|Anklet of Summer||3||-|
|Anklet of Winter||3||-|
|Bands of Desperation||2||-|
|Boots of Walking||3||-|
|Bracelets of Zeal||4||-|
|Crest of Piety||2||-|
|Eye of the Gargoyle||2||-|
|Eyepatch of Fables||3||-|
|Gauntlets of Force||3||-|
|Gauntlets of Power||5||-|
|Hooks and Attachments||2||-|
|Periapt of Burn Shielding||3||-|
|Periapt of Danger Screening||3||-|
|Periapt of Foul Guarding||3||-|
|Periapt of Shock Blocking||3||-|
|Periapt of Water Warding||3||-|
|Ring of the Berserker||3||-|
|Ring of Wardrobes||2||-|
|Sheath of Throwing||2||-|
|Shoes of Silence||2||-|
|Spectacles of Insight||2||-|
|Amulet of the Undying||3||Yes|
|Ring of the Hierophant||3||Yes|
|Ring of the Planeswalker||3||Yes|
|Ring of the Sage||3||Yes|
|Ring of the Spellsword||3||Yes|
|Soulstone of Celerity||1||Yes|
|Soulstone of Charm||1||Yes|
|Soulstone of Elusion||1||Yes|
|Soulstone of Heroism||1||Yes|
|Soulstone of Rage||1||Yes|
|Soulstone of Talent||1||Yes|
You cannot die as a result of Injuries. If Injuries would reduce your maximum Points to less than 1, they instead are reduced to 1.
|Amulet of the Undying||Accessory||Wealth: 3||Treasure|
|This powerful amulet can only be enchanted by a lich, making it extremely rare. Such things are often cursed.|
You can climb even if your mount normally prevents you from doing so. However, you cannot gain any climbing-related benefits from tools while mounted.
|Anchor Horseshoes||Accessory||Wealth: 2|
|These enchanted devices allow a large beast to scale walls and steep slopes. Training the mount in their use can be a bit of a hassle.|
At the start of a scenario, before drawing initial cards, you may choose to transfer up to 1/4 of your maximum HP, EP, or WP (rounded down) to one willing ally until the scenario ends.
|Angel Charm||Accessory||Wealth: 1||Treasure|
|This wondrous charm gains its power only from willing sacrifice, making it extremely difficult to make and trade.|
Gain Heat Resistance 2 and Cold Resistance 1.
|Anklet of Summer||Accessory||Wealth: 3|
|This beautiful golden anklet regulates temperature, though it's more effective against warmth than cold.|
Gain Cold Resistance 2 and Heat Resistance 1.
|Anklet of Winter||Accessory||Wealth: 3|
|This gorgeous silver anklet regulates temperature, though it's more effective against cold than warmth.|
Gain an additional Item slot in exploration scenarios. You can still only swap 1 Item at a time as a Strategy.
|Common traveler packs are little more than baskets with straps attached. Waterproof leather bags with compartments make for better journeys.|
Gain an additional Item slot in combat scenarios. You can still only swap 1 Item at a time as a Strategy.
|Most baldrics are used to store weapons, though this particular shoulder belt has small pouches and attachments for vials and other useful items.|
At the beginning of the final round in a scenario with a Round Limit, gain +2 Power, Resilience, Mind, and Skill. This effect cannot apply again if the Round Limit is then extended.
|Bands of Desperation||Accessory||Wealth: 2|
|The magic in these leather bands remains dormant until the moment they are needed most, when it surges into the wearer's being.|
Whenever you recover HP, increase the amount gained by 2. If you are recovering from 0, instead increase the amount gained by 5.
|Battle Choker||Accessory||Wealth: 3|
|This metal collar provides minor neck protection. The real value lies in its enchantments, which boost recovery speed.|
|Belt Lamp||Accessory||Wealth: 2|
|This small lantern holds and protects a candle. It's small enough to fit on one's belt, freeing the hands for other tasks. However, it provides minimal light.|
|The Belt Lamp is lit. While the Belt Lamp is lit, it provides light to its occupied section, or you may treat your occupied region as if it were lit.|
|The Belt Lamp is no longer lit.|
Gain an additional Item slot in interaction scenarios. You can still only swap 1 Item at a time as a Strategy.
