• Ammo0 Weapon — Ammo C Durability: 5.
    If you don’t have this card slotted, you are considered out of ammo.
    Whenever you need to make an Ammo test, this weapon’s Durability is used.
    807/849
  • Ancestor Totem2B/G Weapon U Durability: 4 (counts as a Heavy Club).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Crystal.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 595/849
  • Ancestor Totem 1B/G C
    596/849
  • Ancestral Kama3G/U Weapon U Durability: 3 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Naval, Pierce, Slash, Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative)
    • Offhand (no penalties when attacking with two weapons).
    1/- 597/849
  • Angel BladeWWW Weapon R Durability: 7 (counts as a Sword).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Astounding (can use four of a kind for free).
    • Oathblade ([extra pair]: attack counts as magical).
    • S Stifling ([Court, Wands]: target is stifled).
    The rage of the angels left silent and cold. 1/- 349/849
  • Arbalest2 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:14 (costs 14 AP to reload).
    • Large (requires both hands, but can use three of a kind).
    20/100 1/849
  • Arbalest (Masterwork)3 Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:14 (costs 14 AP to reload).
    • Large (requires both hands, but can use three of a kind).
    20/100 2/849
  • Archaic Club1W Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    When dealing at least 1 damage, add W/B to your Mana pool until the end of the next combat round.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    1/- 350/849
  • Arming Sword2 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    1/- 3/849
  • Arming Sword (Cold Iron)3 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Cold Iron.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    1/- 4/849
  • Arming Sword (Crystal)2B/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 598/849
  • Arming Sword (Jade)2G/U Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 599/849
  • Arming Sword (Masterwork)3 Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    1/- 5/849
  • Arming Sword (Obsidian)2R/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 600/849
  • Arming Sword (Ornate)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Fashionable (may provide advantage in social situations).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 6/849
  • Arming Sword (Silver)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Silver.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1/- 7/849
  • Assegai0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a hide shield.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T10/T50 808/849
  • Assegai (Masterwork)1 Weapon U Durability: 4 (you have more than one of these).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a hide shield.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T15/T50 8/849
  • AthameB Weapon U Durability: 4 (counts as a Knife).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oathblade ([extra pair]: attack counts as magical).
    • Simple (requires no proficiency).
    T, Sacrifice someone: Add B to your Mana pool, but you have Disadvantage (forced reroll) for Sanity tests until sunrise.
    1 T5/T25 378/849
  • Axe1 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 9/849
  • Axe (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 10/849
  • Axe (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 601/849
  • Axe (Ironwood)1G Weapon C Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 473/849
  • Axe (Jade)1G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Jade (bonus damage die against D creatures).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 602/849
  • Axe (Masterwork)2 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 11/849
  • Axe (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Slash.
    • Oathblade ([extra pair]: attack counts as magical).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 603/849
  • Axe (Ornate)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fashionable (may provide advantage in social situations).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 12/849
  • Axe (Silver)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Valuable (can be sold for a silver coin).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 13/849
  • AzeenDU/B Weapon — Alien M Durability: [Toughness].
    Penetration: 1.
    Type: Nonlethal.
    • Concealable (disadvantage to find this item).
    • Flail (target has -1 defense die).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    An alien parasite. While it is inside you, you can cause toothed filaments to spool out from the palms of each of your hands. 2/- 604/849
  • Banner1 Weapon C Durability: 5 (counts as a Quarterstaff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Trip ([Swords]: target is knocked down).
    • Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative).
    1/2 14/849
  • Banner (Masterwork)2 Weapon U Durability: 6 (counts as a Quarterstaff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Trip ([Swords]: target is knocked down).
    • Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative).
    1/2 15/849
  • Basket-Hilted Sword1 Weapon L Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 16/849
  • Basket-Hilted Sword (Cold Iron)2 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 17/849
  • Basket-Hilted Sword (Crystal) 1B/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 605/849
  • Basket-Hilted Sword (Ironwood) 1G Weapon U Durability: 8.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 474/849
  • Basket-Hilted Sword (Masterwork)2 Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 18/849
  • Basket-Hilted Sword (Obsidian) 1R/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon).
    Although it possesses no such properties, a fully black sword is always met with the superstition of it having been corrupted in some way. 1/- 607/849
  • Basket-Hilted Sword (Obsidian) 1R/G C
    606/849
  • Basket-Hilted Sword (Ornate)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 19/849
  • Basket-Hilted Sword (Silver)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce, Silver.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 20/849
  • Bastard Sword3 Weapon U Durability: 5 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 21/849
  • Bastard Sword (Cold Iron)4 Weapon U Durability: 5 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 22/849
  • Bastard Sword (Crystal)3B/GB/G Weapon U Durability: 4 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2* 608/849
  • Bastard Sword (Crystal) 3B/GB/G C
    609/849
  • Bastard Sword (Jade)4G/U Weapon U Durability: 6 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Jade (bonus damage die against D creatures)
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 610/849
  • Bastard Sword (Masterwork)3 Weapon R Durability: 6 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 23/849
  • Bastard Sword (Ornate)5 Weapon U Durability: 5 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 24/849
  • Bastard Sword (Silver)4 Weapon U Durability: 5 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Silver, Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 25/849
  • Bastard Witchblade3DR/G Weapon U Durability: 6 (counts as a Long Steel).
    Penetration: 2 (ignore two points of armor).
    Type: Obsidian, Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon)
    1/2* 611/849
  • Bastard Witchblade3DR/G C
    612/849
  • Battered Falchion1W Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    1/- 351/849
  • Battle Axe2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 26/849
  • Battle Axe (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Cold Iron.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 27/849
  • Battle Axe (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 613/849
  • Battle Axe (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 475/849
  • Battle Axe (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 28/849
  • Battle Axe (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 614/849
  • Battle Axe (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 29/849
  • Battle Axe (Silver)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Valuable (can be sold for a silver coin).
    It shines in the light of the morning frost. 1/- 31/849
  • Battle Axe (Silver)3 C
    30/849
  • Bec De Corbin2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 32/849
  • Bec De Corbin (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce, Cold Iron.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 33/849
  • Bec De Corbin (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 615/849
  • Bec De Corbin (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 476/849
  • Bec De Corbin (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 34/849
  • Bec De Corbin (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    • Trip ([Swords]: target is knocked down).
    Cease the clamor of hammer’s fall,
    Smoother the forge’s fire tall,
    Quell the merry stirrings of song,
    “Battle beckons!” Iron bells have rung!
    1/2 616/849
  • Bec De Corbin (Obsidian)2R/G C
    617/849
  • Bec De Corbin (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Fashionable (may provide advantage in social situations).
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 35/849
  • Bec De Corbin (Silver)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce, Silver.
    • Valuable (can be sold for a silver coin).
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 36/849
  • Bec De Corbin (Stone)2G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 477/849
  • Black Silk’s Caress1R/GB Weapon U Durability: 5 (counts as a Whip).
    Penetration: 0.
    Type: Obsidian, Slash, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Technical (you can slot techniques adjacent to this weapon).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    J: Black Silk’s Caress causes Physical Damage (reduced by physical armor) instead of E.
    2/3 618/849
  • Black TessenR/G Weapon U Durability: 3 (counts as a War Fan).
    Penetration: 0 (ignore zero points of armor).
    Type: Obsidian, Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 619/849
  • Blackstaff2B Weapon U Durability: 6 (counts as a Quarterstaff).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 379/849
  • Blade of the Flickering Light 3B Weapon U Durability: 6 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    Keywords: Candle.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oust ([Court]: target spirit is banished).
    • Slow (normal attacks cost 7 AP).
    1/2 380/849
  • Blessed Greatsword3W Weapon U Durability: 6. Increase by 1 with True Faith.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Oathblade ([extra pair]: attack counts as magical) against Infernal opponents.
    1/2 352/849
  • Blood Wood1BG Weapon R Durability: 7 (counts as a Longbow).
    Penetration: 2 (ignore two points of armor).
    Type:
    Pierce, Talisman (Blood, Herbam).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    A mysterious bow taken from the leader of a Snow Elf incursion team. 15/75 546/849
  • Blood Wood (Unsealed)2BG Weapon R Durability: 7 (counts as a Longbow).
    Penetration: 2 (ignore two points of armor).
    Type:
    Pierce, Talisman (Blood, Herbam).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    T, F, technique: Damage +2 (roll two extra damage dice). If you miss, this carries over to your next attack.
    A mysterious bow taken from the leader of a Snow Elf incursion team. 15/75 547/849
  • Bloodied Falchion2W Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    1/- 353/849
  • Bloodsword2BR Weapon R Durability: 5 (counts as a Greatsword and a Nodachi).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Blood.
    • Duelist (one use of advantage in duels).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Damage +1 (roll an extra damage die).
    • Razor ([Cups]: target is bleeding).
    1/2 548/849
  • Blunderbuss2 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:14 (costs 14 AP to reload).
    • 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).
    5/25 37/849
  • Blunderbuss (Masterwork)3 Weapon R Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:14 (costs 14 AP to reload).
    • 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).
    10/25 38/849
  • Boar Spear1 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    “Do you think the goblin knows the spear is used to hunt boar, not on a boar?” 1 T5/T25 39/849
  • Boar Spear (Cold Iron)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals), Cold Iron.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    Fairies never look upwards for possible attacks. A weakness to be exploited. 1 T5/T25 40/849
  • Boar Spear (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 621/849
  • Boar Spear (Crystal)1B/G C
    620/849
  • Boar Spear (Ironwood)1G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 478/849
  • Boar Spear (Masterwork)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T25 41/849
  • Boar Spear (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 622/849
  • Boar Spear (Ornate)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Fashionable (may provide advantage in social situations).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 42/849
  • Boar Spear (Silver)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Silver, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1 T5/T25 43/849
  • Boarding Axe0 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 809/849
  • Boarding Axe (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash, Cold Iron.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 44/849
  • Boarding Axe (Crystal)B/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 623/849
  • Boarding Axe (Ironwood)G Weapon C Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 479/849
  • Boarding Axe (Jade)G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Jade (bonus damage die against D creatures).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    1/- 624/849
  • Boarding Axe (Masterwork)1 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 45/849
  • Boarding Axe (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a boarding axe.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 625/849
  • Boarding Axe (Ornate)1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Fashionable (may provide advantage in social situations).
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 46/849
  • Boarding Axe (Silver)1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash, Silver.
    • Offhand (no penalties when attacking with two weapons).
    • Sharp (armor penetration +1).
    • Valuable (can be sold for a silver coin).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 47/849
  • Bola0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Concealable (disadvantage to find this item).
    • Flail (target has -1 defense die).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    T5/T25 810/849
  • Bola (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Nonlethal.
    • Flail (target has -1 defense die).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    T5/T25 48/849
  • Bola (Crystal)B/G Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Concealable (disadvantage to find this item).
    • Flail (target has -1 defense die).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • 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).
    T5/T25 626/849
  • Bola (Masterwork)1 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Concealable (disadvantage to find this item).
    • Flail (target has -1 defense die).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    T10/T25 49/849
  • Bone Crafted Flail1B Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    Eery (may cause disadvantage in social situations).
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/- 381/849
  • Bone Crafted Scimitar1B Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    Eery (may cause disadvantage in social situations).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 382/849
  • Bone Crafted Scythe1B Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    Eery (may cause disadvantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 383/849
  • Bone Crafted Whip1B Weapon U Durability: 5.
    Penetration: 0.
    Type: Slash, Nonlethal.
    Eery (may cause disadvantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 384/849
  • Bone Shredder2B Weapon U Durability: 6 (counts as a Cutlass).
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    Keywords: Necromancy.
    Eery (may cause disadvantage in social situations).
    • Guard (hand physical armor value: 6).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 385/849
  • Broadsword1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 50/849
  • Broadsword (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Cold Iron, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 51/849
  • Broadsword (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 627/849
  • Broadsword (Ironwood)1G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 480/849
  • Broadsword (Jade)1G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 628/849
  • Broadsword (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 52/849
  • Broadsword (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 629/849
  • Broadsword (Ornate)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 53/849
  • Broadsword (Silver)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 54/849
  • Cat o’ Nine Tails3 Weapon U Durability: 5 (counts as a Whip).
    Penetration: 0.
    Type: Slash, Nonlethal.
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Firm Grip (item cannot be disarmed).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Flail (target has -1 defense die).
    2/3 55/849
  • Cavalry Breaker1G Weapon U Durability: 7 (count as a Horseman’s Flail).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Ironwood.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Stunning ([Pentacles]: target is stunned).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 481/849
  • Ceremonial Javelin2 C
    57/849
  • Ceremonial Javelin2 Weapon U Durability: 4 (counts as a Heavy Javelin).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Fashionable (may provide advantage in social situations).
    • Valuable (can be sold for a silver coin).
    Usually part of the uniform of an honor guard for visiting dignitaries to the kingdom of Navarene, this javelin is often allowed into places no other weapon can be carried. 1 T10/T50 56/849
  • Chained Axe1U Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/2 366/849
  • Club0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/- 811/849
  • Club (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Cold Iron.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/- 58/849
  • Club (Crystal)GB/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 630/849
  • Club (Ironwood)G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/- 482/849
  • Club (Jade)G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Stunning ([Pentacles]: target is stunned).
    Jade studs are embedded in the wood. 1/- 631/849
  • Club (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 632/849
  • Club (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Fashionable (may provide advantage in social situations).
    1/- 59/849
  • Composite Bow0 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    15/75 812/849
  • Compound Bow2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Reload:2 (costs 2 AP to reload).
    15/90 60/849
  • Compound Bow (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Reload:2 (costs 2 AP to reload).
