The 10th Age
The 10th Age | |
---|---|
Designer | David J. Bouchard |
Date | 2018 |
Players | 2+ |
This deck has not been categorised. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Summary
The 10th Age is a competitive game for two or more players. Players take turns performing Actions, including drawing cards from multiple decks, playing cards from their hands, or activating card abilities. Players do not engage each other directly, but instead compete to complete one or more objectives that are listed on certain played cards, or predetermined at the start of the game. The first to complete the necessary objectives wins the game.
Basic Rules
The Decks
There are multiple decks of cards in The 10th Age, each with its own kinds of cards.
The Character Decks
- Red: the Warrior Deck. The symbol for Warriors is crossed swords.
- Yellow: the Rogue Deck. The symbol for Rogues is a dagger.
- Blue: the Mage Deck. The symbol for Mages is a magic staff.
- Green: the Healer Deck. The symbol for healers is an ankh on a chain.
- Purple: the Support Deck. the symbol for supporters is a harp.
All character decks contain the same kinds of cards.
- Character Cards: These cards describe playable characters, including their stats, abilities, and cost.
- Ally Cards: These cards describe Allies - henchmen, summoned creatures, constructs, etc., which may be played if the correct type of Character Card is in play.
- Ally Cards can be discarded as an action, allowing the player to draw an Item Card for free.
The Item Decks
- Gray: the Shop Deck. The symbol for items is a pouch.
- Item Cards are drawn into the hand, and can be played onto Character Cards.
The Adventurer Decks
There are multiple Adventure Decks, each representing a different adventure, dungeon, quest, goal, etc.
- Brown: the Adventure Deck. The symbol for an adventure card is a door.
- Hazard cards represent dangers that players /encounter and must be overcome to progress:
- Dangers: these cards represent adventure-wide dangers (ie. Winter's Chill or Earthquakes).
- Traps: these are specific dangers that can harm individuals or groups (ie. Pit Trap or Spikes).
- Monsters these are creatures of various dangerousness that are encountered (ie. Giant Spider or Orgg Warrior).
- Hazard cards list their preferred target. If no such target is available, the player being targeted may choose.
- NPC cards are neutral characters that can be interacted with in a variety of ways.
- Objective cards fall into three categories:
- Victory Conditions: describe actions that must be completed to win the game (ie. Kill the Dragon, Pull the Correct Lever, or Retrieve the Eye of Eternity).
- Quests: a list of conditions which, when met, grant a reward (ie. Bring me a Shrubbery).
- Objectives: items or actions which are used to fulfill Victory Conditions (ie, A Mysterious Lever Levers, A Shrubbery, 'The Dragon or The Eye of Eternity).
- Event cards represent occurrences which effect one or more players in various ways.
- Choice cards present players with a choice, with different outcomes depending on what choice is made.
- Hazard cards represent dangers that players /encounter and must be overcome to progress:
Start of Play
Setup
Each player selects 5 Adventurers and places them into play in a row in front of them; this is their party. A party can have no more than 5 characters in it, but can have Auxiliaries - non-character units that fall under an individual character's control. The character on the left of this lineup is the party leader.
Each player then selects 5 Item cards at random; they may play any that are possible to play, and keep the rest in their hand.
Each player then draws a hand of 5 Character cards of any color (Red, Yellow, Blue, Green, or Purple); this is their hand. A player's hand size is limited to a maximum of 10 unless they have cards in play to change this rule (ie. an Item card such as a Backpack).
Selecting an Adventure
The players must agree on an Adventure deck to play. Mixing decks is not advisable.
Default Victory Condition: If the entire Adventure deck has been drawn and played, the game ends and the player with the highest total value of cards in play is the winner.
Deck Specific Victory Condition: If a player meets an in-play Victory Condition, the game ends with them as the winner. This victory overrides the Default Victory Condition.
Rules for Play
Each Round of Play consists of each player taking their Turn, one at a time, starting with a randomly selected first player, and continuing clockwise from them.
On a player's turn, they may perform three actions. They may all be different actions, or all the same action, or any combination thereof.
