a Spell with no MP cost with a Grimoire (before factoring in Burst discounts), recover +1MP.
25 Orb 2WGT Spells have their die potency increased by one size. Your spells also have +10 Burst rate.

ARMOR

Armor provides passive, reliable benefits when equipped, mainly defensive in nature.

All armor incurs a weight penalty.

Gold Cost Armor Weight Cost Properties
20 Light Armor 2WGT Start battles with a Bubble (5). Gain +10 Max HP.
30 Back Pack 2WGT Gain +1 Item Slot. Gain +10 Max MP.
30 Medium Armor 4WGT Reduce incoming physical damage by 3. Gain +15 Max HP.
40 Mana Tank 4WGT Recover +5MP at the end of each battle. Gain +15 Max MP.
40 Heavy Armor 6WGT Reduce incoming physical damage by 5. Gain +20 Max HP.

SHIELDS

Shields provide a more active defensive option. When you have a shield equipped and a struck for damage, you may spend as many block points as you wish (until you run out of block points) in order to reduce the damage taken from the amount equal to the shields block value, per point spent. The main advantage to shields, despite their limited use, is that they are capable of reducing elemental damage.

You start each battle with all of your block points from your equipped shield.

All shields incur a weight penalty.

Gold Cost Shield Weight Cost Block Value Block Points
25 Buckler 4WGT Reduce all incoming damage by 3. Five Blocks per battle.
25 Standard 4WGT Reduce all incoming damage by 5. Three Blocks per battle.
35 Tower 6WGT Reduce incoming damage by 10. Two blocks per battle.

ACCESSORIES

Accessories are small little trinkets that provide small little one per battle effects.

When you have an Accessory equipped, you gain access to its Quick Ability, and can use it in battle.

Accessories have no weight cost.

Gold Cost Accessory [Q] Quick Ability Description
30 Barrier Ring The user gains a Barrier (4). A thirteen-piece ring, all interlocked, each of a different material.
30 Shield-Shroud The user gains a Bubble (6). A cloak enchanted with a magic shield. The tie-cords activate it.
30 Amber Bead The user is True Healed for +6HP. A sprig from an ancient tree, trapped in amber.
40 Jet Bead The user recovers +4MP. Mounted in the style of mourning jewelry.
25 Tiger Bracelet The users rolls an additional damage die with their next non-Overdrive ability. A flashy bracelet. The inscription reads 'seize the dream'.
30 Lion Bracelet The users next non-Overdrive ability has +4 potency. A solid bracelet. The inscription reads 'courage in adversity'.
40 Lightning in a Bottle The user gains +2 Drive. Rubber-stoppered, thunders when shaken.
25 Dragon Feather The user Quicken 2s. This one's a fake, but the magic's a good imitation of the real thing.
35 Second Hand Select a single of your abilities, and refresh its ability to combo. A relic salvaged from an ancient clock.
30 Soldier's Beads Generate a single momentum from one of the following types: Rush, Launch, Pin, Recovery. Passed on to survivor from the fallen, with another bead added on every trip home.
30 Mystic's Beads Generate a single momentum from one of the following types: Earth, Fire, Air, Water. Prayer beads favored by mystics. Traditionally, carved wood. Sometimes, arrow-heads.
20 Scout Boots The user immediately Dash or Retreat into the opposite row. Carefully fitted, broken-in boots. An old folk tale holds that all actually comfortable boots are the dwellings of spirits.
25 Unbroken Mirror The user gains Short Lucky. A brooch in the style of a glassless mirror.
25 Medicine Relic The user gains Short Stalwart. A phylactery containing one of the original 10,000 pages from the Treatise on Pharmacology.
30 Yrrings The user gains Short Absorb [Select One Of: Earth, Fire, Air, Water]. Jewelry favored by the spirits of the forest. The gems are fake, of course.
25 Wrought Clover Until the start of your next turn, double the value from your LP expenditures. A brooch made by wiring an emerald leaf to a preserved clover. For those that make their own luck.

CHARMS

Charms a small slips of paper, each blessed with a different boon from the Gods. Charms provide passive, always on benefits that serve a wide range of functions, as long as its equipped and activated.