    15/90 61/849
  • Courtier’s Fan1 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for Diplomacy tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • S Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 62/849
  • Crossbow1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    15/75 63/849
  • Crossbow (Ironwood)1G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    15/75 483/849
  • Crossbow (Masterwork)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    15/75 64/849
  • Crosshaven Spear3BG Weapon R Durability: 6.
    Penetration: 1.
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Damage +1 (roll an extra damage die).
    • Oathblade ([extra pair]: attack counts as magical).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 549/849
  • Crystal Ammo1B/G Weapon — Ammo, Technique U T, technique: Your missile attack inflicts Magic Damage (reduced by mystic armor) if you spend F, and has bonus penetration if you spend an additional F. If you miss, this carries over to your next attack. +0/+0 633/849
  • Cutlass2 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 65/849
  • Cutlass (Cold Iron)3 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 66/849
  • Cutlass (Crystal)2B/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 634/849
  • Cutlass (Ironwood)2G Weapon U Durability: 8.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 484/849
  • Cutlass (Jade)2G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Jade (bonus damage die against D creatures).
    Do not fear the Kraken. 1/- 635/849
  • Cutlass (Masterwork)3 Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 67/849
  • Cutlass (Obsidian)2R/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon)
    1/- 636/849
  • Cutlass (Ornate)3 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 68/849
  • Cutlass (Silver)3 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash, Silver.
    • Guard (hand physical armor value: 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 69/849
  • Dagger0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 813/849
  • Dagger (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 70/849
  • Dagger (Crystal)B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 638/849
  • Dagger (Crystal)B/G C
    637/849
  • Dagger (Jade)G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 639/849
  • Dagger (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 71/849
  • Dagger (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 640/849
  • Dagger (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Fashionable (may provide advantage in social situations).
    1/- 72/849
  • Dagger (Silver)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Silver, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 73/849
  • Damascus Blade1B/GG C
    641/849
  • Damascus Blade1GB/G Weapon U Durability: 4 (Counts as a Flamberge).
    Penetration: 1 (ignore one point of armor).
    Type: Crystal ,Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 642/849
  • Damascus Pickaxe3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets), Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Valuable (can be sold for a silver coin).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 74/849
  • Dancing Blade1GW Weapon R Durability: 6 (counts as an Arming Sword).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    W: Return Dancing Blade to you after being thrown.
    1/T25 550/849
  • Dancing Star Bomb2R U 456/849
  • Dancing Star Bomb2R Weapon U Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    Targets affected by an attack with Dancing Star Bomb are subject to random movement (as if they were in melee combat) unless they are Blinded.
    • Accurate (+1 attack die, up to 6).
    • AoE:2 (affects everyone within two paces).
    • Flaming ([Wands]: target is burning).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 457/849
  • Darkened Katana2BR/G Weapon U Durability: 4 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Obsidian.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 643/849
  • Darkened Nodachi1R/GB Weapon U Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Obsidian, Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 644/849
  • Demon Blade2RW Weapon U Durability: 4 (counts as a Flamberge).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Infernal.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Thunder Magic Damage (reduced by mystic armor).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    1/2 551/849
  • Desert Bident3 Weapon U Durability: 5 (counts as a Trident).
    Penetration: 1 (ignore one point of armor).
    Type: Obsidian, Pierce, Tool (advantage in desert combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 75/849
  • Desert Bow2R/G Weapon R Durability: 5 (counts as Longbow).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Obsidian.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Oathblade ([extra pair]: attack counts as magical).
    • Technical (you can slot techniques adjacent to this weapon).
    Primarily used in Easterling deserts... 15/75 645/849
  • Devil’s HeadR/G Weapon U Durability: 3 ((counts as a Throwing Axe).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Infernal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 646/849
  • Diffusion Arrow1 C
    77/849
  • Diffusion Arrow1 Weapon — Ammo, Technique U T, Sacrifice Diffusion Arrow, technique: You aim for any location within range. Make a Hard (16) Ranged test. Your missile attack inflicts no damage. Instead, the Airborne Poison in the reservoir is released at the chosen location, and takes immediate effect. If you miss, the ammo (and liquid) is lost. This arrow has a reservoir containing a poison to be released into the air. You can fill the reservoir with one potion, poison or other liquid. Filling the reservoir takes one minute. -5/+0 76/849
  • Divining WandURW Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Magical.
    T: Reveal the top card of the Fate Deck. If it is {Arcana}, Q Divining Wand. If it is {Cups}, suffer EF. If it is {Wands}, add it to your hand.
    • Penetrating ([extra pair]: bonus penetration).
    A wand applies its traits to your directed spells. 552/849
  • Draconian Axe1 Weapon U Durability: 4 (counts as a Throwing Axe).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Fashionable (may provide advantage in social situations).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 78/849
  • Dragon Lance2BR Weapon M Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Murderous (critical success on 4+) against Dragons.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    2/3 553/849
  • Dragon Spine2RR Weapon R Durability: 6 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Flaming ([Wands]: target is burning).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    2/3 458/849
  • Dragon Spirit Bisento2BG C
    554/849
  • Dragon Spirit Bisento2BG Weapon U Durability: 4 (counts as a Halberd).
    Penetration: 3 (ignore three points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    • Slow (normal attacks cost 7 AP).
    • Trip ([Swords]: target is knocked down).
    1/2 555/849
  • Dragon Spirit Katana3BG Weapon R Durability: 4 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Oust ([Court]: target spirit is banished).
    • Oathblade ([extra pair]: attack counts as magical).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 556/849
  • Dragonfire Arrow2UU/RR Weapon — Ammo, Technique M T, technique, +1AP, +1C: Your projectile attack has:
    • AoE:2 (affects everyone within two paces).
    • sv Incendiary ([Court, Wands]: target is burning; target is burning if attack inflicts damage).
    • Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
    • P Consuming (make a Very Hard (18) ammo test or run out of ammo). If this test fails, Exile (return the card to the storyteller) Dragonfire Arrow.
    Arrows hardened in Dragon’s Fire seem to keep the properties of the original flame. 647/849
  • Dragon’s Breath3B U 387/849
  • Dragon’s Breath3B Weapon R Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    • Accurate (+1 attack die, up to 6).
    • AoE:3 (affects everyone within three paces).
    • Magic Damage (reduced by mystic armor).
    • S Oust ([Arcana, Court]: target spirit is banished).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 386/849
  • Dragoon Pistol2 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Cavalry, Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:14 (costs 14 AP to reload).
    • 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).
    5/25 79/849
  • Driftwood DaggerG Weapon U Durability: 7 (counts as a Naval Dirk).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval, Ironwood.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 485/849
  • Dwarf Steel Ammo2 Weapon — Ammo, Technique U T, technique: Your missile or projectile attack has Damage +2 (roll two extra damage dice). If you miss, this carries over to your next attack. These arrows, bullets or quarrels, reinforced with elemental earth, pack quite a punch! +0/+0 80/849
  • Dwarven Pickaxe3RG Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Oathblade ([extra pair]: attack counts as magical).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 557/849
  • Dwarven Stick Grenade2 Weapon U Durability: 0 (counts as a Dynamite Stick).
    Penetration: 3 (ignore three points of armor).
    Type: Explosive, Pierce.
    • Accurate (+1 attack die, up to 6).
    • AoE:2 (affects everyone within two paces).
    • Murderous (critical success on 4+).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Stunning ([Pentacles]: target is stunned).
    • 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).
    • Unstable ([Court]: explodes too soon and attack affects you).
    Sold in packs of six. T5/T30 81/849
  • Dynamite Stick2 Weapon C Durability: 0 (exploding is kinda the point).
    Penetration: 3 (ignore three points of armor).
    Type: Explosive.
    • AoE:1 (affects everyone within one pace).
    • Lethal (critical success on 5+).
    • Inaccurate (-1 attack die).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Stunning ([Pentacles]: target is stunned).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T20 82/849
  • Electrum Pickaxe2G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets), Jade.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 648/849
  • Elminster Staff2BB Weapon R Durability: 6 (counts as Masterwork).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman.
    • Large (requires both hands, but can use three of a kind), also for spell attacks.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T: Prevent up to EE caused by a spell.
    T: Sustain a spell (for free) until the end of the scene.
    1/2 388/849
  • Elongated Flame1 Weapon U Durability: 4 (counts as a Torch).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Fire.
    • Flaming ([Wands]: target is burning) if lit (this consumes the torch after two scenes).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/T5 83/849
  • Elvish Scimitar1G Weapon U Durability: 8.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash, Ironwood.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 486/849
  • Enchanted Ammo3B Weapon — Ammo, Technique R T, technique: Your missile or projectile attack has the Oathblade ([extra pair]: attack counts as magical) and Phenomenal (can use full house for free) traits. If you miss, this carries over to your next attack.
    B: You Q Enchanted Ammo.
    +0/+0 389/849
  • Enchanted Blade3 Weapon R Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Phenomenal (can use full house for free).
    • Oathblade ([extra pair]: attack counts as magical).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 84/849
  • Enchanted Broadaxe3B Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Blood Frenzy (once per scene you produce Mouthful of Blood by drinking your opponents’ blood).
    • Phenomenal (can use full house for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 390/849
  • Enchanted Logi2R Weapon U Durability: 6 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Fire, Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Flaming ([Wands]: target is burning).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 459/849
  • Enchanted Staff3B Weapon R Durability: 5 (is a one handed weapon).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman.
    • Phenomenal (can use full house for free).
    • Oathblade ([extra pair]: attack counts as magical).
    • Stunning ([Pentacles]: target is stunned).
    • S Trip ([Court, Swords]: target is knocked down).
    1/2 391/849
  • Enchanted Wurmslayer1BGU Weapon R Durability: 7 (counts as a Broadsword).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Astounding (can use four of a kind for free) against reptiles.
    • Oathblade ([extra pair]: attack counts as magical).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    T, E: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 558/849
  • Epée1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 85/849
  • Epée (Cold Iron)2 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 86/849
  • Epée (Crystal)1B/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 650/849
  • Epée (Crystal)1B/G C
    649/849
  • Epée (Ironwood)1G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 487/849
  • Epée (Masterwork)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 87/849
  • Epée (Obsidian)1R/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 651/849
  • Epée (Ornate)2 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 88/849
  • Epée (Silver)2 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce, Silver.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Razor ([Cups]: target is bleeding).
    1/- 89/849
  • Ephemeral Arrows1UU Weapon — Ammo, Technique M To create these arrows, a pact needs to be bargained with an animal spirit.
    T, technique: Your missile attack has Oust ([Court]: target spirit is banished). If you pay U, it also does Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    +0/+0 367/849
  • Executioner’s Axe2BB Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oathblade ([extra pair]: attack counts as magical).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    T: Chance to produce B when you kill any humanoid (on B).
    1/- 392/849
  • Exploding Arrow3RR Weapon — Ammo, Technique R T, technique, +1AP, +1C: Your projectile attack has:
    • AoE:1 (affects everyone within one pace).
    • Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    • Trip ([Swords]: target is knocked down).
    • P Consuming (make a Very Hard (18) ammo test or run out of ammo).
    Of course you should fight fire with fire. You should fight everything with fire. 460/849
  • Falchion2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 90/849
  • Falchion (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Cold Iron.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 91/849
  • Falchion (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 652/849
  • Falchion (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 488/849
  • Falchion (Jade)2G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Jade (bonus damage die against D creatures).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 653/849
  • Falchion (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 92/849
  • Falchion (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 654/849
  • Falchion (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 93/849
  • Fire Tongue3R Weapon U Durability: 5 (counts as a Whip).
    Penetration: 1.
    Type: Slash, Fire.
    • Flail (target has -1 defense die).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Flaming ([Wands]: target is burning)
    • Unbalanced (-1 defense die).
    2/3 461/849
  • Firebrand Mace1RR Weapon U Durability: 6 (counts as a Great Mace).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Fire.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Flaming ([Wands]: target is burning).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 462/849
  • Flail1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/- 94/849
  • Flail (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cold Iron.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Inaccurate (-1 attack die).
    • Stunning ([Pentacles]: target is stunned).
    1/- 95/849
  • Flail (Crystal)1B/G C
    656/849
  • Flail (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 655/849
  • Flail (Ironwood)1G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/- 489/849
  • Flail (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Inaccurate (-1 attack die).
    • Stunning ([Pentacles]: target is stunned).
    1/- 96/849
  • Flail (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Inaccurate (-1 attack die).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 657/849
  • Flail (Ornate)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fashionable (may provide advantage in social situations).
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/- 97/849
  • Flail (Silver)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Valuable (can be sold for a silver coin).
    • Inaccurate (-1 attack die).
    1/- 98/849
  • Flail (Stone)1G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    • Slow (normal attacks cost 7 AP).
    1/- 490/849
  • Flail (Stone)1G C
    491/849
  • Flamberge2 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 99/849
  • Flamberge (Cold Iron)3 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 100/849
  • Flamberge (Ironwood)2G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 492/849
  • Flamberge (Jade)2G/UG/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Large (requires both hands, but can use three of a kind).
    1/2 658/849
  • Flamberge (Masterwork)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 101/849
  • Flamberge (Obsidian)2DR/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • S Shatter ([Court]: target breaks an item of your choice if it fails a very hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 659/849
  • Flamberge (Ornate)3 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 102/849
  • Flamberge (Silver)3 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Valuable (can be sold for a silver coin).
    • Slow (normal attacks cost 7 AP).
