Noctvale
Equipment

Armor and Shields

Armor adds dice to the defense pool before rolling. Apply the armor's bonus when building your pool in Step 4, then roll all dice as Df checks as normal. Archetype caps apply — see your archetype entry.

Armor

Armor adds dice to the defense pool before rolling. Apply the armor's bonus when building your pool in Step 4, then roll all dice as Df checks as normal. Archetype caps apply — see your archetype entry.

Armor Tier Cost Archetype cap Pool modifier Notes
Light Armor Light 50 Folk, Hunters, Knights; Cult with Magic Armor +1 Skill die Leather, padded
Medium Armor Medium 115 Hunters, Knights; Cult with Magic Armor +1 Might die Chainmail, brigandine
Heavy Armor Heavy 185 Knights only; Cult with Magic Armor +2 Might dice, −1 Skill die Plate, full harness

Heavy Armor is a net +1 die but shifts the pool Might-heavy at the cost of Skill dice.


Shields

Shields modify the Defense (Df) threshold on specific dice in the defender's pool. Each shield takes 1 kit.

Shield Tier Cost Archetype cap Defense bonus
Buckler Light 10 All archetypes +1 Df on 1 Skill die
Shield Medium 25 All archetypes +1 Df on 1 Might die
Tower Shield Heavy 50 Knights, Folk +1 Df on 2 Might dice; −1 Df on 1 Skill die

Armor and shield effects stack.


Spellcasting gear

Item Kit Cost Access Effect
Wand 1 35 Caster +1 to hit when resolving an Attack spell

Multiple Wands or duplicate Wand effects do not stack.


Summoning gear

Item Cost Access Notes
Summoning Crystal 35 Binders; any Caster who knows a summoning spell Assigned to a fighter; max 2 per fighter; see Summoning

Adventuring gear

Permanent gear any fighter may carry. Adventuring gear does not use kit.

Item Cost Notes
Climbing Rope 35 Permanent; Climb uses full Movement

A fighter carrying Climbing Rope moves up to full Movement when making a Climb action instead of half Movement.


Sphere of Influence

Some equipment and Companions project a passive effect in an area around the bearer or Companion. This area is the Sphere of Influence.

  • The effect applies to all valid targets (friendly or enemy, as noted) within the stated range, measured from the bearer's or Companion's base.
  • The bearer is affected by their own Sphere of Influence.
  • Spheres of Influence do not require line of sight — they represent presence, sound, or proximity, not vision.
  • The source must be ActiveSpheres of Influence are suppressed while the bearer or Companion is Downed, Stunned, or Out of Action. (Companions flee instead of becoming Downed or Stunned — see Companions.)
  • Spheres of Influence from the same item or Companion type do not stack. If two friendly fighters carry Icons, a fighter within range of both still receives only +1 Sanity.

Icon and Instrument

Icon and Instrument are permanent (not consumed between games). Each item takes kit as noted. They are roster gear — not a campaign Relic recovered in scenarios.

Item Kit Cost Effect (friendly) Range Notes
Icon 2 75 +1 Sa 6" Passive
Instrument 2 65 +1" M 6" Requires 1 action to activate each turn

The Instrument's Sphere of Influence is not passive — the bearer must spend 1 action per turn playing the instrument. If they do not spend the action, the Sphere of Influence is inactive that turn.