While most gear can be purchased a single time and works with no further worry form then on, charms work a little bit differently. Anytime you perform a Full Rest, an small offering must be given at a shrine in order to reactive the charm's effects. When a charm is purchased, it comes already activated!

You may carry as many charms as you like, so only one is equipped at once. Charms are activated separately.

Charms have no weight cost.

Gold Cost Charm Effect Description
Offerings - Offerings grant bonus effects by entreating saints, ancestors, angels, and spirits.
10 Slayer's Charm When you spend LP on an ability, gain +1 Potency per LP with it. This scorpion tail must be steeped in blood or wine to reach the slayer.
10 Maiden's Charm When you spend LP, recover +3HP per LP. Strings of wooden rings, oiled with vanilla, are sacred to the maiden.
50 Youth's Charm After finishing a battle in which you spent at least 1 LP, recover 1 LP. Charms to the youth come in many forms, but none respond to anything but a pyre of schoolbooks.
10 Legion's Charm When performing a combo, recover +1HP. A key-chain of bullets and frequent donations to the war-widow's fund mark those who seek the assistance of the legion.
20 Majesty's Charm Missing no more than 10 HP: gain +2 potency with damage and healing rolls. This charm stops shining if it's been too long since jewels have been added to it.
10 Rat's Charm When you're at 20 HP or lower: +1 Drive on your turn. Of course Rat's a lucky spirit. But she eats her own.
15 Crane's Charm Anytime an enemy attack targets you, then misses: gain +1 Drive. A kaleidoscope of folded paper, fed by teeth. Children sometimes make one by accident.
30 Gunner's Charm When reloading: Next attack with that firearm, +3 potency. All the same parts as a gun, put together nonsensically. Bullets loaded into it can't be retrieved.
40 Fountain's Charm If you were damaged since last action: +1 MP on your turn. A gourd-like bottle with no opening. Voices echo inside it.
20 Rushing Knight's Charm +2 Potency when comboing with Rush. Ad-otoo is a three-headed, nigh-forgotten god of battle.
20 Pinning Knight's Charm +2 Potency when comboing with Pin. Ad-otoo blesses tokens of victorious knights in tournaments and jousts.
20 Launching Knight's Charm +2 Potency when comboing with Launch. Anyone beloved by one of Ad-otoo's heads is hated by the other two. The proud fall quickly.
20 Air Prince's Charm +2 Potency when comboing with Air. Once, four princes used great magic to leave their bodies.
20 Water Prince's Charm +2 Potency when comboing with Water. Their tools and relics are infused with some of their power.
20 Fire Prince's Charm +2 Potency when comboing with Fire. They reward those who deliver reagents to them, through these tools, with magic power.
20 Earth Prince's Charm +2 Potency when comboing with Earth. In hopes of one day returning to the world, and conquering it.
Wards - Wards weaken elemental magic by keeping ambient elemental spirits and demons away.
30 Red-Glass Charm Reduce incoming fire damage by 3. A charm studded with red beads, showing fire devils being tortured, to scare them off.
30 Blue-Glass Charm Reduce incoming water damage by 3. A charm studded with blue beads, showing water devils sleeping in, to make water devils want to do something else.
30 Violet-Glass Charm Reduce incoming air damage by 3. A charm studded with violet beads, showing the mother of air devils, to make air devils ashamed of their actions.
30 Green-Glass Charm Reduce incoming earth damage by 3. A charm studded with green glass beads, showing an earth devil in a suggestive pose, to distract earth devils from their magic.
Tokens - Tokens grant status protections. No one knows who they're actually sacred to.
30 Shattered Charm K/E-Shatter protection. A charm that was ripped and stitched back together. None can tell who it depicts.
30 Burnt Charm Burning protection. A charm made of pressed ash. Utterly illegible.
30 Chilled Charm Chill protection. A charm frozen in eternal ice. You can almost see the design through it…
30 Shocked Charm Shock protection. A charm that was struck by lightning. It's a miracle it was salvaged.
30 Faltered Charm K/E Falter protection. A charm long faded by sunlight. Countless prayers have been said over it.
30 Rotted Charm Toxin protection. A charm blackened by rot, long forgotten.
30 Cursed Charm Curse protection. A charm written on hex paper.
30 Confused Charm Taunt/Challenge protection. //An incoherently drawn charm. Despite that, it's still magical.