    1/2 103/849
  • Flame Arrow2R Weapon — Ammo, Technique U T, technique, +1C: Your projectile attack inflicts Fire Magic Damage (reduced by mystic armor) and has sv Flaming ([Court, Wands]: target is burning). Flaming arrows have oil- or resin-soaked tows tied just below the arrowhead and are very effective against any wooden structure. +0/+0 463/849
  • Flare Ammo2 Weapon — Ammo, Technique C T, technique: Your projectile attack is a flare. It inflicts O Fire Magic Damage (reduced by mystic armor). It is also has the S Blinding ([Court, Swords]: target is blinded) trait. Also useful if you want to draw someone’s attention. +5/+25 104/849
  • Flatbow0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    10/50 814/849
  • Flatbow (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    10/50 105/849
  • Flight Ammo1 Weapon — Ammo, Technique C T, technique: Your missile attack has increased range increment and maximum range. If you miss, this carries over to your next attack. These arrows can travel farther than normal ones thanks to excellent fletching. +5/+20 106/849
  • Flintlock Musket2 Weapon U Durability: 4.
    Penetration: 3 (ignore three points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:14 (costs 14 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    10/50 107/849
  • Flintlock Musket (Ornate)3 Weapon R Durability: 4.
    Penetration: 3 (ignore three points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:14 (costs 14 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    10/50 109/849
  • Flintlock Musket (Ornate)3 C
    108/849
  • Flintlock Musket (Rifled)3 Weapon R Durability: 4.
    Penetration: 5 (ignore five points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:14 (costs 14 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    15/75 110/849
  • Flintlock Pistol1 Weapon U Durability: 4.
    Penetration: 3 (ignore three points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Lethal (critical success on 5+).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    5/25 111/849
  • Flintlock Pistol (Rifled)2 Weapon R Durability: 4.
    Penetration: 5 (ignore five points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Lethal (critical success on 5+).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    • 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).
    10/50 112/849
  • Fluted Bastard Sword3BB Weapon R Durability: 5 (counts as a Long Steel).
    Penetration: 2 (ignore two points of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 393/849
  • Fluted Bec De Corbin2B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 394/849
  • Fluted Boar Spear1B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 395/849
  • Fluted Boarding AxeB Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Oust ([Court]: target spirit is banished).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 396/849
  • Fluted Crossbow1B Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Prone (can be used while knocked down or prone without penalty).
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    15/75 397/849
  • Fluted DaggerB Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    1/- 398/849
  • Fluted DirkB Weapon U Durability: 5 (counts as a Naval Dirk).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Oust ([Court]: target spirit is banished).
    • Razor ([Cups]: target is bleeding).
    1/- 399/849
  • Fluted Epée1B Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Razor ([Cups]: target is bleeding).
    1/- 400/849
  • Fluted Falchion1B Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    • Oust ([Court]: target spirit is banished).
    • Razor ([Cups]: target is bleeding).
    1/- 401/849
  • Fluted Gladius1B Weapon U Durability: 6 (counts as a Basket-Hilted Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 402/849
  • Fluted Glaive2B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor) (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    1/2 403/849
  • Fluted Gnasher1B Weapon U Durability: 5 (counts as a Horseman’s Flail).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 404/849
  • Fluted Greatsword3B Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oust ([Court]: target spirit is banished).
    • Slow (normal attacks cost 7 AP).
    1/2 405/849
  • Fluted Heavy Club1B Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    1/- 406/849
  • Fluted Kama3B Weapon U Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    • Oust ([Court]: target spirit is banished).
    1/- 407/849
  • Fluted Keteriya1B Weapon U Durability: 4 (counts as a Great Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oust ([Court]: target spirit is banished).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 408/849
  • Fluted KnifeB Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Simple (requires no proficiency).
    1 T5/T25 409/849
  • Fluted Lance1B Weapon U Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • 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).
    2/3 410/849
  • Fluted MaceB Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    1/- 411/849
  • Fluted Naginata3B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 412/849
  • Fluted Parrying DaggerB Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Oust ([Court]: target spirit is banished).
    • Offhand (no penalties when attacking with two weapons).
    1/- 413/849
  • Fluted Pike1B Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Oust ([Court]: target spirit is banished).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 414/849
  • Fluted Pike1B C
    415/849
  • Fluted Push Dagger1B Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Oust ([Court]: target spirit is banished).
    1/- 416/849
  • Fluted ShadowB Weapon U Durability: 4 (counts as a Heavy Javelin).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    1 T10/T50 417/849
  • Fluted Shatterhands2BG Weapon R Durability: 5 (counts as a Great Mace).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oust ([Court]: target spirit is banished).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/2 559/849
  • Fluted Short Steel2B Weapon U Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Oust ([Court]: target spirit is banished).
    • Offhand (no penalties when attacking with two weapons).
    1/- 418/849
  • Fluted Sledgehammer2B Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Oust ([Court]: target spirit is banished).
    1/2 419/849
  • Fluted Spear2B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Oust ([Court]: target spirit is banished).
    • Rush (advantage if you moved 6 or more paces this turn).
    Holes in the blade make a whistling noise that is unpleasing to spirits. 1 T5/T25 420/849
  • Fluted SwordB Weapon U Durability: 4 (counts as a Broadsword).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Oust ([Court]: target spirit is banished).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Spectacular (can use three of a kind for free).
    1/- 421/849
  • Fluted Trident3B C
    422/849
  • Fluted Trident3B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    Rumored to be the favored weapon of a famous God of the Sea. 1 T5/T25 423/849
  • Fluted War HammerB Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Oust ([Court]: target spirit is banished).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    1/- 424/849
  • Ghost Blade2UB Weapon R Durability: 6 (counts as a Cutlass).
    Penetration: 0 (ignore zero points of armor).
    Type: Naval, Slash.
    • Flail (target has -1 defense die) for blocking.
    • Guard (hand physical armor value: 6).
    • Oathblade ([extra pair]: attack counts as magical).
    • Damage +2 (roll two extra damage dice).
    • Razor ([Cups]: target is bleeding).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 560/849
  • Glaive2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 113/849
  • Glaive (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Cold Iron.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 114/849
  • Glaive (Crystal)2B/G C
    660/849
  • Glaive (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 661/849
  • Glaive (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 493/849
  • Glaive (Jade)2G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Jade (bonus damage die against D creatures).
    • Trip ([Swords]: target is knocked down).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Large (requires both hands, but can use three of a kind).
    1/2 662/849
  • Glaive (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 115/849
  • Glaive (Obsidian)2R/G C
    664/849
  • Glaive (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 663/849
  • Glaive (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Fashionable (may provide advantage in social situations).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 116/849
  • Glaive (Silver)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Silver.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Trip ([Swords]: target is knocked down).
    • Valuable (can be sold for a silver coin).
    • Large (requires both hands, but can use three of a kind).
    1/2 117/849
  • Golden Axe3 Weapon R Durability: 4 (counts as a Boarding Axe).
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash, Silver.
    • co Valuable (can be sold for a gold coin).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Impressive ([Cups]: target is shaken).
    • Sharp (armor penetration +1).
    1/- 118/849
  • Golden Hamaya3G Weapon — Ammo, Technique R co Valuable (can be sold for a gold coin).
    T, technique: When drawing a Damage Trump for this missile attack, instead of revealing the top card, reveal Trumps from the top of the Fate Deck until you reveal an {Arcana}.
    +0/+5 494/849
  • Golden Sun5 Weapon R Durability: 5 (counts as a Morning Star).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    • co Valuable (can be sold for a gold coin).
    • Penetrating ([extra pair]: bonus penetration)
    1/- 119/849
  • Great Axe1 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 120/849
  • Great Axe (Cold Iron)2 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Cold Iron, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 121/849
  • Great Axe (Ironwood)1G Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 495/849
  • Great Axe (Jade)1G/U C
    666/849
  • Great Axe (Jade)1G/U Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • 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).
    • Jade (bonus damage die against D creatures).
    1/2 665/849
  • Great Axe (Masterwork) 2 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 122/849
  • Great Axe (Obsidian)1R/G C
    668/849
  • Great Axe (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 667/849
  • Great Axe (Ornate)2 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 123/849
  • Great Axe (Silver)2 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • 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).
    1/2 124/849
  • Great Mace1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 125/849
  • Great Mace (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cold Iron.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 126/849
  • Great Mace (Crystal)1B/G C
    669/849
  • Great Mace (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 670/849
  • Great Mace (Ironwood)1G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 496/849
  • Great Mace (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 127/849
  • Great Mace (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon)
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn)..
    1/- 671/849
  • Great Mace (Ornate)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Fashionable (may provide advantage in social situations).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/2 128/849
  • Great Mace (Silver)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • 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).
    1/2 129/849
  • Greatsword3 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    1/2 130/849
  • Greatsword (Cold Iron)4 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    1/2 131/849
  • Greatsword (Crystal)3B/G Weapon U Durability: 5 (cannot apply durability bonuses).
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 672/849
  • Greatsword (Ironwood)3G Weapon U Durability: 8.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    1/2 497/849
  • Greatsword (Masterwork)4 Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    1/2 132/849
  • Greatsword (Obsidian)3R/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Technical (you can slot techniques adjacent to this weapon).
    When wielded properly, the blade seems to trace through the air like an ominous cloud of black. 1/2 673/849
  • Greatsword (Obsidian)3R/G C
    674/849
  • Greatsword (Ornate)4 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Fashionable (may provide advantage in social situations).
    1/2 133/849
  • Greatsword (Silver)4 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Valuable (can be sold for a silver coin).
    • Slow (normal attacks cost 7 AP).
    1/2 134/849
  • Guardian of the Wall2 Weapon U Durability: 4 (counts as a Heavy Club).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Obsidian.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 135/849
  • Gurkha of the DawnB Weapon U Durability: 5 (counts as a Kukri Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 425/849
  • Halberd2 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 136/849
  • Halberd (Cold Iron)3 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Cold Iron, Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 137/849
  • Halberd (Crystal)2B/G C
    676/849
  • Halberd (Crystal)2B/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 675/849
  • Halberd (Ironwood)2G Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 498/849
  • Halberd (Jade)2G/U Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Jade (bonus damage die against D creatures).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 677/849
  • Halberd (Masterwork)3 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 138/849
  • Halberd (Obsidian)2R/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Technical (you can slot techniques adjacent to this weapon).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 678/849
  • Halberd (Ornate)3 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 139/849
  • Halberd (Silver)3 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Silver.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Trip ([Swords]: target is knocked down).
    • Valuable (can be sold for a silver coin).
    • Slow (normal attacks cost 7 AP).
    1/2 140/849
  • Hallowed Arming Sword2B Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    1/- 426/849
  • Hammer of the Forge1BR Weapon U Durability: 6 (counts as a War Hammer).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Flaming ([Wands]: target is burning).
    • Oathblade ([extra pair]: attack counts as magical).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 561/849
  • Hand Crossbow1 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:4 (costs 4 AP to reload).
    • Simple (requires no proficiency).
    10/50 141/849
  • Hand Crossbow (Masterwork)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:4 (costs 4 AP to reload).
    • Simple (requires no proficiency).
    10/50 142/849
  • Hand Crossbow (Superior)3 Weapon R Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with another hand crossbow.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:4 (costs 4 AP to reload).
    • Simple (requires no proficiency).
    10/50 143/849
  • Hatchet0 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Concealable (disadvantage to find this item).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    A small axe meant to be used in one hand. It is also balanced for throwing in a pinch. 1 T5/T25 815/849
  • Hatchet (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash.
    • Concealable (disadvantage to find this item).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 144/849
  • Hatchet (Masterwork)1 Weapon U Durability: 5 (you have more than one of these).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Concealable (disadvantage to find this item).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 145/849
  • Hatchet (Silver)1 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Concealable (disadvantage to find this item).
    • Offhand (no penalties when attacking with two weapons).
    • Valuable (can be sold for a silver coin).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 146/849
  • Heavy Club1 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    Just a large stick really. 1/- 147/849
  • Heavy Club (Cold Iron)2 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    Just a large metal stick. 1/- 148/849
  • Heavy Club (Ironwood)1G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    Just a large slightly sturdier stick. 1/- 499/849
  • Heavy Club (Jade)1G/U Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Simple (requires no proficiency).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Stunning ([Pentacles]: target is stunned).
    Jade studs are embedded in the wood. 1/- 679/849
  • Heavy Club (Masterwork)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    Just a fancy large stick. 1/- 149/849
  • Heavy Club (Ornate)2 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    1/- 150/849
  • Heavy Club (Silver)2 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    • Valuable (can be sold for a silver coin).
    Just a large expensive stick really. 1/- 151/849
  • Heavy Javelin0 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    1 T10/T50 816/849
  • Heavy Javelin (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Cold Iron.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    1 T10/T50 152/849
  • Heavy Javelin (Crystal)B/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor) armor).
    1 T10/T50 680/849
  • Heavy Javelin (Ironwood)G Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    1 T10/T50 500/849
  • Heavy Javelin (Masterwork)1 Weapon U Durability: 5 (you have more than one of these).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    1 T15/T50 153/849
  • Heavy Javelin (Obsidian)R/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T10/T50 681/849
  • Heavy Javelin (Silver)1 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Valuable (can be sold for a silver coin).
    1 T10/T50 154/849
  • Heirloom Blade2 Weapon — Legacy M Durability: 6 (counts as an Arming Sword).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    It has been passed along from parent to child for countless generations. 1/- 155/849
  • Hell Scythe1BR C
    562/849
  • Hell Scythe1BR Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Infernal.
    Illegal (when you use this card around others, risk dishonored, on B).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • sv Flaming ([Court, Wands]: target is burning)
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 563/849
  • Herculean Mace1G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Jade.
    Requirements: Strength 7.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Stunning ([Pentacles]: target is stunned).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Damage +2 (roll two extra damage dice).
    1/- 501/849
  • Highland Dirk0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    If you have a pristine Sacred Oath:
    • Oathblade ([extra pair]: attack counts as magical).