Actions
- Draw 1 Card: Draw a card from any deck.
- Activate 1 Card's Ability: Activate 1 card that is already in play. Mark or rotate the card to indicate that it has been Activated, and follow the rules on the card.
- Play 1 Card: Play 1 card from your hand into play; if the card is an Ability card, designate which of your Characters the card applies to.
- Permanent: The card is immediately played on the table face up.
- Ability, Item, & Loot Cards: These cards must be placed adjacent to an applicable character.
- Hazard Cards: These cards are immediately placed between the player's cards and the common play area when drawn, and are resolved immediately. If the resolution fails to Destroy the Hazard, move it to the common play area between all players.
- Location & NPC Cards: These cards are played in the common area immediately; follow the rules on the card.
- Action Cards: These cards activate when played; follow the rules on the card.
- One-Shot: One-Shot cards activate immediately when played; follow the rules on the card, and then discard it immediately.
- Save: Some One-Shot cards have a Save value. If they are activated
- Permanent: The card is immediately played on the table face up.
Card Stacking
- Stacking: If you play a card that is identical to a card you already have in play, the cards Stack. Stacked cards add their HP, but only increase all other stats by +1 for each additional card in the stack, after the first; their EP remain unchanged. For example, if there are three Wolves in a stack, the stack has the sum HP of all three Wolves (minus any HP lost to combat), but all of its other stats gain a +2 bonus.
- Stacking Monsters: If you play a Monster card and fail to destroy it, and their are is an identical Monster (or stack of Monsters) in the common area, the undefeated Monster is added to the stack. Its HP (minus any HP lost in combat when played) are added to the stack.
- Stack Kills: If a stack suffers enough total damage to it's HP to equal to the max HP of one card in the stack, discard one such card and reduce all of that stack's bonuses accordingly by 1.
- Stack Saturation: If adding a Unit to a stack reduces its HP as a stack to kill one or more Units in it, discard Units according to the Stack Kills rule.
- Stack Damage: Stacks deal +1 damage per card in the stack.
- Stack DPT: Stacks that deal or suffer DPT (Damage per Turn) only deal or suffer +1 DPT for each card in the stack after the first. The duration of the DPT remains unaffected.
- Buffs on Stacks: Buff effects on stacks are cumulative; each card in the stack gains the buff.
- Debuffs vs. Stacks: Debuff effects on stacks are cumulative;each card in the stack gains the debuff.
- Stack Debuffers: Stacks with Debuff effects can only select one target for their debuff, gaining a bonus to their check for every card in the stack after the first.
Card Breakdown
Character Deck Cards
Character Cards
Ability Cards
Ability Cards
Item & Loot Deck Cards
Weapon Cards
Armor Cards
Accessory Cards
Consumable Item Cards
Adventurer Deck Cards
Hazard cards
Dangers
Traps
Monsters
NPC
Objective
Victory Conditions
Quests
Objectives
Event
Choice
Card List
Fighter Deck
Barbarian Characters
Defense: 3
Skill: 2
Magic: 0
Tags: #Rage, #Balanced
Defense: 3
Skill: 2
Magic: 0
Tags: #Rage, #Balanced
Defense: 1
Skill: 4
Magic: 0
Tags: #Rage, #Fast
Defense: 4
Skill: 0
Magic: 0
Tags: #Rage, #Tough
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Power and +1 Skill.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Power and +1 Defense.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Skill and +1 Armor.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Power.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Skill.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Armor.
Warrior Characters
♥10
Skill: 3
Armor: 3
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #2-Hand, #Medium Armor
Starting Equipment: Longsword, Chainmail Armor
♥10
Skill: 3
Armor: 3
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #2-Hand, #Medium Armor
Starting Equipment: Longsword, Chainmail Armor
♥10
Skill: 4
Armor: 3
Mind: 2
Essence: 1
Ward: 2
Special: #Dual Wield, #First Strike, #Medium Armor
Starting Equipment: Short Sword, Shield, Leather Armor
♥10
Skill: 4
Armor: 3
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #Dual Wield, #First Strike, #Medium Armor
Starting Equipment: Short Sword, Shield, Leather Armor
♥12
Skill: 4
Armor: 4
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #2-Hand, #Dual Wield, #First Strike, #Medium Armor
Starting Equipment: Longsword, Shield, Chainmail Armor
Ability: This unit gains #2-Hand, allowing them to equip and use melee weapons that require two hands to use.
