Dwarf
Golden Inheritance
Your character starts with an additional 1000 gold. The next character you create is allowed to start with one of the treasure items you acquire from this character.
 Gold
+
10
Hill Dwarf
Adrenaline
Anytime a character is defeated by you or your party, you may use a basic attack on a target adjacent to you even if it is not currently your turn.
 Gold
+
1
Tall Dwarf
Dwarven Fury
Once per combat, you may use two additional actions on your turn. If an ally is made unconscious or killed, this ability can be used again.
 Gold
+
3
Dvergr Dvergr
Stoneskin
You may use an entire turn to turn into your pure stoneform. In this form, almost all damage is negated and you become near impossible to move.
 Gold
+
6
Elf
Master of Magic
You may choose two additional abilities from another class as long as they are spell abilities.
 Gold
+
3
Noble Born
Melding Magic
Any time an ally rolls a Critical after using an ability, you may use a spell ability even if it is not your turn.
 Gold
+
3
Spellblade
Spellblade
After casting a spell ability, you may also use a melee range attack on an adjacent target.
 Gold
-
1
Dwelf
Rune Keeper
The first time an attack or ability would knock you unconscious, you may negate the attack, regain 7 stamina, and cast each of your spells once without cost.
 Gold
+
7
Gnome
Technological Preference
You start with one less class ability, but four random treasure cards. Draw these treasures before you pick anything else and you are allowed a single veto. You may use an Item or Treasure card consumable or ability instead of moving each turn.
 Gold
+
6
Keen
Passback
You may use any treasure card ability your allies have during your turn as if you also had it as long as you are within 5 spaces of each other.
 Gold
+
4
Okagnoma
Tinker
You may start with a third (non limited) class ability and may teach this ability to another ally.
 Gold
+
4
Scarred
Scavenger
Two additional treasure items are available at each shop. you gain double gold from combat encounters.
 Gold
+
4
Goblin
Pure Greed
Instead of buying items outright, Goblins can roll to attempt to steal an item instead. If they roll higher than the Game Master, they do not have to pay the gold cost for items they are trying to buy. If the attempt to steal fails, the player loses one maximum stamina.
 Gold
Hobgoblin
Bulky
Doubles the stamina gained from your bonus roll and allows you to pick 2 additional abilities from classes of your allies that they did not select.
 Gold
Greenskin
Speciesism
Greenskin goblins travel in pairs which means you create two characters. Each turn you play for both characters with their own moves and actions, but with a shared stamina pool. Greenskins do not have an unconscious state and instead are killed when they run out of stamina. In addition, when below half stamina have a much greater chance to die to critical hits. Also Greenskins can read the mind of other Greenskins and Hobgoblins.
 Gold
Kobold
Fortunately Unfortunate
Kobolds always roll two dice and choose which die they want to use, however rolling a one on either die will always cause a Critical Failure. You should always treat anytime you have to roll a die as rolling both.
 Gold
+
8
Triton Ground
Berserking
Rolling a critical on a basic attack grants you an additional 2 actions.
 Gold
+
1
Seaswagger
Luck of the Sea
Anytime an ally rolls a Critical Failure, you may use any ability as an instant even if it is not an instant in an effort to counteract the disaster of this roll.
 Gold
+
8
Stonequisitor
Power of Prayer
Stonequisitor Kobolds can roll on behalf of other players if both agree. If they roll a Critical for them, they may heal an ally for 3 stamina. If you roll a Critical Fail, you both suffer the failure.
 Gold
+
3
Porc
Bloodboil
Your character has no stamina costs on his abilities or treasures.
 Gold
+
3
Black Boar
Clawhoofs
Black Boar Porcs are immune to most knockbacks and attacks that would move your character.
 Gold
+
7
Gravehoof
Shaman's Wisdom
Gravehoofs can use two actions per turn as long as both actions don't involve directly doing damage to any target.
