• A Dragon’s Friend1WU Shield R Durability: 7 (counts as a Round Shield).
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Firm Grip (item cannot be disarmed).
    • Guard (hand physical armor value: 6).
    • Shrouded +2 (increase the difficulty of being astrally detected by 2)
    • Reliable (advantage for durability tests; never jams or gets stuck)
    1/- 58/96
  • Ancient Dwarven Shield2 Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Firm Grip (item cannot be disarmed).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 1/96
  • Arinya1RRWWB Shield M Durability: 10 (counts as a Wall Shield).
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeoning, Magical.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Cursed (you cannot remove this card once attuned) (attacks against uncorrupted opponents cause D instead of E. In addition, remove {Sun} and {Tower} from the fate deck).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • sf Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    [kill a corrupted opponent with Nàma]: Q Arinya.
    T: One use of Defensive Advantage (free reroll or replace).
    My world is gone. 1/- 56/96
  • Arinya1RRWWB C
    55/96
  • Blessed Shield1RW Shield R Durability: 6 (counts as a Kite Shield).
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Jade, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.)
    • Dominion (spells within 5 paces not powered by chaos have +2 Complexity).
    • Dependable (advantage for durability and save tests)
    • Balanced (+1 defense die, up to 6).
    • Guard (hand physical armor value: 6).
    1/- 57/96
  • Buckler0 Shield C Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    1/- 85/96
  • Buckler (Cold Iron)1 Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Fast (normal attacks cost 5 AP).
    1/- 2/96
  • Buckler (Crystal Inlay)B/G Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Arming Sword or Falchion.
    • Fast (normal attacks cost 5 AP).
    • Refractory +2 (increased armor value against spell damage).
    • Guard (hand physical armor value: 6).
    1/- 62/96
  • Buckler (Ironwood)G Shield U Durability: 7.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    1/- 48/96
  • Buckler (Jade Inlay)G/U Shield U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Guard (hand physical armor value: 6).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 63/96
  • Buckler (Masterwork)1 Shield U Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    1/- 3/96
  • Buckler (Obsidian Inlay)R/G Shield U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Technical (you can slot techniques adjacent to this item)
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    1/- 64/96
  • Buckler (Ornate)1 Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    1/- 4/96
  • Buckler (Silver)1 Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Valuable (can be sold for a silver coin).
    • Guard (hand physical armor value: 6).
    1/- 5/96
  • Buckler (Wooden)0 Shield C Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    1/- 86/96
  • Cornered Heater Shield2 Shield U Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Mechanical, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6). Also protects your arm on your shield side.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this item).
    • Enhance Engagement Limit [+1/8].
    A feat of mechanical marvel in the field of protective war gear. 1/- 7/96
  • Cornered Heater Shield2 C
    6/96
  • Enchanted Shield1BB Shield R Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Dependable (advantage for durability and save tests).
    • Astounding (can use four of a kind for free).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 41/96
  • Grave Guard ShieldBB Shield U Durability: 5 (counts as a Kite Shield).
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    T: Chance to gather B when you block (on B).
    T: Improve your existing Magic Save by two, or (if you don’t have one) the shield grants you a Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
    B: You Q Grave Guard Shield.
    An old, rusty kite shield, recovered from a Grave Guard. 1/- 42/96
  • Grave Guard ShieldBB C
    43/96
  • Heater Shield0 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 87/96
  • Heater Shield (Cold Iron)1 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Cold Iron, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 8/96
  • Heater Shield (Crystal Inlay) B/G Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Refractory +2 (increased armor value against spell damage).
    • Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
    • Guard (hand physical armor value: 6).
    1/- 65/96
  • Heater Shield (Ironwood)G Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 49/96
  • Heater Shield (Jade Inlay)G/U Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Guard (hand physical armor value: 6).
    1/- 66/96
  • Heater Shield (Masterwork)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 9/96
  • Heater Shield (Obsidian Inlay) R/G Shield U Durability: 4
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Technical (you can slot techniques adjacent to this item).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 67/96
  • Heater Shield (Ornate)1 Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Fashionable (may provide advantage in social situations).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 10/96
  • Heater Shield (Silver)1 Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal, Silver.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 11/96
  • Heater Shield (Wooden) 0 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Guard (hand physical armor value: 6).
    1/- 12/96
  • Hide Shield0 Shield C Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal (the frame is not suited for bashing).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an assegai or iklwa.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Mystic +1 (increased armor value and ignores penetration against mystic attacks).