Non-Fighter: May never make more than one melee attack per turn with a two handed weapon.
Ability: This unit gains #Dual Wield, allowing them to equip and use two melee weapons that require one hand to use. No shield can be equipped if a second weapon is equipped.
Other: This ability never applies to ranged physical or any magical weapons.
Ability: This unit gains #First Strike. Whenever they are targeted by an attack, they may attack that target first. A melee attack must be preempted by a melee attack, and a ranged attack must be preempted with a ranged attack.
Other: If the other combatant also has #First Strike, then treat both units as if neither had this ability.
Ability: This unit gains #Guard. Enemies making a melee attack must target a Character with #Guard instead of their preferred target. If multiple Characters have #Guard, you may choose which one is targeted.
Other: Characters must have a shield equipped to use this ability.
Ability: This unit gains #Heavy Shields, allowing them to equip and use heavy shields.
Non-Fighter: May not gain the benefits of a heavy shield if they make a melee attack in the same turn.
Ability: Piercing Melee attacks this unit makes deal +2 damage.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: Cutting Melee attacks this unit makes deal +2 Damage.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: Crushing Melee attacks this unit makes deal +2 Damage.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: This unit may make two melee attacks as a single action.
Other: This ability applies to melee attacks exclusively.
Ability: If this unit successfully defends against a melee attack, they may make one free attack against their attacker.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: This unit gains a +2 bonus to Skill and Damage when attacking with swords.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: This unit gains a +2 bonus to Skill and Damage when attacking with axes, hammers, and picks.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: This unit gains a +2 bonus to Skill and Damage when attacking with clubs, maces, and staves.
Non-Fighter: Gain a +1 bonus to piercing melee damage.
Ability: This unit gains +2 to Skill checks when defending.
Non-Fighter: Gain a +1 bonus to defense.
Ability: This unit gains +2 to Power when attacking.
Non-Fighter: Gain a +1 bonus to Power when attacking.
Ability: This unit gains #Heavy Armor, allowing them to equip and use all heavy armors.
Non-Fighter: Suffer a -2 penalty to Skill and a -2 penalty to Mind if wearing medium armor.
Ability: This unit gains #Shields, allowing them to equip and use all shields except for heavy shields.
Non-Fighter: May never make more than one melee attack per turn if they have a shield equipped.
Ability: When fighting in melee, gain a +2 to attack and +2 to defense.
Non-Fighter: When fighting in melee a +1 bonus to attacks and +1 to defense.
Ability: If wielding two different melee weapons, increase the damage of each weapon by +2.
Non-Fighter: If wielding two different melee weapons, increase the damage of each weapon by +1.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Power and +1 Skill.
Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Power and +1 Armor.
Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Skill and +1 Armor.
Other: Non-Fighter Characters: Change Stat Increase to +1 Skill & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Power.
Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Skill.
Other: Non-Fighter Characters: Change Stat Increase to +1 Skill& Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Armor.
Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.
Infantry Characters
♥10
Skill: 3
Armor: 4
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #Shield, #Medium Armor
Starting Equipment: Spear, Shield, Leather Armor
♥10
Skill: 3
Armor: 4
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #Shield, #Heavy Armor
Starting Equipment: Spear, Shield, Cuirass Armor
♥10
Skill: 3
Armor: 4
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #Shield, #Heavy Armor
Starting Equipment: Spear, Shield, Cuirass Armor
♥10
Skill: 3
Armor: 3
Mind: 2
Essence: 4
Ward: 2
Starting Abilities: #Shield, #Medium Armor, #Healing
Starting Equipment: Short Sword, Shield, Leather Armor, Bandages
♥12
Skill: 3
Armor: 6
Mind: 2
Essence: 1
Ward: 2
Starting Abilities: #Shield, #Heavy Armor
Starting Equipment: Spear, Shield, Cuirass Armor
Ability: This unit gains #2-Hand, allowing them to equip and use melee weapons that require two hands to use.