 Gold
+
1
Bone Tusk
Rampaging
All Bone Tusk Porcs have the Warrior Class card Charge and may use it as their move each turn.
 Gold
+
3
Bard
Starting Gear and Passives
Bards start with a Lute, Flute or Leather Boot. Bards start with 2000 gold. Bards may use non limited abilities of adjacent team mates.
 Gold
+
6
Bard
Bolster Spirits
Help an unconscious ally to their feat with a clever pun and a magical touch, giving half of your current stamina to them. The GM may give you bonus stamina based on the quality of this pun.
 Gold
1
1
-
3
Bard
Charm
Take a selfie of yourself and post it to the social media platform of your choice. Once this has been done you may attempt to charm a target. If successful you control their actions on their turn until they break free.
 Gold
5
1
-
3
Bard
Disguise
Change the voice of your character. You may take on the shape of any creature or race until you stop doing the voice, in which case the magic of the spell breaks and you are returned to normal.
 Gold
1
1
-
3
Bard
Lullaby
Create an impromptu song to sing to the table that relates to the events currently unfolding. If your song should impress the Game Master, you may put all enemies who hear it to sleep.
 Gold
10
-
3
Bard
Storyteller
Tell the table a story about your character. If your story amuses the GM, he will share some information about the battle or will reveal the maximum Stamina of a target of your choice.
 Gold
1
-
3
Booty Raider
Starting Gear and Passives
Booty Raiders start with 2000 gold. Booty Raiders start with a Cutlass and Flintlock Pistol. Anytime a Booty Raider rolls an 18 or higher in combat with a non-anytime, they are given a random treasure card.
 Gold
Booty Raider
Ghost Cackle
Whisper to the dead spirits around you to command them to cackle and potentially even appear before a target. Targets who see these horrifying apparitions are stunned or potentially run in fear from the battle. You may choose what form the apparition will attempt to take when appearing in front of a target or what sound they cackle at target location.
 Gold
1
1
10
-
1
Booty Raider
Golden Shot
Destroy a Treasure Card you own to fire a golden shot/arrow with a ranged basic attack that deals double damage. This attack is great at interrupting other ranged attacks.
 Gold
1
10
-
1
Booty Raider
Grapplegun
Fire your grapplegun to hook it onto an object or target. Once hooked, you can use it swing as a free move or pull a target towards you. If you grapple a target and rolled an 18 or higher, you also pull in a random Treasure Card.
 Gold
1
5
-
3
Booty Raider
Plunder The Booty
Attack the target with a melee weapon dealing double damage. If you successfully plunder some treasure from this ability, you may use Plunder the Booty again as a bonus action.
 Gold
1
-
3
Booty Raider
The Booty Curse
Release a hypnotic wave at all targets facing in your direction. Each target becomes mesmerized until they take damage, attempting to snap out of the spell each turn. Rolling an 18 or higher will cause one of the targets to come up and give you a random Treasure.
 Gold
1
5
-
3
Buccaneer
Starting Gear and Passives
Buccaneers Start with 2000 gold. Buccaneers start with a Cutlass and Flintlock Pistol. Anytime a Buccaneer is allowed to buy treasure, they are given their own personal 6 treasure shop to look from. You may not proxy purchase items from this shop for other allies and you must only buy from this new shop.
 Gold
+
5
Buccaneer
Avast Ye Maties
You and all adjacent allies may use a basic attack for each player that says 'Avast'. You roll for both yourself and all allies who join you in attacking which means you all succeed or fail together.
 Gold
1
1
-
3
Buccaneer
Jolly Roger
You may control one of your allies this turn, by inspiring them with your scallywag attitude and have them use an attack or ability in any way you see fitting. Your ally will be forced to pay the stamina costs you use and cannot refuse this request without an in character reason.
 Gold
-
3
Buccaneer
Scurvy Dogs
Restore 5 stamina to you and your allies by throwing each of them a delicious orange. Using this ability reduces your maximum stamina by 3 for the rest of the campaign.