INVENTORY & ITEMS

In SEED, you can generally assume that you have most of the more basic and mundane items need to do your job, handle your relevant skill and so on without putting too much effort into acquiring or carrying them.

Instead, you only really need to worry about things with distinct, often powerful, mechanically effects. Generally speaking this come in the in the form of single use consumable battle items, and more general goods and tools which usually aren't consumed upon use.

Each character by default has THREE separate items slots, which can hold a single item each.

Characters may place unequipped weapons, implements, armor and shields, and accessories in an inventory slot. Doing so make it so that you do not suffer its weight penalty, but you likewise cannot benefit from it or use it in combat.

BATTLE ITEMS

Gold Cost Consumable? Item Effect
30 Yes Potion True Heals +50HP and restores +5MP to a single target. M-Recovery.
30 Yes Drought Restores +20MP to a single target instantly, then grants them any Short Status I you choose (other than Liberation or Absorb) at the start of the next round. M-Recovery.
30 Yes Medicine Cleanse all negative conditions from a single target. M-Recovery.
30 Yes Tonic Select a single Dazed target - remove Dazed and True Heal them for +30HP. M-Recovery.
30 Yes Elixir Grants +5 Drive and Quicken 5s a single target. M-Rush.
35 Yes Fortune Cookie Restores +1d6 LP to a single target. If used in battle, reroll if the result comes up as '1'. M-Recovery.
20 Yes Bestiary Gain knowledge of a single target's current HP, MP, LP, elemental weakness and resistance, and a list of their abilities. Generates momentum equal to the target's weakness.
35 Yes Hex Paper Dispels all positive statuses from the target. M-Rush or increase an existing momentum by +3.
30 Yes Enchanted Bullet True Strikes a single target for 25 physical damage. M-Pin
30 Yes Grenade True Strike the entire enemy group for 10 physical damage. M-Launch
30 Yes Flashbang True Strikes a single target for 25 air damage. M-Air
30 Yes Tesla Coil True Strike the entire enemy group for 10 air damage. M-Air
30 Yes Molotov True Strikes a single target for 25 fire damage. M-Fire
30 Yes Fire Dust True Strike the entire enemy group for 10 fire damage. M-Fire
30 Yes Nitro True Strikes a single target for 25 water damage. M-Water
30 Yes Storm Canister True Strike the entire enemy group for 10 water damage. M-Water
30 Yes Landmine True Strikes a single target for 25 earth damage. M-Earth
30 Yes Poison Powder True Strike the entire enemy group for 10 earth damage. M-Earth

GOODS and TOOLS

Lets Talk About Goods And Tools And Availability

BASIC

Gold Cost Consumable? Item Effect
1 Yes Rations A day's worth of nonperishable food and water. If a day is passed without eating a meal, the Hungry condition is suffered. See rules on Expeditions, soon to come. Rations don't take Item slots.
No Weapons Melee weapons provide +1 die to Strength rolls made to cut or break objects, though their breaking is risked.
No Firearms Firearms provide +1 die to Survival rolls when Hunting.
25 No Maps Accurate maps of a certain overland area, specific to the item. +1 die to navigation rolls while they apply.
50 No Toolkit Fine, well-machined tools, including lockpicks. +1 die to Mechanics rolls.
50 No Grappling Hook Thrown and hooked on high, provides +1 die to Agility and Strength rolls to traverse a gap or climb a wall, and allows your allies to follow you with ease.
70 No Camping Gear Tents, bedding, and other necessities for camping: each is enough for three party members. If sufficient gear is brought, +1 die to Survival rolls to establish camp.
5 Yes Incense Common offering for spirits and the dead. +Die to Mysticism rolls while burning. Buying some at shrines is expected.

