Starting Items

Players begin with 10 Starting Tokens, to spend among items to start with. At the end of the starting item process, any unspent Tokens become 10 gold each. You additionally begin with a free Trinket of your choice. Your basic backpack holds up to 25 items. You can contain up to five of any one item as one inventory slot, if that item is a consumable or other small item.

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Protector's Brace - Trinket - Allies within 10m take 1 less damage from all sources for each ally in the area. Does not include you. You have +2 Max Hit Points.

Runner's Baton - Trinket - You have +1m Moved per movement action. Upon use, gain a free Movement action. One use per day.

Blastcaster's Sash - Trinket - Whenever you cast a spell, you gain +1 Blastcast. Whenever you Overcast a spell, you may spend all your Blastcast to gain that much bonus range and AoE on the Overcast spell, up to 5m added.

Locket of Remembrance - Trinket - Passively grants +4 Max MP. If and when a party member dies, permanently adds +2 Max MP to the Locket, up to a maximum of granting +10 Max MP.

Gauntlet of Vigor - Trinket - Grants +2 to Enduring rolls. Upon use, taunt target unit. One use per encounter.

Limitless Cosmetics - Trinket - Grants +3 to Interaction Rolls.

Healing Herbs - Trinket - Upon use, restores 1d4 HP per turn to a target within 5m, as long as you continue to apply the Herbs. Requires your target to not act, and you to not do any other actions as well. Unlimited uses per encounter.

Caltrops - Trinket - Upon use, toss out Caltrops to target 5m area within 10m. As long as any unit ( ally or enemy ) is in the area, that unit takes 1d6 damage and loses 1d6 AP each turn. One use per encounter.

Ethereal Crystal - Trinket - Upon use, blink up to 5m. One use per encounter.

Banner of War - Trinket - Grants all party members +1 Attack Damage. Grants the wearer +1 HP Regeneration.

Astral Scope - Trinket - Grants the wearer +1 MP Regenerated as long as he or she has been dealt damage since his or her last turn. Upon use, restores MP to wearer equal to the spells he or she has cast this turn. One use per encounter.

Purple Chain - Trinket - Upon use, binds a target to the wearer. ( Their movements will become mirrored ) This binding breaks on the user's next turn.

Lifeline - Trinket - While under 5 HP, you have +1d4 HP, MP, and AP Regeneration. Does not count while Near Death.

Balance of the Just - Trinket - You deal +1 Damage on attack to targets for every 5 HP you have more than them.

Rancher's Bandana - Trinket - You have +5m Range with all attacks, spells, and abilities.

Glorious Badge - Trinket - You have +3 Max Hit Points. Whenever you cast a spell that affects an ally, you recover 1 MP.

Savior's Crown - Trinket - Whenever you heal an ally, that ally recovers 1d4 AP. ( Does not count for healing self )

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Rusted Dagger - 2 ST - Attack Damage: 1d4 - AP Attack Cost: 3 - Critical Value: 16 - On attack, deals +1 damage to target for each time you've attacked them this turn.

Heroic Shortsword - 2 ST - Attack Damage: 1d6 - AP Attack Cost: 4 - Critical Value: 15

Iron Longsword - 2 ST - Attack Damage: 1d8 - AP Attack Cost: 5 - Critical Value: 14

Hearty Battleaxe - 3 ST - Attack Damage: 1d20 - AP Attack Cost: 10 - Critical Value: 12

Trusty Hatchet - 3 ST - Attack Damage: 1d6 - AP Attack Cost: 3 - Critical Value: 17

Steel Greatsword - 3 ST - Attack Damage: 1d12 - AP Attack Cost: 7 - Critical Value: 13

Tribal Spear - 2 ST - Attack Damage: 1d12 - AP Attack Cost: 9 - Critical Value: 12 - On Critical Hit, your target will bleed, making them take 1d4 damage per turn.

Stalwart Mace - 2 ST - Attack Damage: 1d4 - AP Attack Cost: 4 - Critical Value: 15 - On attack, your target deals -1 damage with all attacks until your next turn.

