-
Ammo
Weapon — Ammo
Durability:
.
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 Totem
Weapon
Durability:
(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).
: 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 
596/849
-
Ancestral Kama
Weapon
Durability:
(counts as an Axe).
Penetration: 2 (ignore two points of armor).
Type: Naval, Pierce, Slash, Jade (bonus damage die against
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
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 Blade

Weapon
Durability:
(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).
•
Stifling ([Court, Wands]: target is stifled).
The rage of the angels left silent and cold.
1/-
349/849
-
Arbalest
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Club
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
When dealing at least 1 damage, add
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 Sword
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Cold Iron.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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).
: 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
• Jade (bonus damage die against
creatures).
• Penetrating ([extra pair]: bonus penetration).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1/-
599/849
-
Arming Sword (Masterwork)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Silver.
• Balanced (+1 defense die, up to
).
• 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
-
Assegai
Weapon
Durability:
.
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)
Weapon
Durability:
(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
-
Athame
Weapon
Durability:
(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).
, Sacrifice someone: Add
to your Mana pool, but you have Disadvantage (forced reroll) for Sanity tests until sunrise.
1 T5/T25
378/849
-
Axe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Slash.
• Jade (bonus damage die against
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Azeen
Weapon — Alien
Durability: [Toughness].
Penetration:
.
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
-
Banner
Weapon
Durability:
(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)
Weapon
Durability:
(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 Sword
Weapon
Durability:
.
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)
Weapon
Durability:
.
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) 
Weapon
Durability:
.
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).
: 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) 
Weapon
Durability:
.
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)
Weapon
Durability:
.
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) 
Weapon
Durability:
.
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) 
606/849
-
Basket-Hilted Sword (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Sword
Weapon
Durability:
(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
).
• 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)
Weapon
Durability:
(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
).
• 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)

Weapon
Durability:
(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
).
• 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).
: 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) 

609/849
-
Bastard Sword (Jade)
Weapon
Durability:
(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
).
• Jade (bonus damage die against
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)
Weapon
Durability:
(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
).
• 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)
Weapon
Durability:
(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
).
• 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)
Weapon
Durability:
(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
).
• 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 Witchblade

Weapon
Durability:
(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
).
• 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 Witchblade

612/849
-
Battered Falchion
Weapon
Durability:
.
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 Axe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
30/849
-
Bec De Corbin
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
617/849
-
Bec De Corbin (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Pierce.
• Large (requires both hands, but can use three of a kind).
•
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 Caress

Weapon
Durability:
(counts as a Whip).
Penetration:
.
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).
: Black Silk’s Caress causes Physical Damage (reduced by physical armor) instead of
.
2/3
618/849
-
Black Tessen
Weapon
Durability:
(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
-
Blackstaff
Weapon
Durability:
(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 
Weapon
Durability:
(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 Greatsword
Weapon
Durability:
. 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 Wood

Weapon
Durability:
(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)

Weapon
Durability:
(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).
,
, 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 Falchion
Weapon
Durability:
.
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
-
Bloodsword

Weapon
Durability:
(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
-
Blunderbuss
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Spear
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
620/849
-
Boar Spear (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Axe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Naval, Slash.
• Jade (bonus damage die against
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Bola
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Nonlethal.
• Concealable (disadvantage to find this item).
• Flail (target has -1 defense die).
•
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)
Weapon
Durability:
.
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 Flail
Weapon
Durability:
.
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 Scimitar
Weapon
Durability:
.
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 Scythe
Weapon
Durability:
.
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 Whip
Weapon
Durability:
.
Penetration:
.
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 Shredder
Weapon
Durability:
(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
-
Broadsword
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
creatures).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1/-
628/849
-
Broadsword (Masterwork)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Tails
Weapon
Durability:
(counts as a Whip).
Penetration:
.
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).
•
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 Breaker
Weapon
Durability:
(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 Javelin
57/849
-
Ceremonial Javelin
Weapon
Durability:
(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 Axe
Weapon
Durability:
.
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
-
Club
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Fast (normal attacks cost 5 AP).
• Jade (bonus damage die against
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Bow
Weapon
Durability:
.
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 Bow
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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 Fan
Weapon
Durability:
.
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).
•
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
-
Crossbow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Spear