PREMIUM

Gold Cost Consumable? Item Effect
40 No Dungeon Map A map of a dungeon, produced by a previous explorer. In addition to helping with navigation, it adds +1 die to stealth rolls while traveling about. Premium. Blueprints of defended areas serve the same purpose, but are Contraband.
20 Yes Fine Gifts Fine brandy, chocolates, or silks: splendid gifts and bribes. If given to someone, +1 die to a Charm roll.
50 Yes Aspirant A drug understood to sustain airy manna in the body, obviating breathing. Supernaturally allows deep swimming, among other things. +1 die to rolls aided by a lack of breathing for the duration of a scene.
80 Yes Angelic A drug that interacts strangely with watery manna in the body. Packaged with three doses, after taken by three people, a psychic link is established, allowing thoughts to be sent over any distance. Last until the users take a Full Rest.
25 Yes Revealer A magic scroll, that when placed upon an unidentified piece of magical gear, will identify it instantly with a complete read out of all its functions.

CONTRABAND

Gold Cost Consumable? Item Effect
60 No Dungeon Map A map of a dungeon, produced by a previous explorer. In addition to helping with navigation, it adds +1 die to stealth rolls while traveling about. Premium. Blueprints of defended areas serve the same purpose, but are Contraband.
100 No False Papers Forged permits and identifications. +1 die to Lying rolls.
80 Yes Explosives Powerful demolition charges usable, with an Operations check, to destroy structures and objects.
50 Yes Stimulant A drug understood to suppress watery manna in the body, exceeding limits. +2 dice to Strength, Agility and Determination rolls after consumption, for the duration of a scene. Addictive, and frequent use may cause bad conditions.
40 Yes Osmatic A drug understood to swell earthen manna in the body, enhancing the sense of smell. Supernaturally detects living things in the area. Addictive, and frequent use may cause bad conditions.
50 Yes Accelerant A drug understood to ignite fiery manna in the body. Instantly grants "High Tide". Dangerous to the body and highly addictive.

MAGICAL GEAR

Talk about magical gear here.

Explain Charge mechanic, which are pseudo quick abilities in a sense but don't take up the quick action and can only be used when equipping the piece of gear. gear has a specific number of charges you can spend as needed. refill charges at shrines. Charges are generally on weapons/implements, probably shields. kinda sorta on accessories. Probably not on armor, definitely not on charms.

probably don't need 'basic' magic accessories are charms since they pr. much already are and I envision the basic stuff as being kinda weak but useful stuff that's expensive and PREMIUM.

Weapons

Charges can be spent after hitting with the weapon.