    1/- 88/96
  • Hide Shield (Masterwork)1 Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal (the frame is not suited for bashing).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an assegai or iklwa.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Mystic +1 (increased armor value and ignores penetration against mystic attacks).
    1/- 13/96
  • Kite Shield0 Shield C Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    1/- 89/96
  • Kite Shield (Cold Iron)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    1/- 14/96
  • Kite Shield (Crystal Inlay)B/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Refractory +2 (increased armor value against spell damage).
    • Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
    1/- 68/96
  • Kite Shield (Ironwood)G Shield U Durability: 8.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    1/- 50/96
  • Kite Shield (Jade Inlay) G/U Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Balanced (+1 defense die, up to 6).
    1/- 69/96
  • Kite Shield (Masterwork)1 Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    1/- 15/96
  • Kite Shield (Obsidian Inlay) R/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Technical (you can slot techniques adjacent to this item).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Balanced (+1 defense die, up to 6).
    1/- 70/96
  • Kite Shield (Ornate)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Fashionable (may provide advantage in social situations).
    1/- 16/96
  • Kite Shield (Silver)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal, Silver.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Valuable (can be sold for a silver coin).
    1/- 17/96
  • Kite Shield (Wooden) 0 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    • Vulnerable (must make a durability check when in contact with) to Fire.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Balanced (+1 defense die, up to 6).
    1/- 18/96
  • Meteoric TargeG/U Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Jade, Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    1/- 71/96
  • Mirror Shield1BG Shield R Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    T: Avoid becoming Marked, except against Horrors.
    1/- 59/96
  • Round Shield0 Shield C Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 90/96
  • Round Shield (Cold Iron)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 19/96
  • Round Shield (Crystal Inlay) B/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
    • Guard (hand physical armor value: 6).
    • Refractory +2 (increased armor value against spell damage).
    • Simple (requires no proficiency).
    1/- 72/96
  • Round Shield (Ironwood)G Shield U Durability: 8.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 51/96
  • Round Shield (Jade Inlay) G/U Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Simple (requires no proficiency).
    1/- 73/96
  • Round Shield (Masterwork)1 Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 20/96
  • Round Shield (Obsidian Inlay) R/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Technical (you can slot techniques adjacent to this item).
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 74/96
  • Round Shield (Ornate)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 21/96
  • Round Shield (Silver)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Simple (requires no proficiency).
    1/- 22/96
  • Round Shield (Wooden) 0 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Simple (requires no proficiency).
    1/- 23/96
  • Runed Buckler1B Shield R Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Astounding (can use four of a kind for free).
    • Balanced (+1 defense die, up to 6), but not against ranged attacks.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
    • Dependable (advantage for durability and save tests).
    • Fast (normal attacks cost 5 AP).
    • Guard (hand physical armor value: 6).
    • Firm Grip (item cannot be disarmed).
    1/- 44/96
  • Screaming Shield1R Shield R Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Critical Block success: The shield lets out a shriek: Attacker is Shaken.
    • Guard (hand physical armor value: 6).
    1/- 47/96
  • Scutum1W Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Spear.
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Balanced (+1 defense die, up to 6).
    1/- 39/96
  • Shadow Targe2GW Shield R Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Nethermancy, Bludgeon, Nonlethal.
    Add a spell (Hard Cover) to your grimoire.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6)
    • Blinding ([Swords]: target is blinded) when using offensively.
    • Concealable (disadvantage to find this item).
    • Advantage (free reroll) for stealth tests indoors.
    The shield seems to form out of the shadows cast by the arms of the wielder. 1/- 60/96
  • Shield of The Light1W Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1). Decreased by 1 with True Faith.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword.
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Simple (requires no proficiency).
    1/- 40/96
  • Spiked Shield0 Shield C Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 91/96
  • Spiked Shield (Cold Iron)1 Shield C Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce, Cold Iron.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 24/96
  • Spiked Shield (Crystal Inlay)B/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Refractory +2 (increased armor value against spell damage).
    • Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
    1/- 75/96
  • Spiked Shield (Ironwood)G Shield U Durability: 8.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 52/96
  • Spiked Shield (Jade Inlay)G/U Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 76/96
  • Spiked Shield (Masterwork)1 Shield U Durability: 7.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 25/96
  • Spiked Shield (Obsidian)R/G Shield U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this item).