Weapon
Durability:
.
Penetration:
.
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 Ammo
Weapon — Ammo, Technique
, technique: Your missile attack inflicts Magic Damage (reduced by mystic armor) if you spend
, and has bonus penetration if you spend an additional
. If you miss, this carries over to your next attack.
+0/+0
633/849
-
Cutlass
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
creatures).
Do not fear the Kraken.
1/-
635/849
-
Cutlass (Masterwork)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Dagger
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
637/849
-
Dagger (Jade)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Blade

641/849
-
Damascus Blade

Weapon
Durability:
(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).
: 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 Pickaxe
Weapon
Durability:
.
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 Blade

Weapon
Durability:
(counts as an Arming Sword).
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a buckler.
• Penetrating ([extra pair]: bonus penetration).
: Return Dancing Blade to you after being thrown.
1/T25
550/849
-
Dancing Star Bomb
456/849
-
Dancing Star Bomb
Weapon
Durability:
.
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
).
• 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 Katana

Weapon
Durability:
(counts as a Long Steel).
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Obsidian.
• Balanced (+1 defense die, up to
).
• 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 Nodachi

Weapon
Durability:
(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 Blade

Weapon
Durability:
(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 Bident
Weapon
Durability:
(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
).
• 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 Bow
Weapon
Durability:
(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 Head
Weapon
Durability:
((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 Arrow
77/849
-
Diffusion Arrow
Weapon — Ammo, Technique
, 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 Wand

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Magical.
: Reveal the top card of the Fate Deck. If it is {Arcana},
Divining Wand. If it is {Cups}, suffer 
. 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 Axe
Weapon
Durability:
(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 Lance

Weapon
Durability:
.
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 Spine

Weapon
Durability:
(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 Bisento

554/849
-
Dragon Spirit Bisento

Weapon
Durability:
(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 Katana

Weapon
Durability:
(counts as a Long Steel).
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Arrow


Weapon — Ammo, Technique
, technique, +1AP, +1C: Your projectile attack has:
• AoE:2 (affects everyone within two paces).
•
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).
•
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 Breath
387/849
-
Dragon’s Breath
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor)
Type: Explosive.
• Accurate (+1 attack die, up to
).
• AoE:3 (affects everyone within three paces).
• Magic Damage (reduced by mystic armor).
•
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 Pistol
Weapon
Durability:
.
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 Dagger
Weapon
Durability:
(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 Ammo
Weapon — Ammo, Technique
, 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 Pickaxe

Weapon
Durability:
.
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 Grenade
Weapon
Durability:
(counts as a Dynamite Stick).
Penetration: 3 (ignore three points of armor).
Type: Explosive, Pierce.
• Accurate (+1 attack die, up to
).
• 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 Stick
Weapon
Durability:
(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 Pickaxe
Weapon
Durability:
.
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
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 Staff

Weapon
Durability:
(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).
: Prevent up to 
caused by a spell.
: Sustain a spell (for free) until the end of the scene.
1/2
388/849
-
Elongated Flame
Weapon
Durability:
(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 Scimitar
Weapon
Durability:
.
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 Ammo
Weapon — Ammo, Technique
, 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.
: You
Enchanted Ammo.
+0/+0
389/849
-
Enchanted Blade
Weapon
Durability:
.
Penetration: 2 (ignore two points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Broadaxe
Weapon
Durability:
.
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 Logi
Weapon
Durability:
(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 Staff
Weapon
Durability:
(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).
•
Trip ([Court, Swords]: target is knocked down).
1/2
391/849
-
Enchanted Wurmslayer


Weapon
Durability:
(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).
,
: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
558/849
-
Epée
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
649/849
-
Epée (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Arrows

Weapon — Ammo, Technique
To create these arrows, a pact needs to be bargained with an animal spirit.
, technique: Your missile attack has Oust ([Court]: target spirit is banished). If you pay
, 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 Axe

Weapon
Durability:
.
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).
: Chance to produce
when you kill any humanoid (on
).
1/-
392/849
-
Exploding Arrow

Weapon — Ammo, Technique
, 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).
•
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
-
Falchion
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Tongue
Weapon
Durability:
(counts as a Whip).
Penetration:
.
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 Mace

Weapon
Durability:
(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
-
Flail
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
656/849
-
Flail (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 ([Court, Pentacles]: target is stunned).
• Inaccurate (-1 attack die).
• Slow (normal attacks cost 7 AP).
1/-
490/849
-
Flail (Stone)
491/849
-
Flamberge
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)

Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)

Weapon
Durability:
.
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 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Arrow
Weapon — Ammo, Technique
, technique, +1C: Your projectile attack inflicts Fire Magic Damage (reduced by mystic armor) and has
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 Ammo
Weapon — Ammo, Technique
, technique: Your projectile attack is a flare. It inflicts
Fire Magic Damage (reduced by mystic armor). It is also has the
Blinding ([Court, Swords]: target is blinded) trait.
Also useful if you want to draw someone’s attention.
+5/+25
104/849
-
Flatbow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Ammo
Weapon — Ammo, Technique
, 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 Musket
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
108/849
-
Flintlock Musket (Rifled)
Weapon
Durability:
.
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 Pistol
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Sword

Weapon
Durability:
(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
).
• 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 Corbin
Weapon
Durability:
.
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 Spear
Weapon
Durability:
.
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 Axe
Weapon
Durability:
.
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 Crossbow
Weapon
Durability:
.
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 Dagger
Weapon
Durability:
.
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 Dirk
Weapon
Durability:
(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 Epée
Weapon
Durability:
.
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 Falchion
Weapon
Durability:
.
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 Gladius
Weapon
Durability:
(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 Glaive
Weapon
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 Gnasher
Weapon
Durability:
(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 Greatsword
Weapon
Durability:
.
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 Club
Weapon
Durability:
.
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 Kama
Weapon
Durability:
(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 Keteriya
Weapon
Durability:
(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 Knife
Weapon
Durability:
.
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 Lance
Weapon
Durability:
.
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 Mace
Weapon
Durability:
.
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 Naginata
Weapon
Durability:
.
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 Dagger
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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 Pike
Weapon
Durability:
.
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 Pike
415/849
-
Fluted Push Dagger
Weapon
Durability:
.
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
).
• 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 Shadow
Weapon
Durability:
(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 Shatterhands

Weapon
Durability:
(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 Steel
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Sledgehammer
Weapon
Durability:
.
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 Spear
Weapon
Durability:
.
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 Sword
Weapon
Durability:
(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 Trident
422/849
-
Fluted Trident
Weapon
Durability:
.
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
).
• 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 Hammer
Weapon
Durability:
.
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 Blade

Weapon
Durability:
(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
-
Glaive
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
660/849
-
Glaive (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
664/849
-
Glaive (Obsidian)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Axe
Weapon
Durability:
(counts as a Boarding Axe).
Penetration: 1 (ignore one point of armor).
Type: Naval, Slash, Silver.
•
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 Hamaya
Weapon — Ammo, Technique
Valuable (can be sold for a gold coin).
, 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 Sun
Weapon
Durability:
(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).
•
Valuable (can be sold for a gold coin).
• Penetrating ([extra pair]: bonus penetration)
1/-
119/849
-
Great Axe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
666/849
-
Great Axe (Jade)
Weapon
Durability:
.
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
creatures).
1/2
665/849
-
Great Axe (Masterwork)
Weapon
Durability:
.
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)
668/849
-
Great Axe (Obsidian)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Mace
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
669/849
-
Great Mace (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Greatsword
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
(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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
674/849
-
Greatsword (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Wall
Weapon
Durability:
(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 Dawn
Weapon
Durability:
(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
-
Halberd
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
676/849
-
Halberd (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
creatures).
• Trip ([Swords]: target is knocked down).
• Slow (normal attacks cost 7 AP).
1/2
677/849
-
Halberd (Masterwork)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Sword
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Forge

Weapon
Durability:
(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 Crossbow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Hatchet
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
(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)
Weapon
Durability:
.
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 Club
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Javelin
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: Your next attack inflicts Magic Damage (reduced by mystic armor) armor).
1 T10/T50
680/849
-
Heavy Javelin (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
(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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Blade
Weapon — Legacy
Durability:
(counts as an Arming Sword).
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Scythe

562/849
-
Hell Scythe

Weapon
Durability:
.
Penetration: 2 (ignore two points of armor).
Type: Pierce, Slash, Infernal.
Illegal (when you use this card around others, risk dishonored, on
).
• 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).
•
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 Mace
Weapon
Durability:
.
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
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 Dirk
Weapon
Durability:
.
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 Glaive