Non-Fighter: May never make more than one melee attack per turn with a two handed weapon.
Ability: This unit gains #Guard. Enemies making a melee attack must target a Character with #Guard instead of their preferred target. If multiple Characters have #Guard, you may choose which one is targeted.
Other: Characters must have a shield equipped to use this ability.
Ability: This unit gains #Heavy Shields, allowing them to equip and use heavy shields.
Non-Fighter: May not gain the benefits of a heavy shield if they make a melee attack in the same turn.
Ability: This unit gains #Heavy Armor, allowing them to equip and use all heavy armors.
Non-Fighter: Suffer a -2 penalty to Skill and a -2 penalty to Mind if wearing medium armor.
Ability: When making a physical melee attack, roll 3d6 and discard the lowest resulting die.
Non-Fighters: Gain a +1 attack bonus from this ability.
Ability: This Character gains +2 Armor. Allied Characters also equipped with a shields gain +1 Armor.
Non-Fighters: This character gains +1 Armor.
Ability: This Character gains +4 Armor. Allied Characters also equipped with a heavy shields gain +2 Armor.
Non-Fighters: This Character gains +2 Armor.
Ability: This Character gains +1 Armor and +1 physical melee damage. Allied Characters also equipped with a piercing weapons gain +1 physical melee damage
Non-Fighters: This Character gains +1 physical melee damage.
Ability: This Character may make two physical melee attacks per turn, instead of one.
Non-Fighters: Cannot learn this ability.
Ability: Restore 1d6+Skill HP to a single target.
Non-Fighters: Restore 1d6 HP to a single target.
Ability: Restore 2d6+Skill HP to a single target.
Non-Fighters: Restore 2d6 HP to a single target.
Ability: Restore 1d6+Essence HP to a single target.
Non-Fighters: Restore HP equal to your Essence to a single target.
Ability: Restore 2d6+Essence HP to a single target.
Non-Fighters: Restore 1d6+Essence HP to a single target.
Ability: Remove the Poison and Disease Debuffs from one Ally.
Non-Fighters: Remove the Poison Debuff from one Ally.
Ability: When using any consumable Item, roll 1d6; if the result is 4 - 6, do not discard the item card.
Non-Fighters: When using any consumable Item, roll 1d6; if the result is 6, do not discard the item card.
Ability: Whenever this Character is attacked because of their use of #Guard, they may make a single physical melee attack against that target with a +2 Power bonus.
Non-Fighters: Whenever this Character is attacked because of their use of #Guard, they may make a single physical melee attack against that target.
Ability: Any time this Character successfully defends against a melee attack, they may make one melee attack at that target.
Non-Fighters: Cannot learn this ability.
Ability: This unit gains #Barrier. Enemies making a physical ranged attack must target a Character with #Barrier instead of their preferred target. If multiple Characters have #Barrier, you may choose which one is targeted.
Non-Fighters: EFFECT.
Ability: This Character gains a bonus of +2 Ward against Mind Magic.
Non-Fighters: This Character gains a bonus of +1 Ward against Mind Magic.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Power and +1 Armor.
Non-Fighters: This Character gains +1 Armor & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Power.
Non-Fighters: This Character gains +1 Power & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Skill.
Non-Fighters: This Character gains +1 Skill & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Armor.
Non-Fighters: This Character gains +1 Armor & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +2 Essence.
Non-Fighters: This Character gains +1 Armor & Health Increase to +1 HP.
More Abilities: Fighters possessing this card may have +1 abilities played on them.
Health Increase: This unit gains +2 to its maximum HP.
Stat Increase: This unit gains a permanent +1 Skill & +1 Essence.
Non-Fighters: This Character gains +1 Armor & Health Increase to +1 HP.