Oaken Arbalest - 3 ST - Attack Damage: 1d10 - AP Attack Cost: 6 - AP Reload Cost: 4 - Critical Value: 14 - Attack Range: 20m. Uses Bolts.

Elvish Longbow - 2 ST - Attack Damage: 1d20 - AP Attack Cost: 9 - AP Reload Cost: 7 - Critical Value: 12 - Attack Range: 30m. Uses Arrows.

Busted Scattergun - 2 ST - Clip Size: 4 - Attack Damage: 1d10 - AP Attack Cost: 4 - AP Reload Cost: 3 - Critical Value: 13 - Attack Range: 5m. Uses Shells.

Single Bore Shotgun - 3 ST - Attack Damage: 1d20 - AP Attack Cost: 8 - AP Reload Cost: 4 - Critical Value: 11 - Attack Range: 5m. Uses Shells.

Wooden Buckler - 1 ST - Offhand - Max Condition: 30 - Armor: 2.

Battered Kite Shield - 2 ST - Offhand - Max Condition: 80 - Armor: 5.

Phalanx Shield - 1 ST - Offhand - Max Condition: 40 - Armor: 1 - Has +2 Armor while an ally is within 5m.

Hand Crossbow - 2 ST - Offhand - Whenever you attack, you may fire the Crossbow or reload it. The Bolts have 15m range, and deal 1d4 damage. Uses Bolts.

Small Shiv - 1 ST - Offhand - Whenever you attack a target at melee range, you deal +1d4 damage on that attack.

Warding Charm - 1 ST - Offhand - Grants +1 SR. Whenever you cast a spell, you gain 1 Ward as long as you haven't used Warding Charm in the past hour. Consume all Ward on you to gain MP and Shield until your next turn to gain that much Ward.

Spellweaver's Overgloves - 2 ST - Offhand - At the end of your turn, you recover 1 MP for each spell you've cast this turn, up to 2. You have +3 Max MP.

Junction Glove - 2 ST - Offhand - +1d6 Damage on Critical Hit. Whenever you get a Critical Hit, you may knock your target back 5m.

Wizard's Gem - 1 ST - Offhand - +3 Spell Effect.

Griphand - 1 ST - Offhand - +1d4 Critical Hit Damage. Upon use, pull any target 5m closer to self. One use per encounter.

Sanctifier's Talisman - 2 ST - Offhand - +3 Max Hit Points. Upon use, restore 1d4 Hit Points to all party members within 15m, including self. One use per encounter.

Red Mage Staff - 3 ST - +6 Spell Effect. Your damaging spells deal +1d4 Damage. Whenever you kill a unit with Spell Damage, you recover 1d4 MP.

Pristine Staff - 2 ST - +1 to Overcast Rolls. Whenever you Overcast a spell, you recover 1d6 MP.

Gnarled Staff - 1 ST - +3 Spell Effect. +3 Max MP. Your first spell cast each turn costs -1 MP.

Flourisher's Wand - 3 ST - +5 Max MP. Whenever you Overcast a spell, you recover 2 MP. At the end of your turn, you recover 1 MP if you cast a spell this turn.

Willow Wand - 1 ST - +1 MP Regeneration. Whenever you Overcast a spell, you recover 1d4 MP.

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Heirloom Plates - 2 ST - Body - Max Condition: 120 - Armor: 4 - Has +1 Armor against damage less than 10 damage.

Latticed Chainmail - 1 ST - Body - Max Condition: 60 - Armor: 3

Leather Swift Armor - 2 ST - Body - Max Condition: 40 - Armor: 2 - Grants +1 AP Regeneration.

Cloth Tunic - 1 ST - Body - Max Condition: 30 - Armor: 1 - Grants +5 Max AP.

Mage's Cloak - 2 ST - Body - Max Condition: 50 - Armor: 1 - Grants +1 MP Regeneration as long as you cast a spell on your last turn.

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Horned Helm - 2 ST - Head - Max Condition: 40 - Armor: 2 - On Critical Hit, you deal +1d4 damage.