Weapon
Durability:
.
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 Ammunition
Weapon — Ammo, Technique
, technique: Your ranged attack with a piercing weapon has Sharp (armor penetration +1).
: Homemade Ammunition does not count as a technique (so you can add an additional technique if you want to).
: Reroll an ammo test.
156/849
-
Horseman's Flail
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Iklwa
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Weapon
Weapon
Durability:
.
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 Arrow
Weapon — Ammo, Technique
, 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 Ammo
Weapon — Ammo, Technique
, technique: You may pay 
to Limit Break (set a single combat pool to
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 Ammo
Weapon — Ammo, Technique
, technique: Your missile attack has the Jade (bonus damage die against
creatures) trait. If you miss, this carries over to your next attack.
+0/+0
684/849
-
Jade Jitte
Weapon
Durability:
(counts as a Parrying Dagger).
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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
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 Shovel
Weapon — Equipment
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cold Iron, Nonlethal, Tool (advantage for Mining tests).
Loses Nonlethal against
creatures.
• Jade (bonus damage die against
creatures).
• Simple (requires no proficiency).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1/-
686/849
-
Javelin
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Penetrating ([extra pair]: bonus penetration).
1 T10/T50
819/849
-
Javelin (Cold Iron)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Cold Iron, Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Penetrating ([extra pair]: bonus penetration).
1 T10/T50
163/849
-
Javelin (Crystal)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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).
: Your next attack inflicts Magic Damage (reduced by mystic armor).
1 T10/T50
687/849
-
Javelin (Ironwood)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Penetrating ([extra pair]: bonus penetration).
1 T10/T50
504/849
-
Javelin (Jade)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Jade (bonus damage die against
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)
Weapon
Durability: 
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Penetrating ([extra pair]: bonus penetration).
1 T10/T50
164/849
-
Javelin (Obsidian)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Silver.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Penetrating ([extra pair]: bonus penetration).
• Valuable (can be sold for a silver coin).
1 T10/T50
166/849
-
Kama
Weapon
Durability:
(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)
Weapon
Durability:
(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)

Weapon
Durability:
(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).
: 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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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
-
Knife
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
1 T5/T25
821/849
-
Knife (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
(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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Kukri
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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).
: 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)
Weapon
Durability:
(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)
Weapon
Durability:
(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
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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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
-
Lance
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
699/849
-
Lance (Ironwood)
Weapon
Durability:
.
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)
701/849
-
Lance (Jade)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
185/849
-
Lance (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Mace
Weapon
Durability:
(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).
: Produces light (same intensity as a standard torch).
1/-
187/849
-
Lasso
Weapon
Durability:
.
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).
•
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 Light

Weapon
Durability:
.
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).
•
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 Light

354/849
-
Leprechaun's Shillelagh
Weapon
Durability:
.
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 Shillelagh
1/-
428/849
-
Light Mace
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Arc
Weapon
Durability:
(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 Steel
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Cold Iron.
• Balanced (+1 defense die, up to
).
• 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)

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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).
: 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Naval.
• Balanced (+1 defense die, up to
).
• 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)

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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
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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash, Silver.
• Balanced (+1 defense die, up to
).
• 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
-
Longbow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Mace
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
•
Stunning ([Court, Pentacles]: target is stunned).
1/-
512/849
-
Magebane Arrow

Weapon — Ammo, Technique
, 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 Bullet
Weapon — Ammo, Technique
, technique,
: Your ranged attack with a gunpowder weapon inflicts Magic Damage (reduced by mystic armor).
: One use of Offensive Advantage (free reroll or replace) for a ranged duel with gunpowder weapons.
708/849
-
Magical Knuckleduster
Weapon
Durability:
.
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 Staff