    The highland dirk is symbolic of a highland man’s honor and used to swear oaths. 1 T10/T50 817/849
  • Hollow Tip Glaive2G/UG/U Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Poisonous ([Cups]: target is poisoned).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 682/849
  • Homemade Ammunition2 Weapon — Ammo, Technique C T, technique: Your ranged attack with a piercing weapon has Sharp (armor penetration +1).
    E: Homemade Ammunition does not count as a technique (so you can add an additional technique if you want to).
    T: Reroll an ammo test.
    156/849
  • Horseman's Flail1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Penetrating ([extra pair]: bonus penetration).
    • Stunning ([Pentacles]: target is stunned).
    Rarely used by the nobility. 1/- 157/849
  • Horseman's Flail (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Cold Iron.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Penetrating ([extra pair]: bonus penetration).
    • Stunning ([Pentacles]: target is stunned).
    Rarely used by the nobility. 1/- 158/849
  • Horseman's Flail (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Penetrating ([extra pair]: bonus penetration).
    • Stunning ([Pentacles]: target is stunned).
    Rarely used by the nobility. 1/- 159/849
  • Horseman's Flail (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Inaccurate (-1 attack die).
    • Penetrating ([extra pair]: bonus penetration).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 683/849
  • Iklwa1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a hide shield.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 160/849
  • Iklwa (Ironwood)1G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a hide shield.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 502/849
  • Iklwa (Masterwork)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a hide shield.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 161/849
  • Improvised Weapon0 Weapon C Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Varies.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with another Improvised Weapon.
    • Simple (requires no proficiency).
    • Pacifistic (cannot score critical successes).
    With Anything Goes Long Improvised Weapon has T5/T10 instead of its normal Combat Range.
    1/- 818/849
  • Injection Arrow1 Weapon — Ammo, Technique U T, Sacrifice Injection Arrow, technique: You aim for a soft spot on your target (you cannot use this if your target has bulwark). Your missile attack inflicts no damage. Instead, the liquid in the reservoir is injected directly into your target, and takes immediate effect. If you miss, the ammo (and liquid) is lost. This arrow has reservoir that resembles a syringe. You can fill the reservoir with one potion, poison or other liquid. Filling the reservoir takes one minute. -5/+0 162/849
  • Ironwood Ammo2G Weapon — Ammo, Technique U T, technique: You may pay EE to Limit Break (set a single combat pool to 7 until the end of your next turn) with your Ranged pool just before your missile attack, which resolves as normal. Ironwood arrows, though expensive, rarely break and fly truer than any other. +0/+0 503/849
  • Jade Ammo1G/U Weapon — Ammo, Technique U T, technique: Your missile attack has the Jade (bonus damage die against D creatures) trait. If you miss, this carries over to your next attack. +0/+0 684/849
  • Jade JitteG/U Weapon U Durability: 5 (counts as a Parrying Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    1/- 685/849
  • Jade ShovelG/U Weapon — Equipment U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cold Iron, Nonlethal, Tool (advantage for Mining tests).
    Loses Nonlethal against D creatures.
    • Jade (bonus damage die against D creatures).
    • Simple (requires no proficiency).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 686/849
  • Javelin0 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 819/849
  • Javelin (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 163/849
  • Javelin (Crystal)B/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor).
    1 T10/T50 687/849
  • Javelin (Ironwood)G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 504/849
  • Javelin (Jade)G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 688/849
  • Javelin (Masterwork)1 Weapon U Durability: 5
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 164/849
  • Javelin (Obsidian)R/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T10/T50 689/849
  • Javelin (Ornate)1 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 165/849
  • Javelin (Silver)1 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Silver.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1 T10/T50 166/849
  • Kama3 Weapon C Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    1/- 167/849
  • Kama (Cold Iron)4 Weapon C Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Cold Iron.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    1/- 168/849
  • Kama (Crystal)2GB/G Weapon U Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 690/849
  • Kama (Ironwood)3G Weapon U Durability: 6 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    1/- 505/849
  • Kama (Masterwork)4 Weapon U Durability: 5 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Naval.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    1/- 169/849
  • Kama (Obsidian)3R/G Weapon U Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 691/849
  • Kama (Ornate)3 Weapon U Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Fashionable (may provide advantage in social situations).
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    1/- 170/849
  • Kama (Silver)4 Weapon U Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Silver.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 171/849
  • Knife0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    1 T5/T25 820/849
  • Knife (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    1 T5/T25 172/849
  • Knife (Crystal)0 U 1 T5/T25 821/849
  • Knife (Crystal)B/G Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 692/849
  • Knife (Ironwood)G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    1 T5/T25 506/849
  • Knife (Jade)G/U Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Simple (requires no proficiency).
    1 T5/T25 693/849
  • Knife (Masterwork)1 Weapon U Durability: 4 (you have more than one of these).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    1 T10/T25 173/849
  • Knife (Obsidian)R/G Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 694/849
  • Knife (Ornate)1 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    1 T5/T25 174/849
  • Knife (Silver)1 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Simple (requires no proficiency).
    1 T5/T25 175/849
  • Kukri0 Weapon C Durability: 5 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 822/849
  • Kukri (Cold Iron)1 Weapon C Durability: 5 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 176/849
  • Kukri (Crystal)B/G Weapon U Durability: 4 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 695/849
  • Kukri (Ironwood)G Weapon U Durability: 7 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 507/849
  • Kukri (Jade)G/U Weapon U Durability: 4 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 696/849
  • Kukri (Masterwork)1 Weapon U Durability: 5 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    1 T10/T25 177/849
  • Kukri (Obsidian)R/G Weapon U Durability: 4 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Razor ([Cups]: target is bleeding).
    • Technical (you can slot techniques adjacent to this weapon)
    1 T5/T25 697/849
  • Kukri (Ornate)1 Weapon U Durability: 5 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Fashionable (may provide advantage in social situations).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 178/849
  • Kukri (Silver)1 Weapon U Durability: 5 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Silver.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Valuable (can be sold for a silver coin).
    • Razor ([Cups]: target is bleeding).
    1 T5/T25 179/849
  • Kunai (Obsidian)1R/G Weapon U Durability: 4 (counts as a Throwing Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 698/849
  • Kunai (Silver)2 Weapon U Durability: 5 (counts as a Throwing Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Silver.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    • Valuable (can be sold for a silver coin).
    1 T5/T25 180/849
  • Lance1 Weapon C Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • 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).
    2/3 181/849
  • Lance (Cold Iron)2 Weapon C Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce, Cold Iron.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • 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).
    2/3 182/849
  • Lance (Crystal)1B/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    2/3 700/849
  • Lance (Crystal)1B/G C
    699/849
  • Lance (Ironwood)1G Weapon U Durability: 5.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    2/3 508/849
  • Lance (Jade)2G/U C
    701/849
  • Lance (Jade)2G/U Weapon U Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Jade (bonus damage die against D creatures).
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Unbalanced (-1 defense die).
    • 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).
    2/3 702/849
  • Lance (Masterwork)2 Weapon U Durability: 4.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this 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).
    2/3 183/849
  • Lance (Obsidian)1R/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • Technical (you can slot techniques adjacent to this weapon).
    • 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).
    2/3 703/849
  • Lance (Ornate)2 C
    185/849
  • Lance (Ornate)2 Weapon U Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Fashionable (may provide advantage in social situations).
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • 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).
    2/3 184/849
  • Lance (Silver)2 Weapon U Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce, Silver.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Lethal (critical success on 5+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    • Valuable (can be sold for a silver coin).
    • 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).
    2/3 186/849
  • Lantern Mace2 Weapon U Durability: 5 (counts as Ornate).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    E: Produces light (same intensity as a standard torch).
    1/- 187/849
  • Lasso2 Weapon C Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for animal handling and climbing tests).
    • Large (requires both hands, but can use three of a kind).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    2/3 188/849
  • Lasso of Light2WW Weapon R Durability: 8.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for animal handling and climbing tests).
    • Large (requires both hands, but can use three of a kind).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
    • Fashionable (may provide advantage in social situations).
    • While a humanoid target is snared by Lasso of Light, you have Advantage (free reroll) for detecting whether the target is lying.
    2/3 355/849
  • Lasso of Light2WW C
    354/849
  • Leprechaun's Shillelagh2B Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Phenomenal (can use full house for free).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    A shillelagh is the Leprechaun’s weapon of choice, but serves more purposes than just for martial prowess. 1/- 427/849
  • Leprechaun's Shillelagh2B R 1/- 428/849
  • Light Mace0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    1/- 823/849
  • Light Mace (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    1/- 189/849
  • Lightning Arc3W Weapon R Durability: 6 (counts as a Recurve Bow).
    Penetration: 2 (ignore two points of armor).
    Type: Cavalry, Pierce.
    • Reload:2 (costs 2 AP to reload).
    • Fast (normal attacks cost 5 AP) while mounted.
    • Magic Damage (reduced by mystic armor).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    10/50 356/849
  • Long Steel3 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 190/849
  • Long Steel (Cold Iron)4 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Cold Iron.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 191/849
  • Long Steel (Crystal)3B/GB/G Weapon R Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 704/849
  • Long Steel (Ironwood)3G Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Naval.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 509/849
  • Long Steel (Jade)3G/UG/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 705/849
  • Long Steel (Masterwork)4 Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 192/849
  • Long Steel (Ornate)4 Weapon R Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 193/849
  • Long Steel (Silver)4 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Silver.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when using both hands.
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 194/849
  • Longbow1 Weapon C Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    15/75 195/849
  • Longbow (Ironwood)1G Weapon U Durability: 7.
    Penetration: 2 (ignore two points of armor).
    Type:
    Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    Ironwood is often said to be as hard as iron, and is nearly impervious to flame. It makes great bows, tools and even ships, but grows only in the cold north, making it a rare commodity. 15/75 510/849
  • Mace0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    1/- 824/849
  • Mace (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cold Iron.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    1/- 196/849
  • Mace (Crystal)B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 706/849
  • Mace (Ironwood)G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    1/- 511/849
  • Mace (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    1/- 197/849
  • Mace (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Bruising (damage from your damage die cannot be absorbed or reduced).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon)
    1/- 707/849
  • Mace (Silver)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Valuable (can be sold for a silver coin).
    • Stunning ([Pentacles]: target is stunned).
    1/- 198/849
  • Mace (Stone)G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Slow (normal attacks cost 7 AP).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    1/- 512/849
  • Magebane Arrow2BB Weapon — Ammo, Technique R T, Sacrifice Magebane Arrow, technique: This arrow inflicts Magic Damage (reduced by mystic armor), cannot be turned aside by magical effects and has the Tearing (two bonus damage dice and wounds require double normal time to heal) trait against fairies, magi and spirits. If you miss, the ammo is lost. Crafted from the core of a magebane tree, this arrow is certain to cause trouble for magic users. +0/+0 429/849
  • Magic Bullet2B/G Weapon — Ammo, Technique U T, technique, P: Your ranged attack with a gunpowder weapon inflicts Magic Damage (reduced by mystic armor).
    T: One use of Offensive Advantage (free reroll or replace) for a ranged duel with gunpowder weapons.
    708/849
  • Magical KnuckledusterGG Weapon R Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Bludgeon.
    • Fast (normal attacks cost 5 AP) (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Trip ([Swords]: target is knocked down).
    • Simple (requires no proficiency).
    1/- 513/849
  • Magus Staff1BB Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman.
    • Large (requires both hands, but can use three of a kind), also for spell attacks.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T: Prevent up to EE caused by a spell.
    T: Sustain a spell (for free) until the end of the scene.
    1/2 430/849
  • Manriki-Gusari1 Weapon C Durability: 5.
    Penetration: 1.
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 199/849
  • Manriki-Gusari (Masterwork)2 Weapon U Durability: 6.
    Penetration: 1.
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 200/849
  • Mechanical Axe3 Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 201/849
  • Mechanical Hammer3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 202/849
  • Meteor SlingRR Weapon R Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Concealable (disadvantage to find this item).
    • Reload:2 (costs 2 AP to reload).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    • sv Flaming ([Court, Wands]: target is burning)
    • Fast (normal attacks cost 5 AP).
    15/75 464/849
  • Meteoric Axe2G/U Weapon U Durability: 5 (counts as a Battle Axe).
    Penetration: 1 (ignore one point of armor).
    Type: Jade, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 709/849
  • Meteoric Basher1G/U Weapon U Durability: 4 (counts as a Great Mace).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Jade.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/2 710/849
  • Meteoric Bec De Corbin2G/U Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce, Jade.
    • Jade (bonus damage die against D creatures).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Large (requires both hands, but can use three of a kind).
    1/2 711/849
  • Meteoric Blade3G/U Weapon U Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Jade.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Slow (normal attacks cost 7 AP).
    1/2 712/849
  • Meteoric Boar Spear1G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Jade, Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1 T5/T25 713/849
  • Meteoric Dart1G/U Weapon U Durability: 4 (counts as a Throwing Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Jade.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1 T5/T25 714/849
  • Meteoric Epée1G/U Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce, Jade.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Jade (bonus damage die against D creatures)
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 716/849
  • Meteoric Epée1G/U C
    715/849
  • Meteoric Flail1G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Jade.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/- 717/849
  • Meteoric JavelinG/U Weapon U Durability: 4 (counts as a Heavy Javelin).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Jade.
    • Jade (bonus damage die against D creatures).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1 T10/T50 718/849
  • Meteoric Morning Star3G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce, Jade.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    1/- 719/849
  • Meteoric Protector 1G/U Weapon U Durability: 5 (counts as a Basket-Hilted Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Slash, Pierce, Jade.
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 720/849
  • Meteoric Push Dagger1G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Jade.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Jade (bonus damage die against D creatures)
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Penetrating ([extra pair]: bonus penetration).