Gold Cost Name Weapon Type Number of Charges Charge Effect Description
60 Haunted Staff Staff 1 The attack deals double damage, then the weapon shatters and is destroyed. A staff inhabited by the spirit of a fallen monk.
250 7-Ringed Staff Staff 2 The ability's MP Cost is reduced to 0. A replica of a lost kingdom's royal raiment. Apparently, fakes like these are everywhere.
220 Sweeping Staff Staff 2 The attack targets a second enemy in the same row.
60 Haunted Dagger Dagger 1 The attack deals double damage, then the weapon shatters and is destroyed. A dagger inhabited by restless spirits.
200 Dragon's Fang Dagger 3 Change the damage and momentum generated to water. Rumor has it they're all from the same dragon.
200 Seeking Knife Dagger 3 Reduce the CoS roll by 30. These knives seek hearts, even when not held.
60 Haunted Baton Baton 1 The attack deals double damage, then the weapon shatters and is destroyed. Haunted weapons are recovered constantly from battlefields.
200 Flame Dancer Baton 3 Change the damage and momentum generated to fire. A baton used in ceremonial dances.
200 Baton 3 If the attack would inflict a Short status, upgrade its power to II levels.
60 Haunted Chain Flail 1 The attack deals double damage, then the weapon shatters and is destroyed. The spirit (in this case, a prisoner) is freed when the weapon is destroyed.
200 Thunder-Head Flail 3 Change the damage and momentum generated to air. A massive flail that booms with thunder.
200 Chain Trap Flail 2 True Strike any target for 4 physical damage. An elemental devil of steel, flail-shaped. It delights in combat, and barks like a dog.
75 Haunted Sword Sword 1 The attack deals double damage, then the weapon shatters and is destroyed. A sword pried from the grip of a corpse.
200 Hymnal Sword 3 Change the damage and momentum generated to fire. A holy sword. It sings, softly, when drawn.
200 Victorious Sword 3 Roll an additional damage die. A sword created as an offer to an angel of victory.
75 Haunted Spear Spear 1 The attack deals double damage, then the weapon shatters and is destroyed. Even rusted, the point is fearsome sharp.
200 Inkstain Spear 3 Change the damage and momentum generated to water. An abyssal spear said to be used as an ink-brush by fiends.
220 Ban Givul Spear 2 The attack targets a second enemy in the opposite row. A magic longspear given to heroes of the Hundred.
75 Haunted Axe Axe 1 The attack deals double damage, then the weapon shatters and is destroyed. The bite-marks hint at the owner's fate.
200 Lady Luck Axe 3 Roll an additional damage die. A gilded axe with a lascivious handle design.
200 Cold Iron Axe 2 Dispel a status from the target. A weapon of the Alloci infantry.
75 Haunted Mace Mace 1 The attack deals double damage, then the weapon shatters and is destroyed.
200 Judge's Hand Mace 3 Slow 1 the target. A mace made from a destroyed golem.
200 Dream Oak Mace 3 Change the damage and momentum generated to earth. An oaken club. Durable beyond all reason.
90 Haunted Fang Greataxe 1 The attack deals double damage, then the weapon shatters and is destroyed. Axe carved from a dragon skeleton. Haunted too.
200 Judge's Axe Greataxe 3 Roll an extra damage die. A perfectly balanced axe. The edge glows when it's been recently sharpened.
200 Red in Claw Greataxe 3 Change the damage and momentum generated to earth. A prize from an If-Ys hunt festival.
90 Haunted Greatsword Greatsword 1 The attack deals double damage, then the weapon shatters and i destroyed. Haunted sword recovered from a dragon's lair.
200 Knightly Sword Greatsword 3 The wielder gains a Bubble (8). A traditional gift to new knights.
220 Brute Sword Greatsword 2 The attack targets a second enemy in the same row. A massive sword carved from a single piece of solid rock.
90 Haunted Hammer Hammer 1 The attack deals double damage, then the weapon shatters and is destroyed. These murmur in the dark after a mine collapse.
200 Strike Maul Hammer 3 Roll an extra damage die with the attack. Commonly made. Head designs are often beasts, or devils in flight.
220 Brother Time Hammer 2 Inflicts Long E-Shatter. The entire clock embedded within the haft of this hammer is, apparently, necessary for its function.
90 Haunted Revolver Pistol 1 The attack deals double damage, then the weapon shatters and is destroyed. Revolvers like these fill evidence lockers.
200 Reliable Pistol 3 Roll an extra damage die with the attack. An unusually silent pistol.
200 Pistol 3 Change the damage and momentum generated by the attack to air.
115 Haunted Shotgun Shotgun 1 The attack deals double damage, then the weapon shatters and is destroyed. Rumors are, it wasn't a hunting accident.
250 Shotgun 2 The attack targets a second enemy in the same row.
250 Type D Shotgun 1 Instantly reload the firearm after firing. A Dantali-developed weapon for cornered spies.
120 Haunted Rifle Rifle 1 The attack deals double damage, then the weapon shatters and is destroyed. It looks just like any other.
250 Divine Lance Rifle 2 The attack targets a second enemy in the opposite row. Every one of these was stolen before they could see the battlefield.
220 Lucky Star Rifle 2 Change the damage of the the attack to Supreme. A rifle with a beam-type firing mode. Developed by Maxwellians and Dantali both.

Implements

Charges can be spent after casting a spell with the implement.

Gold Cost Name Implement Type Number of Charges Charge Effect Description
200 Sorcerer's Wand Wand 3 Roll an additional potency die. A mainstay of laboratory work the world over.
200 Angel Wing Wand 3 If hitting a weakness, deal +5 damage. A beautiful scepter, jewel-topped.
200 Tuning Rod Wand 3 Ignore elemental resistances. A razor-thin wire taut within this glass wand hums eternally.
200 Lost Key Grimoire 2 Recover all MP used to cast the spell. Written in a nonsense language, but with a certain logic.
200 Book of the Dead Grimoire 2 True Heal an ally for +8HP. A careful record of an ancient disaster.
200 Iron Book Grimoire 2 Remove a status form the target. Engraved on iron pages, an Alloci relic.
200 Twisted Mirror Orb 2 Target an additional actor. The world on the other side is subtly wrong.
200 Spell Reactor Orb 3 Automatically Burst. A magical machine, carefully tuned.
200 Moon Tear Orb 2 Upgrade a status from Short to Long, or normal power to II. A crystal orb carved from a falling star.