Weapon
Durability:
.
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).
: Prevent up to 
caused by a spell.
: Sustain a spell (for free) until the end of the scene.
1/2
430/849
-
Manriki-Gusari
Weapon
Durability:
.
Penetration:
.
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)
Weapon
Durability:
.
Penetration:
.
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 Axe
Weapon
Durability:
.
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 Hammer
Weapon
Durability:
.
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 Sling
Weapon
Durability:
.
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).
•
Flaming ([Court, Wands]: target is burning)
• Fast (normal attacks cost 5 AP).
15/75
464/849
-
Meteoric Axe
Weapon
Durability:
(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
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 Basher
Weapon
Durability:
(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
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 Corbin
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Pierce, Jade.
• Jade (bonus damage die against
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 Blade
Weapon
Durability:
(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
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 Spear
Weapon
Durability:
.
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
creatures).
• Penetrating ([extra pair]: bonus penetration).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1 T5/T25
713/849
-
Meteoric Dart
Weapon
Durability:
(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
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 Epée
Weapon
Durability:
.
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
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 Epée
715/849
-
Meteoric Flail
Weapon
Durability:
.
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
creatures).
• Stunning ([Pentacles]: target is stunned).
• Inaccurate (-1 attack die).
1/-
717/849
-
Meteoric Javelin
Weapon
Durability:
(counts as a Heavy Javelin).
Penetration: 2 (ignore two points of armor).
Type: Pierce, Jade.
• Jade (bonus damage die against
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 Star
Weapon
Durability:
.
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
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 
Weapon
Durability:
(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
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 Dagger
Weapon
Durability:
.
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
creatures)
• Accurate (+1 attack die, up to
).
• 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 Quarterstaff
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal, Jade.
• Jade (bonus damage die against
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 Rapier
Weapon
Durability:
.
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
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 Rapier
723/849
-
Meteoric Short Steel
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash, Jade.
• Balanced (+1 defense die, up to
).
• Duelist (one use of advantage in duels).
• Feint ([Court]: remise attack).
• Guard (hand physical armor value: 6).
• Jade (bonus damage die against
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 Smallsword
Weapon
Durability:
.
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
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 Axe
Weapon
Durability:
.
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
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 Blade
Weapon
Durability:
(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).
: Mirror Blade becomes a Mirror Knife.
, [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 Blade
357/849
-
Mirror Dart
Weapon
Durability:
(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 Knife
358/849
-
Mirror Knife
Weapon
Durability:
.
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).
: Mirror Knife becomes a Mirror Blade.
: 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 Blade

Weapon
Durability:
(counts as an Epée).
Penetration: 1 (ignore one point of armor).
Type: Nonlethal, Pierce.
You can use Parry defense against a
directed spell effect (targeting you) that causes
.
• 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 Blade

433/849
-
Molotov Cocktail
Weapon
Durability:
.
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 Bomb
Weapon
Durability:
.
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
).
• 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).
•
Stifling ([Court, Wands]: target is stifled).
• Unstable ([Court]: explodes too soon and attack affects you).
T5/T15
434/849
-
Moon Dust Bomb
435/849
-
Morgensterner
Weapon
Durability:
(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 Star
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Mortbane

Weapon
Durability:
(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).
: Magic Damage (reduced by mystic armor) until the end of the scene.
“Be gone, you spawn of death!”
1/2
565/849
-
Mountain Breaker

Weapon
Durability:
(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 Box
Weapon — Mythic
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Alien, Mechanical, Pierce
•
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 Club
Weapon
Durability:
.
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
-
Naginata
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
728/849
-
Naginata (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
731/849
-
Naginata (Obsidian)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 

Weapon
Durability:
.
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).
: Naginata of Falling Leaves gains Dependable (advantage for durability and save tests).
1/2
516/849
-
Nàma




Weapon
Durability:
(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).
•
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).
, Discard {Arcana}: Nàma is Murderous (critical success on 4+) against darkness and undead creatures for 6 rounds.
, Discard {Wands}: Limit Break (set a single combat pool to
until the end of your next turn).
From the darkness comes a smile, reaching out for many miles, touching everyone.
568/849
-
Nàma




567/849
-
Nautilus Needle

Weapon
Durability:
(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).
•
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 Dirk
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Dagger

438/849
-
Necromantic Dagger

Weapon
Durability:
.
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).
: Add
to your Mana pool. If you are near a necromantic source, you may be able to gather
instead (magic test).
1/-
439/849
-
Net
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 ([Court, Wands]: target is grappled; use durability for grapple tests).
• Offhand (no penalties when attacking with two weapons).
1/T5
369/849
-
Never-Blade