    • Fast (normal attacks cost 5 AP).
    1/- 721/849
  • Meteoric QuarterstaffG/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Jade.
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Simple (requires no proficiency).
    1/2 722/849
  • Meteoric Rapier2G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Jade.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 724/849
  • Meteoric Rapier2G/U C
    723/849
  • Meteoric Short Steel2G/U Weapon U Durability: 4 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash, Jade.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    1/- 725/849
  • Meteoric Smallsword2G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Jade, Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Jade (bonus damage die against D creatures).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    1/- 726/849
  • Meteoric Throwing AxeG/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Jade, Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Jade (bonus damage die against D creatures).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1 T5/T25 727/849
  • Mirror BladeWW Weapon S Durability: 3 (counts as an Epée).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Blinding ([Swords]: target is blinded).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Quickdraw (drawing this is a free action).
    • Shard — Mirror Image ([Arcana]: item breaks, leaving a shard in the target that slowly makes them fade away into the mirror world unless the shard is removed).
    T: Mirror Blade becomes a Mirror Knife.
    T, [set aside {Swords}]: Sustain a single Mirror Image.
    You can summon this item from any reflective surface during a long or short rest. 1/- 847/849
  • Mirror BladeWW C
    357/849
  • Mirror Dart1B Weapon U Durability: 5 (counts as a Throwing Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1 T5/T25 431/849
  • Mirror KnifeWW C
    358/849
  • Mirror KnifeWW Weapon S Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Blinding ([Swords]: target is blinded).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Quickdraw (drawing this is a free action).
    • Summon — Mirror Image ([Arcana]: item breaks, but a mirror image appears in any adjacent square).
    T: Mirror Knife becomes a Mirror Blade.
    T: Mirror Knife (and blade) become Concealable (disadvantage to find this item) until end of scene.
    You can summon this item from any reflective surface during a long or short rest. 1 T5/T25 848/849
  • Miskatonic Blade2DB Weapon R Durability: 2 (counts as an Epée).
    Penetration: 1 (ignore one point of armor).
    Type: Nonlethal, Pierce.
    You can use Parry defense against a di directed spell effect (targeting you) that causes D.
    • Double Chi (damage dice explode).
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 432/849
  • Miskatonic Blade2DB C
    433/849
  • Molotov Cocktail0 Weapon C Durability: 2.
    Penetration: 1 (ignore one point of armor).
    Type: Fire.
    • AoE:2 (affects everyone within two paces).
    • Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    • Magic Damage (reduced by mystic armor).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T25 825/849
  • Moon Dust Bomb2B Weapon U Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    When attacking with Moon Dust Bomb at night, the target has Unbalanced (-1 defense die).
    • Accurate (+1 attack die, up to 6).
    • AoE:2 (affects everyone within two paces).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • S Stifling ([Court, Wands]: target is stifled).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 434/849
  • Moon Dust Bomb2B U 435/849
  • MorgensternerB Weapon U Durability: 5 (counts as a War Pick).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 436/849
  • Morning Star3 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    A blunt weapon that includes spikes. 1/- 203/849
  • Morning Star (Cold Iron)4 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce, Cold Iron.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    A blunt weapon that includes spikes. 1/- 204/849
  • Morning Star (Crystal)3 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 205/849
  • Morning Star (Ironwood)3G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    1/- 514/849
  • Morning Star (Masterwork)4 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    A blunt weapon that includes spikes. 1/- 206/849
  • Mortbane2BR Weapon R Durability: 6 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Murderous (critical success on 4+) against Undead.
    • Slow (normal attacks cost 7 AP).
    B: Magic Damage (reduced by mystic armor) until the end of the scene.
    “Be gone, you spawn of death!”
    1/2 565/849
  • Mountain Breaker2GW Weapon R Durability: 6 (counts as a Bec De Corbin).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce.
    • Large (requires both hands, but can use three of a kind).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    • Thunder Magic Damage (reduced by mystic armor).
    1/2 566/849
  • Mysterious Puzzle BoxI Weapon — Mythic S Durability: 8.
    Penetration: 1 (ignore one point of armor).
    Type: Alien, Mechanical, Pierce
    • S Razor ([Court, Cups]: target is bleeding).
    • Simple (requires no proficiency).
    If its attack causes Bleeding or an Injury, it mechanically reconfigures (flip this card).
    Also called the Lament configuration, it evokes strong feelings of dread. 1/- 844/849
  • Nacatl ClubB Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/- 437/849
  • Naginata3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 207/849
  • Naginata (Cold Iron)4 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Cold Iron.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 208/849
  • Naginata (Crystal)3B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 729/849
  • Naginata (Crystal)3B/G C
    728/849
  • Naginata (Ironwood)3G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 515/849
  • Naginata (Jade)3G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Penetrating ([extra pair]: bonus penetration).
    • Large (requires both hands, but can use three of a kind).
    1/2 730/849
  • Naginata (Masterwork)4 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 209/849
  • Naginata (Obsidian)3R/G C
    731/849
  • Naginata (Obsidian)3R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 732/849
  • Naginata (Ornate)4 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Fashionable (may provide advantage in social situations).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 210/849
  • Naginata (Silver)4 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Silver.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Valuable (can be sold for a silver coin).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 211/849
  • Naginata of Falling Leaves 2GG Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Talisman (Herbam).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    G: Naginata of Falling Leaves gains Dependable (advantage for durability and save tests).
    1/2 516/849
  • Nàma1RRWWB Weapon M Durability: 8 (counts as a Mace).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Magical, Pierce, Special (you ignore fatigue caused by Nàma while in sunlight).
    • S Blinding ([Court, Swords]: target is blinded). This manifests sunlight in your aura (5 paces), but the effect is stationary.
    • Cursed (everyone, except other players, covets this item when they see it. In addition, remove {Lovers} and {Sun} from the fate deck).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Stunning ([Pentacles]: target is stunned).
    T, Discard {Arcana}: Nàma is Murderous (critical success on 4+) against darkness and undead creatures for 6 rounds.
    T, Discard {Wands}: Limit Break (set a single combat pool to 7 until the end of your next turn).
    From the darkness comes a smile, reaching out for many miles, touching everyone. 568/849
  • Nàma1RRWWB C
    567/849
  • Nautilus Needle2UU Weapon R Durability: 6 (counts as a Naval Dirk).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • S Freezing ([Court, Cups]: target is stunned).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 368/849
  • Naval Dirk0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 826/849
  • Naval Dirk (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval, Cold Iron.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 212/849
  • Naval Dirk (Crystal)1B/G Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 733/849
  • Naval Dirk (Jade)G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Jade (bonus damage die against D creatures).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 734/849
  • Naval Dirk (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 213/849
  • Naval Dirk (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 735/849
  • Naval Dirk (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Razor ([Cups]: target is bleeding).
    1/- 214/849
  • Naval Dirk (Silver)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Naval, Silver.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Valuable (can be sold for a silver coin).
    • Razor ([Cups]: target is bleeding).
    1/- 215/849
  • Necromantic Dagger2BB C
    438/849
  • Necromantic Dagger2BB Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash, Tool (detect undead by holding the blade to your bare skin; you get a different sensation for each type of undead; range depends on mana currents, never more than one mile).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oathblade ([extra pair]: attack counts as magical).
    • Offhand (no penalties when attacking with two weapons).
    T: Add B to your Mana pool. If you are near a necromantic source, you may be able to gather B instead (magic test).
    1/- 439/849
  • Net0 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a dagger, spear or trident.
    • Feint ([Court]: remise attack).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Offhand (no penalties when attacking with two weapons).
    1/T5 827/849
  • Net (Spider Silk)1U Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Dagger, Spear or Trident.
    • Feint ([Court]: remise attack).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Offhand (no penalties when attacking with two weapons).
    1/T5 369/849
  • Never-Blade3RW Weapon — Artifact M Durability: 5 (counts as a Short Steel Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    You can parry Mentem di attacks.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • d2d2: Your attack becomes armor-defeating.
    • Offhand (no penalties when attacking with two weapons).
    1/- 569/849
  • Nodachi2 Weapon C Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    A specialized sword that decisively defeats cavalry. 1/2 216/849
  • Nodachi (Cold Iron)3 Weapon C Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Cold Iron.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    A specialized sword that decisively defeats cavalry. 1/2 217/849
  • Nodachi (Crystal)2B/G Weapon U Durability: 4 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 736/849
  • Nodachi (Ironwood)2G Weapon U Durability: 7 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    A specialized sword that decisively defeats cavalry. 1/2 517/849
  • Nodachi (Jade)2G/U Weapon U Durability: 4 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 737/849
  • Nodachi (Masterwork)3 Weapon U Durability: 6 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    A specialized sword that decisively defeats cavalry. 1/2 218/849
  • Nodachi (Ornate)3 Weapon U Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fashionable (may provide advantage in social situations).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 219/849
  • Nodachi of The Moon3 Weapon U Durability: 5 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1/2 220/849
  • Northern Wind2U Weapon U Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    If your attack with Northern Wind targets someone in contact with sufficient water, the Area of Effect is extended to 3 paces.
    • Accurate (+1 attack die, up to 6).
    • AoE:2 (affects everyone within two paces).
    • S Freezing ([Court, Cups]: target is stunned).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 370/849
  • Northern Wind2U U 371/849
  • Nunchaku0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    1/- 828/849
  • Nunchaku (Crystal)B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Stunning ([Pentacles]: target is stunned).

    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    Swinging crystals from a rope... 1/- 738/849
  • Nunchaku (Ironwood)G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    1/- 518/849
  • Nunchaku (Jade)G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Stunning ([Pentacles]: target is stunned).
    1/- 739/849
  • Nunchaku (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    Just two sticks and a chain, but fancy! If it is wielded properly, it is also quite the sight to behold. 1/- 221/849
  • Nunchaku (Obsidian)R/G Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 740/849
  • Nunchaku (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Fashionable (may provide advantage in social situations).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Stunning ([Pentacles]: target is stunned).
    • Offhand (no penalties when attacking with two weapons).
    1/- 222/849
  • Nunchaku (Silver)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Stunning ([Pentacles]: target is stunned).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 223/849
  • Nynaeve Blade3G Weapon U Durability: 7 (counts as a Bastard Sword / Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*), Ironwood.
    • Balanced (+1 defense die, up to 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2* 519/849
  • Obsidian AmmoB/R Weapon — Ammo, Technique U T, technique: Your missile attack has the Oathblade ([extra pair]: attack counts as magical) trait. If you miss, this carries over to your next attack. +0/+0 741/849
  • Oil Flask3 Weapon C Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    Attacking with Oil Flask does not cause any damage, but rather causes the target to gain Vulnerable (injury threshold is halved): Fire.
    • Accurate (+1 attack die, up to 6).
    • AoE:1 (affects everyone within one pace).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T10 224/849
  • Oni Slayer2BR Weapon U Durability: 5 (counts as a Greatsword and Nodachi).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oathblade ([extra pair]: attack counts as magical).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • S Sharp (armor penetration +2) against creatures of darkness.
    1/2 570/849
  • Oni Slayer2B C
    440/849
  • Oriole Wakizashi2B Weapon U Durability: 5 (counts as a Smallsword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    • Oust ([Court]: target spirit is banished).
    The Oriole Smiths have a reputation for crafting the perfect wakizahsi. 1/- 441/849
  • Panther Mauls2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Bludgeon, Silver.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Trip ([Swords]: target is knocked down).
    • Valuable (can be sold for a silver coin).
    • Simple (requires no proficiency).
    1/- 225/849
  • Parrying Dagger0 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 829/849
  • Parrying Dagger (Cold Iron)1 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Cold Iron.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 226/849
  • Parrying Dagger (Crystal)B/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 742/849
  • Parrying Dagger (Ironwood)G Weapon U Durability: 8.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 520/849
  • Parrying Dagger (Masterwork)1 Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 227/849
  • Parrying Dagger (Ornate)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 228/849
  • Pearl Trident3WB Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    You can have Pearl Trident act as a small light source (comparable to a torch).
    • Balanced (+1 defense die, up to 6).
    • Blinding ([Swords]: target is blinded).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Penetrating ([extra pair]: bonus penetration).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    1 T5/T25 571/849
  • Peasant Flail0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Inaccurate (-1 attack die).
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    Usable for more than just grain. 1/2 830/849
  • Peasant Flail (Masterwork)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Inaccurate (-1 attack die).
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/2 229/849
  • Phoenix Blades2B/GR Weapon R Durability: 4 (counts as a Scythe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Crystal.
    • Flaming ([Wands]: target is burning).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 744/849
  • Phoenix Blades2B/GR C
    743/849
  • Pickaxe2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 230/849
  • Pickaxe (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 231/849
  • Pickaxe (Crystal)2B/G Weapon U Durability: 4 (cannot apply durability bonuses).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 745/849
  • Pickaxe (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 521/849
  • Pickaxe (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 232/849
  • Pickaxe (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 746/849
  • Pickaxe (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for bargain and diplomacy tests).
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 233/849
  • Pike1 Weapon C Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 234/849
  • Pike (Cold Iron)2 Weapon C Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Cold Iron.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 235/849
  • Pike (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    2/3 747/849
  • Pike (Ironwood)1G Weapon U Durability: 8.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 522/849
  • Pike (Jade)1G/U C
    749/849
  • Pike (Jade)1G/U Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Jade (bonus damage die against D creatures).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 748/849
  • Pike (Masterwork)2 Weapon U Durability: 7.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 236/849
  • Pike (Obsidian)1R/G Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 750/849
  • Pike (Obsidian)1R/G C
    751/849
  • Pike (Ornate)2 C
    238/849
  • Pike (Ornate)2 Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Fashionable (may provide advantage in social situations).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    2/3 237/849
  • Pike (Silver)3 Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Silver.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    2/3 239/849
  • Poison Bomb2 U 240/849
  • Poison Bomb2 Weapon C Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    Your attack with Poison Bomb is considered a Poison test. You must Reveal an Airborne Poison when using Poison Bomb. Poison Bomb does not cause damage, but instead inflicts the Poisoned condition.