    1/- 77/96
  • Spiked Shield (Ornate)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Fashionable (may provide advantage in social situations).
    1/- 26/96
  • Spiked Shield (Silver)1 Shield U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce, Silver.
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 27/96
  • Spiked Shield (Wooden) 0 Shield C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Pierce.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Bulwark (one use of defensive advantage in melee per round).
    • Penetrating ([extra pair]: bonus penetration).
    • Guard (hand physical armor value: 6).
    1/- 28/96
  • Targe0 Shield C Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    Used more frequently in the north. 1/- 92/96
  • Targe (Cold Iron)1 Shield U Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    Used more frequently in the north. 1/- 29/96
  • Targe (Crystal Inlay)B/G Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Guard (hand physical armor value: 6).
    • Refractory +2 (increased armor value against spell damage).
    1/- 78/96
  • Targe (Ironwood)G Shield U Durability: 8.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    Used more frequently in the north. 1/- 53/96
  • Targe (Masterwork)1 Shield U Durability: 7.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    Used more frequently in the north. 1/- 30/96
  • Targe (Obsidian Inlay)R/G Shield U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Technical (you can slot techniques adjacent to this item)
    1/- 79/96
  • Targe (Ornate)1 Shield U Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Fashionable (may provide advantage in social situations).
    1/- 31/96
  • Targe (Silver Inlay)1 Shield U Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Valuable (can be sold for a silver coin).
    • Guard (hand physical armor value: 6).
    1/- 32/96
  • Targe (Wooden)0 Shield C Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Dependable (advantage for durability and save tests).
    • Guard (hand physical armor value: 6).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks)
    1/- 93/96
  • The Suncatcher1RW Shield R Durability: 6 (counts as a Heater Shield).
    Encumbrance: 0 (reduces quickness by 0).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Critical Block success: Attacker is Disoriented (only usable during the day as you reflect the sun’s rays).
    1/- 61/96
  • Twin Shields2 Shield U Durability: 6 (counts as Kite Shield).
    Encumbrance: 1 (reduces quickness by 1).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Nonlethal.
    • Balanced (+1 defense die, up to 6).
    • Bulwark (one use of defensive advantage in melee per round).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • [extra pair]: Additional attack against the same or adjacent target.
    • Large (requires both hands, but can use three of a kind).
    1/- 33/96
  • Wall of Piercing Eyes1H/BH/B Shield R Durability: 5.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 1 (ignore one point of armor).
    Type: Psionic, Bludgeon, Nonlethal.
    • Extend your aura for Psionic powers with 3 paces.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Tiring (+1 complexity).
    T: Reroll a Perception test.
    T: Prevent Blinded.
    1/- 45/96
  • Wall of Piercing Eyes 1H/BH/B C
    46/96
  • Wall Shield0 Shield C Durability: 7.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 94/96
  • Wall Shield (Cold Iron)1 Shield U Durability: 7.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 34/96
  • Wall Shield (Crystal Inlay)B/G Shield U Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
    • Refractory +2 (increased armor value against spell damage).
    • Tiring (+1 complexity).
    1/- 80/96
  • Wall Shield (Crystal Inlay)B/G C
    81/96
  • Wall Shield (Ironwood)G Shield U Durability: 9.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 54/96
  • Wall Shield (Jade Inlay)G/U Shield U Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Jade (Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.).
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Tiring (+1 complexity).
    1/- 83/96
  • Wall Shield (Jade Inlay)G/U C
    82/96
  • Wall Shield (Masterwork)1 Shield U Durability: 8.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 35/96
  • Wall Shield (Obsidian Inlay)R/G Shield U Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Technical (you can slot techniques adjacent to this item).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 84/96
  • Wall Shield (Ornate)1 Shield U Durability: 7.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Fashionable (may provide advantage in social situations).
    • Tiring (+1 complexity).
    1/- 36/96
  • Wall Shield (Silver)1 Shield U Durability: 7.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver.
    • Bulwark (one use of defensive advantage in melee per round).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Valuable (can be sold for a silver coin).
    1/- 38/96
  • Wall Shield (Silver)1 C
    37/96
  • Wall Shield (Wooden)0 Shield C Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Bulwark (one use of defensive advantage in melee per round).
    • Vulnerable (must make a durability check when in contact with) to fire.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
    • Tiring (+1 complexity).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 96/96
  • Wall Shield (Wooden)0 C
    95/96