Weapon — Artifact
Durability:
(counts as a Short Steel Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
You can parry Mentem
attacks.
• Balanced (+1 defense die, up to
).
• Duelist (one use of advantage in duels).
• Feint ([Court]: remise attack).
• Guard (hand physical armor value: 6).
• 
: Your attack becomes armor-defeating.
• Offhand (no penalties when attacking with two weapons).
1/-
569/849
-
Nodachi
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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).
: 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)
Weapon
Durability:
(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)
Weapon
Durability:
(counts as a Greatsword).
Penetration: 1 (ignore one point of armor).
Type: Slash.
• Jade (bonus damage die against
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)
Weapon
Durability:
(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)
Weapon
Durability:
(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 Moon
Weapon
Durability:
(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 Wind
Weapon
Durability:
.
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
).
• AoE:2 (affects everyone within two paces).
•
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 Wind
371/849
-
Nunchaku
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon.
• Fast (normal attacks cost 5 AP).
• Jade (bonus damage die against
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Blade
Weapon
Durability:
(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
).
• 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 Ammo
Weapon — Ammo, Technique
, 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 Flask
Weapon
Durability:
.
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
).
• 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 Slayer

Weapon
Durability:
(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).
•
Sharp (armor penetration +2) against creatures of darkness.
1/2
570/849
-
Oni Slayer
440/849
-
Oriole Wakizashi
Weapon
Durability:
(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 Mauls
Weapon
Durability:
.
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 Dagger
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Cold Iron.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Pierce.
• Balanced (+1 defense die, up to
).
• 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 Trident

Weapon
Durability:
.
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
).
• 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 Flail
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Blades

Weapon
Durability:
(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).
: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
1/-
744/849
-
Phoenix Blades

743/849
-
Pickaxe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
(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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Pike
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
749/849
-
Pike (Jade)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
751/849
-
Pike (Ornate)
238/849
-
Pike (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Bomb
240/849
-
Poison Bomb
Weapon
Durability:
.
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
).
• 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).
•
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 Fan
Weapon
Durability:
(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 Axe
Weapon
Durability:
(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).
: 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 Dagger
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
755/849
-
Push Dagger (Crystal)
Weapon
Durability:
.
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
).
• 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).
: 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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
-
Quarterstaff
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
759/849
-
Quarterstaff (Ornate)
Weapon
Durability:
.
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 Blade
Weapon
Durability:
(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
-
Rapier
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
761/849
-
Rapier (Masterwork)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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) 
764/849
-
Rapier (Ornate)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Discs
Weapon — Ammo, Technique
Requirement: Arbalest
, technique: Your ranged attack has
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 Bow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Crossbow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Axe
Weapon
Durability:
.
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 Staff
Weapon
Durability:
.
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 Ammo
Weapon — Ammo, Technique
, technique: Your projectile attack is a shot of rock salt, and inflicts
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 

Weapon
Durability:
(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).
,
, Durability test: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
359/849
-
Rod of the Azure Magi

Weapon
Durability:
(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).
,
, Durability test: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
372/849
-
Rod of the Crimson Magi 

Weapon
Durability:
(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).
,
, Durability test: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
465/849
-
Rod of the Onyx Magi

Weapon
Durability:
(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).
,
, Durability test: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
445/849
-
Rod of the Verdant Magi 

Weapon
Durability:
(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).
,
, Durability test: Limit Break (set a single combat pool to
until the end of your next turn).
1/-
526/849
-
Rune Bomb
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor)
Type: Explosive.
• Accurate (+1 attack die, up to
).
• 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 Sword
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Axe
Weapon
Durability:
.
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).
•
Freezing ([Court, Cups]: target is stunned).
1/-
373/849
-
Runed Bastard Sword

Weapon
Durability:
(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
).
• 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 Beheader

Weapon
Durability:
(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 Spear

Weapon
Durability:
.
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 Axe

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Naval, Slash.
•
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 Bola
Weapon
Durability:
.
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 Dagger

Weapon
Durability:
.
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).
•
Razor ([Court, Cups]: target is bleeding).
• Fast (normal attacks cost 5 AP).
1/-
446/849
-
Runed Darkblade
Weapon
Durability:
(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 Flamebrand

Weapon
Durability:
(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 Frostbrand

Weapon
Durability:
(counts as a Broadsword).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cold, Pierce, Slash.
•
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 Axe

Weapon
Durability:
.
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).
•
Freezing ([Court, Cups]: target is stunned).
1/2
374/849
-
Runed Javelin

Weapon
Durability:
.
Penetration: 2 (ignore two points of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• 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 Kama

Weapon
Durability:
(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 Kukri

Weapon
Durability:
(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).
•
Razor ([Court, Cups]: target is bleeding).
• Technical (you can slot techniques adjacent to this weapon).
,
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 Kunai

