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 Active — Spheres 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.