Greathelm - 1 ST - Head - Max Condition: 50 - Armor: 3

Mage's Hood - 1 ST - Head - Max Condition: 30 - Armor: 1 - +4 Max MP.

Trendy Tricorne - 1 ST - Head - Max Condition: 30 - Armor: 1 - +2 to Interaction Rolls for wearer.

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Oversized Pauldrons - 1 ST - Max Condition: 40 - Armor: 4

Leather Shoulderpads - 1 ST - Max Condition: 20 - Armor: 2 - +4 Max AP.

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Iron Bracers - 1 ST - Max Condition: 30 - Armor: 3

Magician's Cuffs - 1 ST - Max Condition: 20 - Armor: 1 - Grants the wearer +1 MP Restored on Overcast.

Deft Wrist-Tatters - 1 ST - Max Condition: 25 - Armor: 1 - Grants the wearer +1 to Critical Hit Rolls after moving at least 5m in a turn.

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Leather Pants - 1 ST - Max Condition: 25 - Armor: 2

Iron Chainpants - 2 ST - Max Condition: 60 - Armor: 3

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Metal Greaves - 1 ST - Max Condition: 35 - Armor: 3

Brown Boots - 1 ST - Max Condition: 20 - Armor: 1 - Grants +1m Moved per Movement action.

Boots of Withstanding - 1 ST - Max Condition: 40 - Armor: 1 - Whenever an enemy tries to move you, you are moved 3m less.

Magetread Boots - 1 ST - Max Condition: 30 - Armor: 1 - For each 10m you move in a turn ( including blinks and displacement ), you recover 1 MP at the end of that turn.

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Iron Gauntlets - 1 ST - Max Condition: 40 - Armor: 3

Caster's Gloves - 1 ST - Max Condition: 25 - Armor: 1 - Grants you +2 Max MP.

Fingerless Gloves - 1 ST - Max Condition: 20 - Armor: 2 - Grants you +1d4 damage on Critical Hit.

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Ruby of Vigor - 1 ST - Accessory - Grants +2 Max Hit Points.

Sapphire of Divinity - 1 ST - Accessory - Grants +2 Max Mana Points.

Opal of Harmony - 2 ST - Accessory - Grants +1 HP Regeneration.

Emerald of Insight - 1 ST - Accessory - Grants +2 Spell Resist.

Amulet of Arcanery - 2 ST - Accessory - Grants +3 Spell Effect.

Ring of Rending - 1 ST - Accessory - Grants +2 Critical Hit Damage.

Cape of the Righteous - 3 ST - Accessory - Grants +5 Max Hit Points.

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2x Lesser Healing Potion - 1 ST - Each restores 1d8 HP when consumed.

2x Lesser Mana Potion - 1 ST - Each restores 1d8 MP when consumed.

2x Lesser Energy Potion - 1 ST - Each restores 1d8 AP when consumed.

3x Armor Kit - 1 ST - Each restores 1d12 Condition to a piece of Armor.

Smelling Salts - 1 ST - When used on a Near Death ally, restores them to 1 HP.

Wing of Divinity - 1 ST - When used, causes party to teleport to a location of your choice that the party has been within the past hour. If able, will instead teleport party to a town that the party has been to within the past three hours.

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Week of Rations - 1 ST - Contains fifteen meals worth of food.

10m of Sturdy Rope - 1 ST - 10m of Sturdy Rope.

Canteen - 1 ST - Canteen that holds roughly a quart of liquid.

Bedroll - 1 ST - Used for sleeping.

Torch x2 - 1 ST - Must have some way to ignite to use.

Cleansing Soap - 1 ST - Soap that doesn't require water to use, and keeps the user clean for up to a day after each use. ( Has roughly two weeks of use )

Bandages - 1 ST - Contains enough bandages to completely mummify someone. If not, will cover roughly twenty wounds.

Alcohol - 1 ST - A large bottle of alcohol of the bearer's choice.

Kettle - 1 ST - A kettle for preparing tea, or other beverages.

Cooking Pot - 1 ST - A pot for cooking.

Spice Bag - 1 ST - A bag containing spices for cooking.