Weapon
Durability:
(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 Lance

579/849
-
Runed Lance

Weapon
Durability:
.
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 Longbow

580/849
-
Runed Longbow

Weapon
Durability:
.
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 Mace

Weapon
Durability:
.
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 Maul
Weapon
Durability:
(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 Star

Weapon
Durability:
.
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 Naginata

Weapon
Durability:
.
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 Pike

585/849
-
Runed Pike

Weapon
Durability:
.
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 Dagger

Weapon
Durability:
.
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
).
• 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 Quarterstaff
Weapon
Durability:
.
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 Scimitar
Weapon
Durability:
.
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 Steel

Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash, Silver.
• Balanced (+1 defense die, up to
).
• 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 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 Sledgehammer

Weapon
Durability:
.
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).
•
Freezing ([Court, Cups]: target is stunned).
• Poisonous ([Cups]: target is poisoned) with Snake Venom.
1/2
375/849
-
Runed Sledgehammer

376/849
-
Runed Wakizashi

Weapon
Durability:
.
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).
•
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 Pick

Weapon
Durability:
.
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 Cleaver

Weapon
Durability:
(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
-
Sabre
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Bomb
267/849
-
Samun Bomb
Weapon
Durability:
.
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
).
• 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
-
Sap
Weapon
Durability:
.
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 Tessen
Weapon
Durability:
(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).
•
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
-
Scimitar
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Cavalry, Slash, Silver.
• Feint ([Court]: remise attack).
• Jade (bonus damage die against
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)
769/849
-
Scimitar (Masterwork)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
-
Scythe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
771/849
-
Scythe (Masterwork)
Weapon
Durability:
.
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)
774/849
-
Scythe (Obsidian)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Flail
Weapon
Durability:
.
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 Bow
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Arrows
Weapon — Ammo, Technique
Keywords: Serpentine
, technique: Your missile attack has Pinning ([Pentacles]: target is pinned). On a critical success, it has
Pinning ([Court, Pentacles]: target is pinned). If you miss, this carries over to your next attack.
+0/+0
775/849
-
Serpentine Blade
Weapon
Durability:
(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 Arrows
Weapon — Ammo, Technique
, technique: Your missile attack has
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 Staff
Weapon
Durability:
(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).
•
Trip ([Court, Swords]: target is knocked down).
•
Valuable (can be sold for a gold coin).
, Sacrifice a silver coin: Limit Break (set a single combat pool to
until the end of your next turn).
A staff with seven gold coins attached to it.
1/2
281/849
-
Shadowblade

Weapon
Durability:
(counts as a Broadsword).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Pierce, Slash.
•
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
-
Shillelagh
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Bomb
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor)
Type: Explosive.
• Accurate (+1 attack die, up to
).
• 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
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 Bomb
284/849
-
Short Steel
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
778/849
-
Short Steel (Crystal)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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).
: 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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)
Weapon
Durability:
(counts as a Sword).
Penetration: 0 (ignore zero points of armor).
Type: Pierce, Slash, Silver.
• Balanced (+1 defense die, up to
).
• 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
-
Shuriken
Weapon
Durability:
.
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)
Weapon
Durability:
(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 Crowbar
Weapon
Durability:
(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 Jitte
Weapon
Durability:
(counts as a Parrying Dagger).
Penetration: 0 (ignore zero points of armor).
Type: Silver, Pierce.
• Balanced (+1 defense die, up to
).
• 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 Khopesh
Weapon
Durability:
(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 Shooter
Weapon
Durability:
.
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 Cleaver
Weapon
Durability:
(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
-
Sledgehammer
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
780/849
-
Sledgehammer (Crystal)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
783/849
-
Sledgehammer (Masterwork)
Weapon
Durability:
.
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)
784/849
-
Sledgehammer (Obsidian)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
532/849
-
Sledgehammer (Stone)
Weapon
Durability:
.
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 ([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
-
Sling
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Giant
Weapon
Durability:
.
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
-
Slingshot
Weapon
Durability:
(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
-
Smallsword
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Janus

Weapon
Durability:
(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).
•
Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
1/-
471/849
-
Smoke Ammo
Weapon — Ammo, Technique
, technique: Your projectile attack is a smoke pellet, and inflicts
Physical Damage (reduced by physical armor). It has the
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 Wand

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Talisman (directed spells).
Your
directed spells have Phenomenal (can use full house for free).
,
: Limit Break (set a single combat pool to
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
-
Spear
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
789/849
-
Spear (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Righteous

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Pierce, Tool (advantage for fishing and hunting tests).
• Balanced (+1 defense die, up to
).
• 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 Righteous

591/849
-
Spinal Fang
Weapon
Durability:
(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 Strike

Weapon
Durability:
(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 Gun
Weapon
Durability:
.
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
-
Stiletto
Weapon
Durability:
(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)
Weapon
Durability:
(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)
Weapon
Durability:
(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
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)
Weapon
Durability:
(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
-
Stormbringer
Weapon — Companion
Durability:
(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).