Shields

Charges can be spend after performing a block with the shield.

Gold Cost Name Shield Type Number of Charges Charge Effect Description
200 The Round Buckler 3 Generate a Bubble (6) Unadorned. No blacksmith has ever made two of these. Do they appear by accident?
200 Skirmish Guard Buckler 3 Quicken 1 Well-worn, perfectly balanced.
220 Sancta Buckler 2 Instantly cleanse any statuses inflicted by the attack. Treated with a complex mixture of magic and alchemies.
200 Mirror Guard Buckler 3 Gain Long Absorb Fire. Burning energy simply bounces off.
230 Cross Spike Standard 3 True Striker the attacker for physical damage equal to the shield's Block Value. "It's always worthwhile to have another sharp edge."
200 Barrier Shield Standard 3 Gain a Barrier (5). It flares with a pale light.
250 Saving Grace Standard 1 Converts Supreme damage into Physical.
200 Holy Shield Standard 3 Gain Long Absorb Water. Shining with an inner light.
200 Orichalca Standard 3 Gain Long Absorb Air. A work of art, inlaid with brass.
250 Last Bastion Tower 1 Triple the Block Value for this attack. A prayer written on its rim: "come back no matter what".
220 Sixteenth Tower 2 Dispel a status from the attacker. Engraved with "XVI".
200 Stone Wall Tower 3 Gain Long Absorb Earth. Designed in the style of a fortress walll.

Armor

Magical effects are always on.

Gold Cost Name Armor Type Magic Effect Description
220 Chrysalis Cloak Light Gain +2HP anytime you're healed. Ultra-light armor made from the shed skin of a monstrous butterfly.
200 Battle Shawl Light K/E-Falter Protection. Light armor, designed underneath a patterned poncho.
220 Demon's Guise Light Start battles with Short K/E/H-Power. No two bones in this armor are from the same beast.
200 Sealed Suit Light Reduce incoming air damage by 3. Sleek, glossy black armor. Perfectly insulated.
200 Doctor's Coat Back Pack +1 Item Slot, for Battle Items only. Each pocket is carefully enchanted to protect the glass phials within.
220 Trader's Pack Back Pack +2 Item Slots, for Goods&Tools only. A heavy pack. Nothing is more satisfying than setting it down at the end of a voyage.
220 Spell Battery Back Pack Recover +3MP after each successful battle. Linked blue capacitors stud this cloak, humming with power.
200 Druid's Coat Back Pack Reduce incoming earth damage by 3. Beasts seem pacified by its scent.
200 Unstoppable Medium K/E-Shatter Protection. Chainmail designed for the Hundred. Much of it has been melted down.
200 Dragonhunter Medium Burning Protection. Fireproof, smoke-protected armor. Design was trial and error.
200 Holdout Mail Medium +1 Item Slot, which can only be used by a weapon or implement. The secret holster is spring-loaded.
200 Demesne Mail Medium Reduce incoming fire damage by 3. Armor in which devils once dwelled. The scent still clings.
220 Mana Tank When your elemental weakness is struck, recover +3MP.
200 Mana Tank Chill protection.
200 Mana Tank When you use an ability that consumes MP and are brought to 10MP or less, it gains +3 potency.
200 Mana Tank You may spend Drive as if it were MP.
200 Unicorn Armor Heavy Toxin Protection Heavy mail adorned in the fashion of a unicorn.
200 Fortress Mail Heavy When you Defend, take -10 damage instead of -5. You may Slow 1 yourself if desired, as well. Impossibly massive, yet somehow wearable mail. The designer was killed by the commissioner, fearing the thought of a world where battle held no risk.
200 Carapace Mail Heavy Anytime you're Slowed or Pushed, you gain +2 potency on your next action. Every design is different, each a trophy of some slain ferocity.
200 Holy Armor Heavy Reduce incoming water damage by 3. Sacred armor that consumes darkness.
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