|Belt Pouch||Accessory||Wealth: 1|
|This handy pouch is both a useful storage device and a fashion statement. But beware pickpockets, for no pouch string can keep them at bay.|
Whenever an enemy's Aggressive Action or Reaction played against you causes the Debate Counter to advance toward defeat, roll 1d2. On a result of 2, the Debate Counter does not advance toward defeat.
|Bold Insignia||Accessory||Wealth: 2|
|Badges and symbols claiming membership with powerful families or organizations can make others think twice about being belligerent or rude.|
Gain Fatigue Resistance 2 and Fear Resistance 1.
|Boots of Walking||Accessory||Wealth: 3|
|Some boots are made for horseback riding, mountain climbing, or labor, but these? These boots are made for walking.|
When you spend Karma to play a card from your hand, you can add your level to the results of any dice rolled on that card.
|Bracelets of Zeal||Accessory||Wealth: 4|
|Becoming a master requires a thousand hours of practice and experience. Becoming a champion requires that as well as luck and divine grace.|
Whenever you recover WP, increase the amount gained by 1.
|Brass Locket||Accessory||Wealth: 2|
|Cherished memories can give you the resolve to press on when otherwise you might give in to hopelessness or apathy.|
Gain Lightning Resistance 1. You may play the Strategy below once per combat scenario.
|Clouded Pendant||Accessory||Wealth: 2|
|Energies swirl within this enchanted pendant, awaiting another bolt of lightning to absorb.|
|(Strategy) Fog of War|
|Entities cannot see into, out of, or through your occupied section until the start of your next turn. This effect follows you into new sections.|
Increase your Defense dice levels by 1 against Charming enemy Actions and Reactions.
|Crest of Piety||Accessory||Wealth: 2|
|This reminder of devoted faith reinforces your will against temptations brought about by the worldly and the lascivious.|
Gain Holy Resistance 2 and Unholy Resistance 1.
|Defier's Mantilla||Accessory||Wealth: 3|
|This shoulder cape is similar to one worn by atheist clerics as part of their uniform. The magics offer protection from divinity, though the devout find it difficult to wear.|
At the start of a scenario, before drawing initial cards, you may transfer any Injuries, Diseases, Curses, or other harmful persisting effects (from sources other than Gear, Background, or Destiny) to any willing allies until the scenario ends.
|Devil Charm||Accessory||Wealth: 1||Treasure|
|This enchanted amulet only functions with the willing sacrifice of a friend, making it rarely wanted and thus difficult to find or trade.|
Cancel the first Power or Resilience reduction suffered in each interaction scenario.
|Making a proper disguise requires an abundance of cloth, sewing equipment, and accessories. Makeup and magic masks certainly help.|
Whenever you play an Action from an equipped Weapon that is not enchanted, add your level to the results of any one dice entry and half your level (rounded down) to the results of each other dice entry. Choose which to apply before rolling any dice. The Weapon is then considered to be enchanted until the play is resolved.
|Enchanted Whetstone||Accessory||Wealth: 4|
|This magic whetstone conveys its power onto mundane weaponry. Similar devices exist for non-bladed weapons.|
You may act normally while Petrified, but you lose any immunity to Damage or other effects from the Petrifaction.
|Eye of the Gargoyle||Accessory||Wealth: 2|
|This amulet's enchanted stone looks vaguely eye-like, resulting in the fanciful but inaccurate name.|
Gain Fear Resistance 2 and Fatigue Resistance 1.
|Eyepatch of Fables||Accessory||Wealth: 3|
|The plethora of tales and legends that feature heroic figures sporting an eyepatch like this one fuels its power as much as its woven enchantments do.|
When an enemy plays a Comical Action or Reaction against you, you may change the trait of your opposing Reaction or Action to any desired trait.
|Festival Mask||Accessory||Wealth: 2|
|This strange mask conceals your facial expressions, making it very difficult for others to tell if their jokes and barbs have had the intended effect.|
Increase your Rebuttal dice number by 1 when playing a Reaction against an Action that can reduce your Mind.
|Flashy Jewelry||Accessory||Wealth: 2|
|You ensure to adorn yourself at a level suitable for your desirability, both for appearance as well as to communicate how difficult it is to impress you.|
Reduce enemy Defense results by 1 whenever you play a melee or thrown Action from an equipped Weapon. This does not stack with any other effects that reduce enemy Defense results.
|Proper shielding for your hands and fingers makes it easier to go on the offensive against a dangerous foe.|
Reduce enemy Defense results by 2 whenever you play a melee or thrown Action from an equipped Weapon. This does not stack with any other effects that reduce enemy Defense results.