Rogue Deck
Thief Characters
♥6
Skill: 4
Armor: 1
Mind: 3
Essence: 2
Ward: 2
Starting Abilities: #Stealth, #Light Armor
Starting Equipment: Dagger, Padded Armor
Ability: This unit gains #Dual Wield, allowing them to equip and use two melee weapons that require one hand to use. No shield can be equipped if a second weapon is equipped.
Other: This ability never applies to ranged physical or any magical weapons.
Ability: This unit gains #Medium Armor, allowing them to equip and use all medium armors.
Non-Rogues: Suffer a -1 penalty to Power and a -1 penalty to Mind if wearing medium armor.
Ability: This unit gains #First Strike. Whenever they are targeted by an attack, they may attack that target first. A melee attack must be preempted by a melee attack, and a ranged attack must be preempted with a ranged attack.
Other: If the other combatant also has #First Strike, then treat both units as if neither had this ability.
Ability: This unit gains #Throw, allowing them to equip and use ranged weapons that are thrown.
Non-Rogue: Requires a Skill of 5 or greater.
Ability: This unit gains #Throw, allowing them to equip and use ranged weapons that are thrown. If this Character has or gains #Dual Wield, they may use that ability with thrown weapons.
Non-Rogue: May not make more than one ranged throw attack per turn, or dual wield thrown weapons.
Ability: This unit gains #X-Bow, allowing them to equip and use all crossbows.
Non-Rogue: May not make more than one attack per turn with any crossbow.
Ability: This unit gains #Pistol, allowing them to equip and use all pistols. If this Character has or gains #Dual Wield, they may use that ability with pistols.
Non-Rogue: May never equip more than one pistol.
Parry (Try and deflect an attack)
Riposte (Try and reflect an attack)
Misdirect (Try and re-direct an attack)
Retaliate (attack after injured in melee)
Evade (def vs magic)
Dodge (def vs ranged)
Tumble (def vs melee)
Steal (Draw +1 Item Card if playing a monster card but win stealth)
Burgle (Draw +1 Item Card if drawing them on a turn, max 1/turn)
Backstab (Stealth skill check for bonus damage, stackable)
Stealth (Skill contest to remain unseen)
Fence (Items owned worth more at game end)
Scout (review top card of Adventure deck)
Level +1 Skill/Power, Skill/Mind, Power/Mind
Level +2 Skill, Mind, Power
Assassin Characters
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪##
Ability: EFFECT.
Spy Characters
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪##
Ability: EFFECT.
Mage Deck
Invoker Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Elementalist Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Necromancer Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Healer Deck
Cleric Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Paladin Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Druid Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Supporter Deck
Bard Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Runesmith Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Commander Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Item Deck
✪50
Power: +2
Skill: +2
Armor: +1
Info: A short blade, ideal for fighting in close quarters.
Combat: Grants bonuses to combat stats.
⌁3 Slash: As an action, make one cutting melee attack against one target.
✪25
Skill: +1
Mind: +1
Info: A rustic musical implement that a Bard can use to manifest magical effects.
✪50
Power: +1
Skill: +1
Armor: +2
Ward: +2
Info: Wooden planks reinforced with metal,
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.
✪150
Armor: +2
Ward: +1
Info: Tiny steel rings that are interlinked into an armored shirt.
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.
✪150
Power: +3
Skill: +3
Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.
Loot Cards
✪1,000
Power: +1
Skill: +1
Info: This crooked dagger seems carved from black metal and sports a sickly-green emerald in the hilt.
Combat: Grants bonuses to combat stats.
✪2,500
Power: +2
Skill: +2
Info: This wavy-bladed short sword burns with a brilliant flame when drawn.
Combat: Grants bonuses to combat stats.
Burning: Adds 1d6 fire damage on successful attack.
✪1,000
Armor: +1
Ward: +1
Info: This fine cloak shimmers with a faint magical aura.
✪6,500
Armor: +6
Ward: +6
Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.
✪5,000
Info: This silver pendant holds a glowing, heart-shaped ruby.
Bonus Health: This item grants its owner temporary HP. This HP is lost before the owner's HP when they take damage.