    • Accurate (+1 attack die, up to 6).
    • AoE:X (affects everyone within X paces) where X equals the AoE range of the poison.
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • sp Poisonous ([Court, Cups]: target is poisoned).
    • Unstable ([Court]: explodes too soon and attack affects you).
    No sane person would employ this most irresponsible way to wage war. T5/T15 241/849
  • Priestly FanB Weapon U Durability: 4 (counts as a War Fan).
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Offhand (no penalties when attacking with two weapons).
    1/- 442/849
  • Protector Axe2G/U Weapon U Durability: 3 (counts as a Great Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Crystal, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 754/849
  • Push Dagger1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    Also called a punch dagger. 1/- 242/849
  • Push Dagger (Cold Iron)2 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    Good for getting rid of winged pests. 1/- 243/849
  • Push Dagger (Crystal)2B/G C
    755/849
  • Push Dagger (Crystal)2B/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 756/849
  • Push Dagger (Ironwood)1G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    Also called a punch dagger. 1/- 523/849
  • Push Dagger (Masterwork)2 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Penetrating ([extra pair]: bonus penetration).
    • Fast (normal attacks cost 5 AP).
    1/- 244/849
  • Push Dagger (Obsidian)1R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Penetrating ([extra pair]: bonus penetration).
    • Technical (you can slot techniques adjacent to this weapon)
    • Fast (normal attacks cost 5 AP).
    1/- 757/849
  • Push Dagger (Ornate)2 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Fashionable (may provide advantage in social situations)
    1/- 245/849
  • Push Dagger (Silver)2 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Silver.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1/- 246/849
  • Push Dagger (Superior)3 Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with another dagger or dirk.
    • Concealable (disadvantage to find this item).
    • Penetrating ([extra pair]: bonus penetration).
    • Fast (normal attacks cost 5 AP).
    1/- 247/849
  • Quarterstaff0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 831/849
  • Quarterstaff (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Cold Iron.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 248/849
  • Quarterstaff (Crystal)B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 758/849
  • Quarterstaff (Ironwood)G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 524/849
  • Quarterstaff (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    1/2 249/849
  • Quarterstaff (Obsidian)BR/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Vim).
    • Dependable (advantage for durability and save tests).
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Technical (you can slot techniques adjacent to this weapon).
    1/2 760/849
  • Quarterstaff (Obsidian)BR/G C
    759/849
  • Quarterstaff (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    • Large (requires both hands, but can use three of a kind).
    1/2 250/849
  • Rambo BladeG Weapon U Durability: 7 (counts as a Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash, Ironwood.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 525/849
  • Rapier2 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 251/849
  • Rapier (Cold Iron)3 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 252/849
  • Rapier (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 762/849
  • Rapier (Crystal)2B/G C
    761/849
  • Rapier (Masterwork)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 253/849
  • Rapier (Obsidian)3R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 763/849
  • Rapier (Obsidian) 2R/G C
    764/849
  • Rapier (Ornate)3 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Fashionable (may provide advantage in social situations).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 254/849
  • Rapier (Silver)3 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Silver.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 255/849
  • Razor Discs3 Weapon — Ammo, Technique R Requirement: Arbalest
    T, technique: Your ranged attack has S Razor ([Court, Cups]: target is bleeding) and Flail (target has -1 defense die) against Block defenses.
    Spinning discs with serrated edges are shot from the arbalest with devastating results. The best defense is to just not be there. +5/-20 256/849
  • Recurve Bow1 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Cavalry, Pierce.
    • Reload:2 (costs 2 AP to reload).
    • Fast (normal attacks cost 5 AP) while mounted.
    A recurved bow is a bow with limbs that curve away from the archer when unstrung. 10/50 257/849
  • Recurve Bow (Masterwork)2 Weapon R Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Cavalry, Pierce.
    • Reload:2 (costs 2 AP to reload).
    • Fast (normal attacks cost 5 AP) while mounted.
    A recurved bow is a bow with limbs that curve away from the archer when unstrung. 10/50 258/849
  • Repeating Crossbow1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:1 (costs 1 AP to reload).
    • 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).
    15/75 259/849
  • Repeating Crossbow (Masterwork)2 Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:1 (costs 1 AP to reload).
    • 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).
    15/75 260/849
  • Ringed Battle Axe2B Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 443/849
  • Ringed Metal StaffB Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
    • Large (requires both hands, but can use three of a kind).
    • Oust ([Court]: target spirit is banished).
    • Stunning ([Pentacles]: target is stunned).
    The rattling noise keeps bad spirits away. 1/2 444/849
  • Rock Salt Ammo2 Weapon — Ammo, Technique C T, technique: Your projectile attack is a shot of rock salt, and inflicts O Physical Damage (reduced by physical armor). It is also has the Oust ([Court]: target spirit is banished) trait. After the attack, your opponent must make an opposed Willpower against you. If you win, the spirit is banished (nothing happens if you lose, except you now face a pissed off spirit). +0/+0 261/849
  • Rod of the Alabaster Magi WWW Weapon R Durability: 5 (counts as a Staff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Auram and Imaginem).
    • Phenomenal (can use full house for free) for Auram and Imaginem spells.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T, W, Durability test: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 359/849
  • Rod of the Azure MagiUUU Weapon R Durability: 5 (counts as a Staff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Animàl and Aquam).
    • Phenomenal (can use full house for free) for Animàl and Aquam spells.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T, U, Durability test: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 372/849
  • Rod of the Crimson Magi RRR Weapon R Durability: 5 (counts as a Staff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Ignem and Mentem).
    • Phenomenal (can use full house for free) for Ignem and Mentem spells.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T, R, Durability test: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 465/849
  • Rod of the Onyx MagiBBB Weapon R Durability: 5 (counts as a Staff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Corpus and Vim).
    • Phenomenal (can use full house for free) for Corpus and Vim spells.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T, B, Durability test: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 445/849
  • Rod of the Verdant Magi GGG Weapon R Durability: 5 (counts as a Staff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Talisman (Herbam and Terram).
    • Phenomenal (can use full house for free) for Herbam and Terram spells.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down).
    T, G, Durability test: Limit Break (set a single combat pool to 7 until the end of your next turn).
    1/- 526/849
  • Rune Bomb2G/W Weapon U Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    • Accurate (+1 attack die, up to 6).
    • AoE:3 (affects everyone within three paces).
    • Thunder Magic Damage (reduced by mystic armor).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T10 765/849
  • Runed Arming Sword2W Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Damage +1 (roll an extra damage die).
    • Double Chi (damage dice explode).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 360/849
  • Runed Axe1U Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Offhand (no penalties when attacking with two weapons).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • S Freezing ([Court, Cups]: target is stunned).
    1/- 373/849
  • Runed Bastard Sword3GG Weapon R Durability: 6 (counts as a Long Steel).
    Penetration: 1 (ignore one point of armor).
    Type: Slash (can be used in one or two hands*).
    • Balanced (+1 defense die, up to 6).
    • Astounding (can use four of a kind for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) when using both hands.
    1/2* 527/849
  • Runed Beheader2GW Weapon R Durability: 6 (counts as a Heavy Club).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Ironwood.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Impressive ([Cups]: target is shaken).
    • Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    1/- 572/849
  • Runed Boar Spear2BR Weapon R Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Tool (defensive advantage against animals).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    • Stifling ([Wands]: target is stifled).
    1 T5/T25 573/849
  • Runed Boarding AxeUUB Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Naval, Slash.
    • S Freezing ([Court, Cups]: target is stunned).
    • Oust ([Court]: target spirit is banished).
    • Sharp (armor penetration +1).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Offhand (no penalties when attacking with two weapons).
    1/- 574/849
  • Runed Bola1W Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    • Concealable (disadvantage to find this item).
    • Flail (target has -1 defense die).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    T5/T25 361/849
  • Runed Dagger1BB Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • S Razor ([Court, Cups]: target is bleeding).
    • Fast (normal attacks cost 5 AP).
    1/- 446/849
  • Runed Darkblade3D Weapon U Durability: 6 (counts as a Broadsword).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce, Slash.
    • Astounding (can use four of a kind for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 262/849
  • Runed Flamebrand3RR Weapon R Durability: 7 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Fire, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Flaming ([Wands]: target is burning).
    • Large (requires both hands, but can use three of a kind).
    • Magic Damage (reduced by mystic armor).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    1/2 466/849
  • Runed Frostbrand2WU Weapon R Durability: 7 (counts as a Broadsword).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cold, Pierce, Slash.
    • S Freezing ([Court, Cups]: target is stunned).
    • Large (requires both hands, but can use three of a kind).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/2 575/849
  • Runed Great Axe1UU Weapon R Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • S Freezing ([Court, Cups]: target is stunned).
    1/2 374/849
  • Runed Javelin1WW Weapon R Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    • Thunder Magic Damage (reduced by mystic armor).
    1 T10/T50 362/849
  • Runed Kama3WU Weapon R Durability: 4 (counts as an Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Penetrating ([extra pair]: bonus penetration).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a Kama.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Offhand (no penalties when attacking with two weapons).
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    • Thunder Magic Damage (reduced by mystic armor).
    1/- 576/849
  • Runed Kukri2BG Weapon R Durability: 5 (counts as a Dagger).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • S Razor ([Court, Cups]: target is bleeding).
    • Technical (you can slot techniques adjacent to this weapon).
    T, T a Tattoo: Offensive Advantage (free reroll or replace) for the next attack with Runed Kukri.
    It seems to resonate with the ink in the tattoo. 1 T5/T25 577/849
  • Runed Kunai1RR Weapon R Durability: 5 (counts as a Throwing Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Fire.
    • Concealable (disadvantage to find this item).
    • Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1 T5/T25 467/849
  • Runed Lance2BG C
    579/849
  • Runed Lance2BG Weapon R Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Cavalry, Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield.
    • Poisonous ([Cups]: target is poisoned).
    • Murderous (critical success on 4+).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Penetrating ([extra pair]: bonus penetration).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Unbalanced (-1 defense die).
    2/3 578/849
  • Runed Longbow2BG C
    580/849
  • Runed Longbow2BG Weapon R Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Penetrating ([extra pair]: bonus penetration) ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Poisonous ([Cups]: target is poisoned) with Briarthorn Toxin.
    • Lethal (critical success on 5+)
    It is said that adding runes to your bow is the gift of ascension into adulthood for Elves that have chosen a martial life, adding another level to their lethal efficiency. 15/75 581/849
  • Runed Mace1WB Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stifling ([Wands]: target is stifled).
    • Stunning ([Pentacles]: target is stunned).
    • Thunder Magic Damage (reduced by mystic armor).
    1/- 582/849
  • Runed Maul5B Weapon R Durability: 8 (is a one handed weapon).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Astounding (can use four of a kind for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oathblade ([extra pair]: attack counts as magical).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/- 447/849
  • Runed Morning Star3GW Weapon R Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Tearing (two bonus damage dice and wounds require double normal time to heal).
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks) on Hit Location: Arms.
    • Thunder Magic Damage (reduced by mystic armor).
    1/- 583/849
  • Runed Naginata3RR Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Slash, Fire.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Flaming ([Wands]: target is burning).
    • Guard (hand physical armor value: 6).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    1/2 468/849
  • Runed Pike2RW C
    585/849
  • Runed Pike2RW Weapon R Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) if you are “covered” by an adjacent ally.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Thunder Magic Damage (reduced by mystic armor).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    2/3 584/849
  • Runed Push Dagger1RR Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Accurate (+1 attack die, up to 6).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Flaming ([Wands]: target is burning).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 469/849
  • Runed Quarterstaff2R Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Fire, Bludgeon.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Flaming ([Wands]: target is burning).
    • Trip ([Swords]: target is knocked down).
    1/2 470/849
  • Runed Scimitar1B Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 448/849
  • Runed Short Steel2WW Weapon R Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash, Silver.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • co Valuable (can be sold for a gold coin).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Offhand (no penalties when attacking with two weapons).
    1/- 363/849
  • Runed Sledgehammer2UU Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • S Freezing ([Court, Cups]: target is stunned).
    • Poisonous ([Cups]: target is poisoned) with Snake Venom.
    1/2 375/849
  • Runed Sledgehammer2UU C
    376/849
  • Runed Wakizashi2UB Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • S Freezing ([Court, Cups]: target is stunned).
    • Impressive ([Cups]: target is shaken).
    • Oust ([Court]: target spirit is banished).
    • Offhand (no penalties when attacking with two weapons).
    1/- 586/849
  • Runed War Pick3RG Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Damage +2 (roll two extra damage dice).
    • Double Chi (damage dice explode).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    1/- 587/849
  • Ruthenian Cleaver2UB Weapon U Durability: 4 (counts as a Halberd).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Astounding (can use four of a kind for free).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Razor ([Cups]: target is bleeding).
    • Trip ([Swords]: target is knocked down).
    • Slow (normal attacks cost 7 AP).
    1/2 588/849
  • Sabre2 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce, Slash.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 263/849
  • Sabre (Cold Iron)3 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Cold Iron, Pierce, Slash.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 264/849
  • Sabre (Masterwork)3 Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce, Slash.
    • Guard (hand physical armor value: 6).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 265/849
  • Samun Bomb3 U 267/849
  • Samun Bomb2 Weapon C Durability: 0.
    Penetration: 1 (ignore one point of armor)
    Type: Explosive.