|Gauntlets of Force||Accessory||Wealth: 3|
|In addition to providing shielding for the hands and wrists, these magic gauntlets add a bit more penetrating force when your blows strike armor.|
Reduce enemy Defense results by 3 whenever you play a melee or thrown Action from an equipped Weapon. This does not stack with any other effects that reduce enemy Defense results.
|Gauntlets of Power||Accessory||Wealth: 5|
|These enchanted metal gloves convey magic onto your weapon, enhancing its ability to penetrate enemy defenses.|
Whenever you win a Charisma roll, deal damage equal to your level to the losing entity.
|Golden Crown||Accessory||Wealth: 3|
|Wearing a crown such as this is a bold, audacious statement. Best hope you can match it with equivalent action and presence.|
You may swap an equipped Item instead of drawing a card in your Draw Phase.
|Helpful Bag||Accessory||Wealth: 2|
|This magic bag always knows what you're searching for and makes sure to put it right at the top where it's easy to grab.|
Gain Fear Resistance 1. At the beginning of life-or-death scenarios, increase the base value of your lowest Stat Track by 1; if multiple Tracks tie for lowest, choose one.
|Hero Medal||Accessory||Wealth: 2|
|These enchanted medals are often awarded for acts of heroism, creating a bit of a catch-22 for cowardly would-be heroes that need such things.|
Whenever you recover EP, increase the amount gained by 1.
|Hiking Boots||Accessory||Wealth: 2|
|With proper, high-quality footwear, you can travel farther before becoming exhausted, and you're less likely to take a bad tumble.|
Gain Unholy Resistance 1. Whenever a Stat Track resets from -5 to its base value due to the penalty applying, gain +1 to all your other Stat Tracks.
|Holy Symbol||Accessory||Wealth: 2|
|These blessed discs can only be successfully consecrated by the most pure of the gods' priests, making them embarrassingly rare.|
You can treat one equipped two-handed Tool as though it were one-handed.
|Hooks and Attachments||Accessory||Wealth: 2|
|These accessories of questionable fashion value are found frequently in mechanist societies, even when there is little need of their actual utility.|
Increase the Range of all entries on equipped Bows by 1.
|Leather Bracers||Accessory||Wealth: 2|
|These arm-guards protect your forearm from bowstring-inflicted injury. This permits a stronger pull and thus lets you achieve greater distance.|
When you roll initiative and dislike the result, you can roll again with the dice level decreased by 1. You must keep the second result even if it is worse. You can only do this once per scenario.
|Luck Charm||Accessory||Wealth: 1|
|When you can bend even luck to your favor, there is literally nothing left you cannot prepare for in some manner.|
Increase all Damage dice of equipped Slings by 1 level. Reduce the Range of all entries on equipped Slings by 1.
|Metal Bullets||Accessory||Wealth: 2|
|This heavier form of sling ammunition is commonly made from lead, though iron or other materials may also be used.|
Whenever you recover HP, increase the amount gained by 1.
|This metal armor covers the shoulders and parts of the upper chest and back. Gladiators sometimes wear this without any other torso armor at all.|
Gain Fire Resistance 2 and Lightning Resistance 1.
|Periapt of Burn Shielding||Accessory||Wealth: 3|
|This enchanted amulet protects the skin from severe burns, both from fire as well as electricity.|
Gain Poison Resistance 2 and Acid Resistance 1.
|Periapt of Danger Screening||Accessory||Wealth: 3|
|This enchanted amulet defends its wearer against harmful toxins and other substances dangerous to touch or inhale.|
Gain Acid Resistance 2 and Poison Resistance 1.
|Periapt of Foul Guarding||Accessory||Wealth: 3|
|The magics within this untarnished amulet neutralize caustic and acidic substances and lessen the effects of venoms and other harmful substances.|
Gain Lightning Resistance 2 and Fire Resistance 1.
|Periapt of Shock Blocking||Accessory||Wealth: 3|
|Spells woven into this amulet dampen the intensities of incoming electricity and flames.|
Gain Ice Resistance 2. You do not gain Cold or Lightning Weakness when wet, nor do you suffer any penalties to climbing or Acrobatics from being wet.
|Periapt of Water Warding||Accessory||Wealth: 3|
|Arcane fields from this amulet separate the water in and on the wearer from that outside. It's inadequate to offer swimming assistance, but it offers good shielding from ice and keeps the skin from becoming more conductive.|
Increase all Damage dice of equipped Blowguns by 1 level and change the damage type to Poison.