: 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 Mists
Weapon
Durability:
(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 Rapier
Weapon
Durability:
.
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
-
Tetsubo
Weapon
Durability:
(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 Sword

Weapon
Durability:
(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
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 Reckless
752/849
-
The Pretty Reckless
Weapon
Durability:
(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).
: Your next attack inflicts Magic Damage (reduced by mystic armor). If you miss, this carries over to your next attack.
: Reroll a Song or Music test.
1/2
753/849
-
Three With Nature
Weapon
Durability:
(counts as an Arming Sword).
Penetration: 1 (ignore one point of armor).
Type: Ironwood, Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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 Axe
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
(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)
Weapon
Durability:
.
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 Dagger
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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) 
Weapon
Durability:
.
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)
Weapon
Durability:
(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)
Weapon
Durability:
.
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)

Weapon
Durability:
.
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 Lasso
Weapon
Durability:
.
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).
•
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
-
Torch
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Fire.
•
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 Ammo
Weapon — Ammo, Technique
, technique: Your projectile attack includes a tracer round, and inflicts normal damage. After the attack, you Limit Break (set a single combat pool to
until the end of your next turn) with your Ranged pool.
+0/+0
323/849
-
Trident
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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).
: 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)
795/849
-
Trident (Deep Sea Coral)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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
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)
Weapon
Durability:
.
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
).
• 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)
Weapon
Durability:
.
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
).
• 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)
328/849
-
Trident (Silver)
Weapon
Durability:
.
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
).
• 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 Blade
Weapon
Durability:
(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 ([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).
•
Valuable (can be sold for a gold coin) .
1/-
330/849
-
Two-Headed Scimitar
Weapon
Durability:
.
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).
•
Feint ([Court]: remise attack, for which target has disadvantage).
1/-
331/849
-
Unarmed Attack (Kick)
Weapon
Durability: [Toughness].
Penetration:
.
Type: Nonlethal (inflicts
, not
, 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)
Weapon
Durability: [Toughness].
Penetration:
.
Type: Nonlethal (inflicts
, not
, 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 Blade

Weapon
Durability:
(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 Fang
Weapon
Durability:
(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 Piercer
Weapon
Durability:
(counts as a Javelin).
Penetration: 1 (ignore one point of armor).
Type: Pierce.
• Accurate (+1 attack die, up to
).
• Fast (normal attacks cost 5 AP).
• Oust ([Court]: target spirit is banished).
• Penetrating ([extra pair]: bonus penetration).
1 T10/T50
455/849
-
Vorpal Sword

Weapon
Durability:
(counts as an Arming Sword).
Penetration: 2 (ignore two points of armor).
Type: Pierce, Slash.
• Balanced (+1 defense die, up to
).
• 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
-
Voulge
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Fan
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
800/849
-
War Fan (Ironwood)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Hammer
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry.
• Jade (bonus damage die against
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 ([Court, Pentacles]: target is stunned).
• Slow (normal attacks cost 7 AP).
1/-
544/849
-
War Pick
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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).
: 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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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)
Weapon
Durability:
.
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 Scythe

Weapon
Durability:
.
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).
•
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
-
Whip
Weapon
Durability:
.
Penetration:
.
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)
Weapon
Durability:
.
Penetration:
.
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)
Weapon
Durability:
.
Penetration:
.
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 Chains
Weapon
Durability:
(counts as a Whip).
Penetration:
.
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).
•
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 Fang
Weapon
Durability:
(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 Wand

Weapon
Durability:
.
Penetration: 1 (ignore one point of armor).
Type: Talisman (directed spells).
Your
directed spells have:
• Penetrating ([extra pair]: bonus penetration).
• Stifling ([Wands]: target is stifled).
594/849