    Abundant (to acquire you may reveal a copper coin instead of spending it).
    • Accurate (+1 attack die, up to 6).
    • AoE:1 (affects everyone within one pace).
    • Pacifistic (cannot score critical successes).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Simple (requires no proficiency).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 266/849
  • Sap0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for ambush tests, and very silent).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • Spectacular (can use three of a kind for free) in an ambush.
    1/- 832/849
  • Sasori Tessen2B/R Weapon R Durability: 5 (counts as a War Fan).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Concealable (disadvantage to find this item).
    • Double Chi (damage dice explode).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • S Razor ([Court, Cups]: target is bleeding)
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 766/849
  • Scimitar1 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 268/849
  • Scimitar (Cold Iron)2 Weapon C Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash, Cold Iron.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 269/849
  • Scimitar (Crystal)1B/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 767/849
  • Scimitar (Jade)2G/U Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash, Silver.
    • Feint ([Court]: remise attack).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 768/849
  • Scimitar (Jade)2G/U C
    769/849
  • Scimitar (Masterwork)2 Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 270/849
  • Scimitar (Obsidian)1R/G Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 770/849
  • Scimitar (Ornate)2 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 271/849
  • Scimitar (Silver)2 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash, Silver.
    • Feint ([Court]: remise attack).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    1/- 272/849
  • Scythe1 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 273/849
  • Scythe (Cold Iron)2 Weapon C Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Cold Iron, Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 274/849
  • Scythe (Ironwood)1G Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 528/849
  • Scythe (Jade)1G/U Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 772/849
  • Scythe (Jade)1G/U C
    771/849
  • Scythe (Masterwork)2 Weapon U Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 275/849
  • Scythe (Obsidian)1R/G C
    774/849
  • Scythe (Obsidian)1R/G Weapon U Durability: 3.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 773/849
  • Scythe (Ornate)2 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Fashionable (may provide advantage in social situations).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Unbalanced (-1 defense die).
    1/- 276/849
  • Scythe (Silver)3 Weapon U Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Valuable (can be sold for a silver coin).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 277/849
  • Segmented Flail3 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Stunning ([Pentacles]: target is stunned).
    • Inaccurate (-1 attack die).
    1/2 278/849
  • Self Bow0 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Simple (requires no proficiency).
    A bow made from a single piece of wood. It can be made from a wide range of wood in about a day. 15/40 833/849
  • Self Bow (Ironwood)G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Simple (requires no proficiency).
    15/40 529/849
  • Self Bow (Masterwork)1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Penetrating ([extra pair]: bonus penetration).
    • Reload:2 (costs 2 AP to reload).
    • Simple (requires no proficiency).
    A bow made from a single piece of wood. It can be made from a wide range of wood in about a day. 15/40 279/849
  • Serpent Arrows2G/U Weapon — Ammo, Technique U Keywords: Serpentine
    T, technique: Your missile attack has Pinning ([Pentacles]: target is pinned). On a critical success, it has S Pinning ([Court, Pentacles]: target is pinned). If you miss, this carries over to your next attack.
    +0/+0 775/849
  • Serpentine Blade2B Weapon U Durability: 4 (counts as a Flamberge).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Oust ([Court]: target spirit is banished).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    1/2 449/849
  • Serrated Arrows2 Weapon — Ammo, Technique U T, technique: Your missile attack has S Razor ([Court, Cups]: target is bleeding). If you miss, this carries over to your next attack. These arrows have their tips shaped into tiny knives tearing into the flesh of their target. +0/+0 280/849
  • Seven Coin Staff7 Weapon R Durability: 7 (counts as a Quarterstaff).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver.
    • Large (requires both hands, but can use three of a kind).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    • S Trip ([Court, Swords]: target is knocked down).
    • co Valuable (can be sold for a gold coin).
    T, Sacrifice a silver coin: Limit Break (set a single combat pool to 7 until the end of your next turn).
    A staff with seven gold coins attached to it. 1/2 281/849
  • Shadowblade1DW/B Weapon U Durability: 6 (counts as a Broadsword).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Pierce, Slash.
    • S Blinding ([Court, Swords]: target is blinded).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 776/849
  • Shillelagh1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    A stout oaken club. 1/- 282/849
  • Shillelagh (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    A stout oaken club. 1/- 283/849
  • Shockwave Bomb3 Weapon C Durability: 0.
    Penetration: 0 (ignore zero points of armor)
    Type: Explosive.
    • Accurate (+1 attack die, up to 6).
    • AoE:2 (affects everyone within two paces).
    • Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack). This is considered a vb effect.
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Unstable ([Court]: explodes too soon and attack affects you).
    T5/T15 285/849
  • Shockwave Bomb3 U 284/849
  • Short Steel2 Weapon C Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 286/849
  • Short Steel (Cold Iron)3 Weapon C Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 287/849
  • Short Steel (Crystal)2B/G C
    778/849
  • Short Steel (Crystal)2B/G Weapon U Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 777/849
  • Short Steel (Ironwood)2G Weapon U Durability: 7 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 530/849
  • Short Steel (Masterwork)3 Weapon U Durability: 6 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 288/849
  • Short Steel (Obsidian)2R/G Weapon U Durability: 4 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 779/849
  • Short Steel (Ornate)3 Weapon U Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Offhand (no penalties when attacking with two weapons).
    1/- 289/849
  • Short Steel (Silver)3 Weapon U Durability: 5 (counts as a Sword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Slash, Silver.
    • Balanced (+1 defense die, up to 6).
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 290/849
  • Shuriken0 Weapon C Durability: 0.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (can be used as caltrops).
    • Blinding ([Swords]: target is blinded).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Quickdraw (drawing this is a free action).
    • Razor ([Cups]: target is bleeding).
    T5/T25 834/849
  • Shuriken (Masterwork) 1 Weapon U Durability: 4 (you have more than one of these).
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (can be used as caltrops).
    • Blinding ([Swords]: target is blinded).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Quickdraw (drawing this is a free action).
    • Razor ([Cups]: target is bleeding).
    T10/T25 291/849
  • Silver Crowbar2 Weapon U Durability: 5 (counts as a Club).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal, Silver, Tool (advantage for Strength tests involving breaking open things).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Stunning ([Pentacles]: target is stunned).
    • Simple (requires no proficiency).
    1/- 292/849
  • Silver Jitte1 Weapon U Durability: 6 (counts as a Parrying Dagger).
    Penetration: 0 (ignore zero points of armor).
    Type: Silver, Pierce.
    • Balanced (+1 defense die, up to 6).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Guard (hand physical armor value: 6).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 293/849
  • Silver Khopesh3 Weapon U Durability: 5 (counts as a Falchion).
    Penetration: 1 (ignore one point of armor).
    Type: Slash, Silver.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1/- 294/849
  • Six Shooter8 Weapon S Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Lethal (critical success on 5+).
    • Reload:0 (costs 0 AP to reload) up to six times, then Reload:14 (costs 14 AP to reload).
    This weapon cannot be bought. 5/25 845/849
  • Skull Cleaver2B Weapon U Durability: 5 (counts as a Pickaxe).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for mining tests, and offensive advantage against stone targets).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind), but only against mounted opponents.
    • Oust ([Court]: target spirit is banished).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    1/- 450/849
  • Sledgehammer2 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/2 295/849
  • Sledgehammer (Cold Iron)3 Weapon C Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Slow (normal attacks cost 7 AP).
    1/2 296/849
  • Sledgehammer (Crystal)2B/G C
    780/849
  • Sledgehammer (Crystal)2B/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 781/849
  • Sledgehammer (Ironwood)2G Weapon U Durability: 8.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/2 531/849
  • Sledgehammer (Jade)2G/U Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Jade (bonus damage die against D creatures).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/2 782/849
  • Sledgehammer (Jade)2G/U C
    783/849
  • Sledgehammer (Masterwork)3 Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    1/2 297/849
  • Sledgehammer (Obsidian)2R/G C
    784/849
  • Sledgehammer (Obsidian)2R/G Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon).
    It packs quite the punch. 1/2 785/849
  • Sledgehammer (Silver)3 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Silver.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Valuable (can be sold for a silver coin).
    • Stunning ([Pentacles]: target is stunned).
    • Slow (normal attacks cost 7 AP).
    1/2 298/849
  • Sledgehammer (Stone)2G C
    532/849
  • Sledgehammer (Stone)2G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Slow (normal attacks cost 7 AP).
    • sf Stunning ([Court, Pentacles]: target is stunned).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn)
    1/2 533/849
  • Sling0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Tool (advantage for Hunting).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Reload:2 (costs 2 AP to reload).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Opponent has Defensive Disadvantage (forced reroll) on a critical success.
    15/75 835/849
  • Sling (Masterwork)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Tool (advantage for Hunting).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Reload:2 (costs 2 AP to reload).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Opponent has Defensive Disadvantage (forced reroll) on a critical success.
    15/75 299/849
  • Sling of the Tiny Giant3G Weapon R Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Tool (advantage for Hunting).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oathblade ([extra pair]: attack counts as magical).
    • Reload:2 (costs 2 AP to reload).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    10/50 534/849
  • Slingshot1 Weapon C Durability: 4 (counts as a Sling).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Reload:2 (costs 2 AP to reload).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    • Firm Grip (item cannot be disarmed).
    15/50 300/849
  • Smallsword2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    A nobleman’s blade is his honor. 1/- 301/849
  • Smallsword (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    A nobleman’s blade is his honor. 1/- 302/849
  • Smallsword (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 786/849
  • Smallsword (Ironwood)2G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    1/- 535/849
  • Smallsword (Masterwork)3 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    A nobleman’s blade is his honor. 1/- 303/849
  • Smallsword (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Offhand (no penalties when attacking with two weapons).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 787/849
  • Smallsword (Silver)3 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Silver.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • Impressive ([Cups]: target is shaken).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 304/849
  • Smiling Janus2RR Weapon R Durability: 5 (counts as a Flail).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon.
    • Flail (target has -1 defense die).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Flaming ([Wands]: target is burning).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • S Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
    1/- 471/849
  • Smoke Ammo2 Weapon — Ammo, Technique C T, technique: Your projectile attack is a smoke pellet, and inflicts O Physical Damage (reduced by physical armor). It has the S Trip ([Court, Swords]: target is knocked down) trait and the smoke provides Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) in a 5 pace radius. +0/+0 305/849
  • Sorcerer’s WandURW Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Nonlethal, Talisman (directed spells).
    Your di directed spells have Phenomenal (can use full house for free).
    T, E: Limit Break (set a single combat pool to 7 until the end of your next turn) for Magic or Warding.
    • Offhand (no penalties when attacking with two weapons).
    • Quickdraw (drawing this is a free action).
    1/- 589/849
  • Spear2 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 306/849
  • Spear (Cold Iron)3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 307/849
  • Spear (Crystal)2B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 788/849
  • Spear (Crystal)2B/G C
    789/849
  • Spear (Ironwood)2G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 536/849
  • Spear (Jade)2G/U Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Jade (bonus damage die against D creatures).
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative)
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 790/849
  • Spear (Masterwork)3 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T25 308/849
  • Spear (Obsidian)2R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Technical (you can slot techniques adjacent to this weapon).
    1 T5/T25 791/849
  • Spear (Ornate)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (Advantage for Public Speaking tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Fashionable (may provide advantage in social situations).
    1 T5/T25 309/849
  • Spear (Silver)3 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests), Silver.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Valuable (can be sold for a silver coin).
    1 T5/T25 310/849
  • Spear (Superior)4 Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Pierce, Tool (advantage for fishing and hunting tests).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    1 T5/T40 311/849
  • Spear of the Righteous3RW Weapon R Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing and hunting tests).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a heater shield or round shield.
    • Counter-Charge (advantage against charge attacks; readying an action costs no additional action points).
    • Rush (advantage if you moved 6 or more paces this turn).
    • Oathblade ([extra pair]: attack counts as magical).
    • Offensive Advantage (free reroll or replace) against cowards (targets affected by Intimidated, Fleeing and Shaken).
    1 T5/T25 590/849
  • Spear of the Righteous3RW C
    591/849
  • Spinal FangB Weapon U Durability: 4 (counts as a Throwing Axe).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Oust ([Court]: target spirit is banished).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 451/849
  • Star Strike2UB Weapon R Durability: 5 (counts as a Heavy Javelin).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce.
    • Displace ([Swords]: target is teleported 1d6 paces in a random direction).
    • Freezing ([Cups]: target is stunned).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Sharp (armor penetration +1).
    1 T10/T50 592/849
  • Steam Powered Harpoon Gun1 Weapon S Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Naval, Pierce, Projectile (disadvantage unless you are aiming; target has disadvantage).
    • Fast (normal attacks cost 5 AP).
    • Large (requires both hands, but can use three of a kind).
    • Range +15 while underwater.
    • Reload:7 (costs 7 AP to reload).
    • Simple (requires no proficiency).
    • 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) while not underwater.
    10/30 846/849
  • Stiletto1 Weapon C Durability: 4 (counts as a Dagger).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1/- 312/849
  • Stiletto (Cold Iron)2 Weapon C Durability: 4 (counts as a Dagger).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Cold Iron.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1/- 313/849
  • Stiletto (Jade)1G/U Weapon U Durability: 3 (counts as a Dagger).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 792/849
  • Stiletto (Masterwork)2 Weapon U Durability: 5 (counts as a Dagger).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1/- 314/849
  • StormbringerI Weapon — Companion S Durability: 7 (counts as a Greatsword).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    Invulnerable (cannot be broken or destroyed).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Slow (normal attacks cost 7 AP).
    • Oust ([Court]: target spirit is banished).