|Poison Darts||Accessory||Wealth: 3|
|These darts have been specially treated with potent poisons extracted from mushrooms. Handle with extreme care.|
When using your Strategy Phase to swap Gear, you may equip or unequip a Mount in addition to making another legal Gear change.
|Riding Boots||Accessory||Wealth: 1|
|There are several types of riding boots intended for different types of mounts - common horse boots, uncommon bear boots, and rare dragon boots.|
Injuries reduce your maximum Points by 2 less in each scenario type. This effect is applied after the check to see if an Injury results in death. As long as you have at least one Injury, increase your base Power by 1.
|Ring of the Berserker||Accessory||Wealth: 3|
|Rare are the violent fighters who can truly tap the supernatural fury. Bearers of these rings are much more common.|
Add 2 to your Power value for your interaction deck.
|Ring of the Hierophant||Accessory||Wealth: 3||Treasure|
|Though associated with powerful head priest figures, this enchanted ring grants magic power to anyone capable enough to master its secrets.|
Add 2 to your Power value for your exploration deck.
|Ring of the Planeswalker||Accessory||Wealth: 3||Treasure|
|This ring was designed to empower those who explore the magnificence of the stars, venture into the realms of the fae, and brave the horrors of the hells.|
Add 1 to your Power values for each deck.
|Ring of the Sage||Accessory||Wealth: 3||Treasure|
|Wise sages certainly benefit from the broad powers conferred by this magic ring, but so too do those who wish for such wisdom and have not yet acquired it.|
Add 2 to your Power value for your combat deck.
|Ring of the Spellsword||Accessory||Wealth: 3||Treasure|
|The secrets for crafting this ring were lost with the fall of Pheron. Few still exist, and they are so coveted by evildoers that most traders will refuse to purchase them, no matter how precious.|
When you swap Gear within scenarios, you may choose Clothing as the slot to swap. If you have multiple Clothing slots, you may swap any or all of them at once.
|Ring of Wardrobes||Accessory||Wealth: 2|
|Most varieties of this ring provide a smooth and subtle transition of garments, but some draw attention with shimmering color and flashing light.|
Gain Fatigue Resistance 1. Once per scenario, at the start of your turn, increase your Move speed by 1 until the end of your turn. This does not stack with any bonuses to speed from Mounts.
|Runner's Bands||Accessory||Wealth: 2|
|Athletes covet these enchanted bands for their stamina-enhancing properties. They are of course banned in most competitions.|
Gain Unholy Resistance 2 and Holy Resistance 1.
|Sanctified Capuche||Accessory||Wealth: 3|
|This blessed, pointed hood defends the wearer against demonic threats and magics as well as lessening the impact of potential friendly fire from holy sources. Evil beings find this difficult to wear.|
Gain Ice Resistance 1. Whenever you roll Evasion Dice and lose the opposed roll with a tie, you may immediately take a full Strategy Phase.
|Sapphire Ring||Accessory||Wealth: 2|
|The stone in this ring is not true sapphire. Rather, the enchantment process creates the sapphire-like appearance in the focus stone.|
|Scholar's Monocle||Accessory||Wealth: 3|
|This enchanted monocle allows the wearer to behold useful information for analyzing a situation. Doing so leaves one momentarily vulnerable, though.|
|Draw a card. In interaction scenarios, this Reaction has the Persuasive Trait.|
Whenever you throw a Weapon, you may draw a card.
|Sheath of Throwing||Accessory||Wealth: 2|
|This magical sheath can hold many weapons, making it favored by those who specialize in throwing them.|
Cancel the first Stealth Token loss each scenario that occurs as a result of you failing an opposed roll against a Challenge.
|Shoes of Silence||Accessory||Wealth: 2|
|These enchanted shoes, slippers, boots, or stockings can muffle unwanted sounds, but they need time between each use.|
Increase all Damage dice of equipped Crossbows by 1 level and change the damage type to Holy.
|Silvered Quarrels||Accessory||Wealth: 3|
|These undead-hunting crossbow bolts have been coated with a layer of silver blessed by devout priests.|
Once per combat, you may force an enemy to reroll one Damage roll made against you. The second result is used, even if it is higher.
