Equipment

HomeHouse RulesPlayers Handbook

Every character starts with a spyglass. No exceptions!

Belts: Belts have a number of slots for potions. These cannot be changed during combat and it is important that each character keep track of which potion is in every slot. When initiative is called these slots are locked and only the defined potions are available for the combat.

Armor:

Weapons:
Legend-bright Sword: Base damage 220, Critical 19-20×2
Legend-bright Scythe: Base damage 210, Critical x4
Legend-bright Nunchucks: Base damage 160, Critical x3
Victory Mace: Base damage 80, Critical 20×2
Sorcerer’s Bow: Base damage 170, Critical 20×3
Great Sword: Base damage 150, Critical x3
Potions
Goddess Healing
Angel Healing
Wonder Healing
Holy Water
Mystic Water
Revival Water
Mana Potion
Softening
Antidote
Dispellant
Life Nectar
Purifying Tonic
Incenses: Magic item that permanently boost a characters ability score.

HomeHouse RulesPlayers Handbook

Equipment

The Fall changed the world... TrailBlazerDK