    FF: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/2 849/849
  • Sword of Mists1B Weapon U Durability: 5 (counts as a Broadsword).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Slash, Pierce.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Oust ([Court]: target spirit is banished).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 452/849
  • Sylvan Rapier2G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Ironwood.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 537/849
  • Tetsubo1 Weapon U Durability: 6 (counts as a Masterwork Club).
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    1/- 315/849
  • The Jade Sword3GU Weapon R Durability: 5 (counts as a Broadsword).
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Pierce, Slash.
    • Astounding (can use four of a kind for free).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items), but only when used with both hands.
    • Jade (bonus damage die against D creatures).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 564/849
  • The Pretty Reckless2B/G C
    752/849
  • The Pretty Reckless2B/G Weapon U Durability: 3 (counts as a Great Axe).
    Penetration: 2 (ignore two points of armor).
    Type: Slash, Crystal.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Lethal (critical success on 5+).
    • Slow (normal attacks cost 7 AP).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    T: Reroll a Song or Music test.
    1/2 753/849
  • Three With Nature2G Weapon U Durability: 8 (counts as an Arming Sword).
    Penetration: 1 (ignore one point of armor).
    Type: Ironwood, Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
    • Penetrating ([extra pair]: bonus penetration).
    Nature’s hidden boon to the sword-fighting world. 1/- 538/849
  • Throwing Axe0 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 836/849
  • Throwing Axe (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 316/849
  • Throwing Axe (Crystal)B/G Weapon U Durability: 3.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 793/849
  • Throwing Axe (Ironwood)G Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 539/849
  • Throwing Axe (Masterwork)1 Weapon U Durability: 4 (you have more than one of these).
    Penetration: 1 (ignore one point of armor).
    Type: Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Razor ([Cups]: target is bleeding).
    1 T10/T25 317/849
  • Throwing Axe (Silver)1 Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Silver, Slash.
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    • Valuable (can be sold for a silver coin).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 318/849
  • Throwing Dagger1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1 T5/T25 319/849
  • Throwing Dagger (Cold Iron)2 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce, Cold Iron.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Quickdraw (drawing this is a free action).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 320/849
  • Throwing Dagger (Crystal)1B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 794/849
  • Throwing Dagger (Ironwood) 1G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1 T5/T25 540/849
  • Throwing Dagger (Masterwork)2 Weapon U Durability: 5 (you have more than one of these).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Quickdraw (drawing this is a free action).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T25 321/849
  • Throwing Dagger (Ornate)2 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    1 T5/T25 322/849
  • Throwing Dagger (Superior)1RG Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Concealable (disadvantage to find this item).
    • Fast (normal attacks cost 5 AP).
    • Penetrating ([extra pair]: bonus penetration).
    • Quickdraw (drawing this is a free action).
    • Razor ([Cups]: target is bleeding).
    1 T10/T25 593/849
  • Thunder Lasso2W Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal.
    While in a Storm, Thunder Lasso loses Nonlethal and causes Thunder Magic Damage (reduced by mystic armor).
    • Large (requires both hands, but can use three of a kind).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    2/3 364/849
  • Torch0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Fire.
    • Flaming ([Wands]: target is burning) if lit (this consumes the torch after two scenes).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    Can be thrown a short distance. 1/T5 837/849
  • Torch (Masterwork)1R Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Fire.
    • sv Flaming ([Court, Wands]: target is burning) if lit (this consumes the torch after two scenes).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Simple (requires no proficiency).
    • Stunning ([Pentacles]: target is stunned).
    Can be thrown a short distance. 1/T5 472/849
  • Tracer Ammo3 Weapon — Ammo, Technique U T, technique: Your projectile attack includes a tracer round, and inflicts normal damage. After the attack, you Limit Break (set a single combat pool to 7 until the end of your next turn) with your Ranged pool. +0/+0 323/849
  • Trident3 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 324/849
  • Trident (Cold Iron)4 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Cold Iron, Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 325/849
  • Trident (Crystal)3B/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1 T5/T25 796/849
  • Trident (Crystal)3B/G C
    795/849
  • Trident (Deep Sea Coral)3G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Ironwood, Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 541/849
  • Trident (Jade)3G/U Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Jade (bonus damage die against D creatures).
    • Penetrating ([extra pair]: bonus penetration).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1 T5/T25 797/849
  • Trident (Masterwork)4 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    1 T5/T25 326/849
  • Trident (Ornate)4 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Fashionable (may provide advantage in social situations).
    • Penetrating ([extra pair]: bonus penetration).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    1 T5/T25 327/849
  • Trident (Silver)4 C
    328/849
  • Trident (Silver)4 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Silver, Pierce, Tool (advantage for fishing tests and in aquatic combat — once per round).
    • Balanced (+1 defense die, up to 6).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a net.
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Penetrating ([extra pair]: bonus penetration).
    • Valuable (can be sold for a silver coin).
    1 T5/T25 329/849
  • Tsi Blade4 Weapon R Durability: 5 (counts as a Smallsword).
    Penetration: 0 (ignore zero points of armor).
    Type: Pierce.
    • Duelist (one use of advantage in duels).
    • Fashionable (may provide advantage in social situations).
    • Feint ([Court]: remise attack).
    • S Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
    • Offhand (no penalties when attacking with two weapons).
    • co Valuable (can be sold for a gold coin) .
    1/- 330/849
  • Two-Headed Scimitar2 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Cavalry, Slash.
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Reliable (advantage for durability tests; never jams or gets stuck).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    • Razor ([Cups]: target is bleeding).
    • S Feint ([Court]: remise attack, for which target has disadvantage).
    1/- 331/849
  • Unarmed Attack (Kick)0 Weapon C Durability: [Toughness].
    Penetration: 0.
    Type: Nonlethal (inflicts E, not F, and cannot score a critical success).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Simple (requires no proficiency).
    • Unsteady ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you are knocked down).
    If you are proficient with unarmed attacks, ignore the unsteady trait. 1/- 838/849
  • Unarmed Attack (Punch)0 Weapon C Durability: [Toughness].
    Penetration: 0.
    Type: Nonlethal (inflicts E, not F, and cannot score a critical success).
    • Close (can be used while grappled; [Arcana]: attack aborted if opponent has a longer weapon).
    • Fast (normal attacks cost 5 AP).
    • Simple (requires no proficiency).
    1/- 839/849
  • Unseen Blade2BB Weapon R Durability: 6 (counts as a Basket-Hilted Sword).
    Penetration: 2 (ignore two points of armor).
    Type: Slash, Pierce.
    • Flail (target has -1 defense die).
    • Guard (hand physical armor value: 6).
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 453/849
  • Vampire Fang2B Weapon U Durability: 4 (counts as a Rapier).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Oust ([Court]: target spirit is banished).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    1/- 454/849
  • Veil PiercerB Weapon U Durability: 4 (counts as a Javelin).
    Penetration: 1 (ignore one point of armor).
    Type: Pierce.
    • Accurate (+1 attack die, up to 6).
    • Fast (normal attacks cost 5 AP).
    • Oust ([Court]: target spirit is banished).
    • Penetrating ([extra pair]: bonus penetration).
    1 T10/T50 455/849
  • Vorpal Sword3B/GB/G Weapon R Durability: 7 (counts as an Arming Sword).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Balanced (+1 defense die, up to 6).
    • Penetrating ([extra pair]: bonus penetration).
    • Oust ([Court]: target spirit is banished).
    • Phenomenal (can use full house for free).
    • Oathblade ([extra pair]: attack counts as magical).
    1/- 798/849
  • Voulge3 Weapon C Durability: 5.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Slow (normal attacks cost 7 AP).
    • Trip ([Swords]: target is knocked down).
    1/2 332/849
  • Voulge (Masterwork)4 Weapon U Durability: 6.
    Penetration: 2 (ignore two points of armor).
    Type: Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Penetrating ([extra pair]: bonus penetration).
    • Reach
    (can attack targets up to 2 paces away).
    • Slow (normal attacks cost 7 AP).
    • Trip ([Swords]: target is knocked down).
    1/2 333/849
  • War Fan0 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 840/849
  • War Fan (Cold Iron)1 Weapon C Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Cold Iron, Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 334/849
  • War Fan (Crystal)1B/G Weapon U Durability: 3.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for bargain, economics and charm tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 799/849
  • War Fan (Crystal)1B/G C
    800/849
  • War Fan (Ironwood)G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 542/849
  • War Fan (Jade)G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Jade (bonus damage die against D creatures).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    1/- 801/849
  • War Fan (Masterwork)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1/- 335/849
  • War Fan (Silver)1 Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests), Silver.
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Valuable (can be sold for a silver coin).
    • Offhand (no penalties when attacking with two weapons).
    1/- 336/849
  • War Fan (Superior)3 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Nonlethal, Tool (advantage for battlefield tactics, resistance and swimming tests).
    • Concealable (disadvantage to find this item).
    • Fashionable (may provide advantage in social situations).
    • Fast (normal attacks cost 5 AP).
    • Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
    • Impressive ([Cups]: target is shaken).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Offhand (no penalties when attacking with two weapons).
    1 T5/T10 337/849
  • War Hammer0 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    1/- 841/849
  • War Hammer (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Cold Iron.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    1/- 338/849
  • War Hammer (Crystal)B/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 802/849
  • War Hammer (Ironwood)G Weapon U Durability: 7.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    1/- 543/849
  • War Hammer (Jade)G/U Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Jade (bonus damage die against D creatures).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 803/849
  • War Hammer (Masterwork)1 Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    1/- 339/849
  • War Hammer (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Technical (you can slot techniques adjacent to this weapon)
    1/- 804/849
  • War Hammer (Ornate)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Fashionable (may provide advantage in social situations).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Rush (advantage if you moved 6 or more paces this turn).
    1/- 340/849
  • War Hammer (Silver)1 Weapon U Durability: 5.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry, Silver.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • Stunning ([Pentacles]: target is stunned).
    • Valuable (can be sold for a silver coin).
    1/- 341/849
  • War Hammer (Stone)G Weapon U Durability: 6.
    Penetration: 0 (ignore zero points of armor).
    Type: Bludgeon, Cavalry.
    • Rush (advantage if you moved 6 or more paces this turn).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test)
    • sf Stunning ([Court, Pentacles]: target is stunned).
    • Slow (normal attacks cost 7 AP).
    1/- 544/849
  • War Pick0 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 842/849
  • War Pick (Cold Iron)1 Weapon C Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Cold Iron, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 342/849
  • War Pick (Crystal)GB/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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).
    F: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
    1/- 805/849
  • War Pick (Ironwood)G Weapon U Durability: 7.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 545/849
  • War Pick (Masterwork)1 Weapon U Durability: 6.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 343/849
  • War Pick (Obsidian)R/G Weapon U Durability: 4.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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).
    • Technical (you can slot techniques adjacent to this weapon).
    1/- 806/849
  • War Pick (Ornate)1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce.
    • Fashionable (may provide advantage in social situations).
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • 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/- 344/849
  • War Pick (Silver)1 Weapon U Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Bludgeon, Cavalry, Pierce, Silver.
    • Stunning ([Pentacles]: target is stunned).
    • Trip ([Swords]: target is knocked down), but only against mounted opponents.
    • Valuable (can be sold for a silver coin).
    • 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/- 345/849
  • Weathered Scythe1WW Weapon R Durability: 4.
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Slash.
    • Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
    • Large (requires both hands, but can use three of a kind).
    • Murderous (critical success on 4+).
    • Penetrating ([extra pair]: bonus penetration).
    • S Razor ([Court, Cups]: target is bleeding).
    • Unbalanced (-1 defense die).
    • Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
    1/- 365/849
  • Whip1 Weapon C Durability: 5.
    Penetration: 0.
    Type: Slash, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 346/849
  • Whip (Masterwork)2 Weapon U Durability: 6.
    Penetration: 0.
    Type: Slash, Nonlethal.
    • Fast (normal attacks cost 5 AP).
    • Flail (target has -1 defense die).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 347/849
  • Whip (Ornate)2 Weapon U Durability: 5.
    Penetration: 0.
    Type: Slash, Nonlethal.
    • Fashionable (may provide advantage in social situations)
    • Fast (normal attacks cost 5 AP).
    • Impressive ([Cups]: target is shaken).
    • Long (can attack targets up to 3 paces away, but not adjacent targets).
    • Trip ([Swords]: target is knocked down).
    • Snaring ([Wands]: target is grappled; use durability for grapple tests).
    2/3 348/849
  • Whirling Chains4B/G Weapon U Durability: 5 (counts as a Whip).
    Penetration: 0.
    Type: Bludgeon.
    • Firm Grip (item cannot be disarmed).
    • Flail (target has -1 defense die).
    • Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
    • S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests).
    • Trip ([Swords]: target is knocked down).
    • Unbalanced (-1 defense die).
    2/3 843/849
  • Wolf Fang3U Weapon R Durability: 4 (counts as a Rapier).
    Penetration: 2 (ignore two points of armor).
    Type: Pierce, Tool (advantage for Animal Handling and Tracking).
    • Companion ([Court]: one use of advantage against target until the end of your next turn) with a cloak or dagger.
    • Duelist (one use of advantage in duels).
    • Fast (normal attacks cost 5 AP).
    • Feint ([Court]: remise attack).
    • Guard (hand physical armor value: 6).
    • Light (-1 complexity, but disadvantage to defend against heavy attacks).
    • Razor ([Cups]: target is bleeding).
    1/- 377/849
  • Wondrous WandURW Weapon R Durability: 5.
    Penetration: 1 (ignore one point of armor).
    Type: Talisman (directed spells).
    Your di directed spells have:
    • Penetrating ([extra pair]: bonus penetration).
    • Stifling ([Wands]: target is stifled).
    594/849