|Skull Cap||Accessory||Wealth: 3|
|This metal skull cap, more specifically known as a cerveilliere, can be worn beneath a coif or larger metal helm to provide extra protection.|
Gain Acid Resistance 1. Whenever you roll Defense as part of an Action and dislike the result, you may reroll it and keep the second result.
|Sludge Gloves||Accessory||Wealth: 2|
|These alchemically-treated leather gloves are highly resistant to corrosives. As such they're found regularly in alchemical labs.|
|Soulstone of Celerity||Accessory||Wealth: 1||Treasure|
|The art of making these mystical stones has long since been lost. The cost to the soul in their use makes enchanters loathe to pursue rediscovery.|
|(Strategy) Fleet Foot|
|Pay 1 Karma: Until the end of the scenario, your Move speed increases by 1.|
|Soulstone of Charm||Accessory||Wealth: 1||Treasure|
|Legends of this stone tell of bearers that enjoyed great favor in personal life but fell early to grim tragedy.|
|(Strategy) Force of Personality|
|Pay 1 Karma: Until the end of the scenario, your Actions and Reactions that lack a Special entry gain Special: Advance the Debate Counter one notch toward victory.|
|Soulstone of Elusion||Accessory||Wealth: 1||Treasure|
|The grim tales of Soulstone bearers extend even to this life-preserving one, as bearers inevitably become overconfident and take one foolish risk too many.|
|(Strategy) Wits and Reflexes|
|Pay 1 Karma: Until the end of the scenario, you may reroll each Evasion Dice roll once and choose the result to keep.|
|Soulstone of Heroism||Accessory||Wealth: 1||Treasure|
|This stone can make a hero out of any but is temporary enough to leave them unable to handle the consequences of those acts.|
|(Strategy) Temporary Heroics|
|Pay 1 Karma: Until the end of the scenario, increase your base Power, Resilience, Mind, and Skill by 1; this may increase base values to a maximum of +3.|
|Soulstone of Rage||Accessory||Wealth: 1||Treasure|
|This unusual stone draws its power directly from its bearer's soul. The mark it leaves is usually temporary, but stories tell of bleaker outcomes.|
|(Strategy) Fury's Hammer|
|Pay 1 Karma: Until the end of the scenario, you can reroll each Damage roll once and choose which result to keep.|
|Soulstone of Talent||Accessory||Wealth: 1||Treasure|
|Bearers of this gem back up their words with action, but only once. Inevitably the failure to repeat leads to terrible consequences.|
|(Strategy) 1000 Hours|
|Pay 1 Karma: Until the end of the scenario, you can reroll each Skill Dice roll once and choose which result to keep.|
Whenever an enemy plays a Persuasive Action against you, draw a card. Draw the card before selecting a Reaction to play. If the Reaction you choose is not discarded after played, you must discard a card (if able).
|Spectacles of Insight||Accessory||Wealth: 2|
|The object of the enchantment needn't be worn on the eyes. Rather, spectacles are chosen due to their association and popularity with scholarly pursuit.|
Increase your Rebuttal dice number by 1 when playing a Reaction against an Action that can reduce your Skill.
|Sylvan Cosmetics||Accessory||Wealth: 2|
|These rare materials must be sourced from pocket faery realms. The beauty they provide is formal, ageless, and otherworldly.|
Gain an additional Clothing slot.
|Tailoring Kit||Accessory||Wealth: 2|
|Peasants learn basic tailoring techniques out of necessity. Higher classes learn it for trade, hobby, or vanity.|
Gain Holy Resistance 1. Whenever a Stat Track resets from +5 to its base value due to the bonus applying, gain +1 to any one other Stat Track.
|Unholy Symbol||Accessory||Wealth: 2|
|These warding devices are most often created from desecrated holy symbols, for the curses of the unholy rarely offer succor.|
Gain Fire Resistance 1. Your Defense dice against Area Attacks cannot be reduced below d2 by Piercing.
|Wyrmhunter's Belt||Accessory||Wealth: 2|
|The lofty common name for this enchanted belt suggests images of valiant dragon-slaying. For most wearers, that's rather unlikely.|
|Zen Soulstone||Accessory||Wealth: 1||Treasure|
|This soulstone temporarily deadens the bearer's emotions, permitting calm fixation upon the task at hand. Hopefully the effects are only temporary.|
|(Strategy) Inner Peace|
|Pay 1 Karma: Until the end of the scenario, you can reroll each Accuracy Dice roll once and choose the result to keep.|