 Gold
5
-
3
Buccaneer
Shiver Me Timbers
You may use a basic ranged attack as well as an additional basic ranged attack every time an Ally casts a spell in this upcoming round of combat. You ask them to shiver your timbers and they must agree to take this extra attack.
 Gold
1
-
3
Buccaneer
Weigh Anchor
Swing your anchor around in a 360 degree spin with a 5x5 radius. Your allies all roll to duck out of the way and each enemy hit takes 3 damage and are pushed back out of the radius of the swing.
 Gold
6
-
3
Cabalist
Starting Gear and Passives
Cabalists start with an Amulet of Bones. Cabalists start with 1500 gold. While unconscious, a Cabalist's spirit may leave their body and cast spells with no cost on their turn. The spirit cannot use items or racial abilities and cannot be targeted by attacks or spells. The spirit must always remain within 3 spaces of its body.
 Gold
+
1
Cabalist
Blanket of Darkness
Create a blanket of darkness in a targeted area. Targets inside this field of darkness cannot see and have a chance to lose their mind each turn. The blanket may be destroyed at anytime by a Cabalist causing all targets inside to take 3 damage in the resulting implosion.
 Gold
10
4
-
3
Cabalist
Grand Raven's Claw
Conjure forth a hand of shadow that swipes a targeted area dealing 7 damage. You may also use the Claw to grab a hold of a target stunning it for a turn or toss them across the room instead of dealing damage.
 Gold
1
10
2
-
3
Cabalist
Lifedrain
Deals 5 damage and restores your stamina equal to the damage you deal. Also don't be that guy and try casting this on Skeletons and other undead. It's gotta be living if you want to drain its power.
 Gold
1
10
-
3
Cabalist
Nearsight
Blind a target with a simple spell, reducing the range of its attacks and abilities down to 1. Targets can spend their turn clearing the nearsight. Remember you can only blind what uses eyes to see!
 Gold
1
1
10
-
3
Cabalist
Pestilence
Release a butt of disease in a targeted area. At the start of your turn, targets in the Pestilence roll to see if they throw up and take 3 damage. Each turn you may move the pestilence up to 3 spaces at the cost of your move. Targets inside the Pestilence butt cannot regain Stamina in any way, except for Lifedrain of course.
 Gold
1
10
3
-
3
Lumberjack
Starting Gear and Passives
 Gold
+
5
Lumberjack
Earthquake
The Lumberjack slams the blunt of his axe down into the ground and causes tremors to rip the earth apart. Select up to 6 squares in a 10 block radius to become rocky terrain, preventing targets from moving past them in a single move. If you select a square with a target already on it, the target will take 3 damage instead.
 Gold
1
10
-
3
Lumberjack
Mount
Climb on top of a target and attempt to dominate it. If successful you now play for the target on their turns. They can attempt to throw you off each turn. On your turns, you must roll to attempt to move with whatever you mounted.
 Gold
1
-
1
Lumberjack
Paincakes
Throw a stale pancake at a target and deal 3 damage. You experience in great northern tradition of pancake tossing allows you to try to bank the pancake off as many targets as you like until you fail a roll. Failing a roll however will force you to take 1 damage for the number of bounces you went for.
 Gold
5
-
1
Lumberjack
Woodland Companion
Summon a Woodland Companion to your side as a pet. Your pet deals 3 damage. You must name your pet and not disrespect it or it will leave you forever. The creature who will be your Woodland Companion is determined at character creation.
 Gold
1
-
3
Lumberjack
Yodel
Release a powerful yodel in a direction that dazes targets making them less likely to hit with their attacks. The sound waves of the yodel are so powerful, it is possible to bank them off walls and knock small objects over.
 Gold
1
1
10
-
1
Magician
Starting Gear and Passives
Magicians start with a Regal Top Hat. Magicians start with 1000 gold. Choose a lucky number other than 1 or 20. Anytime your lucky number comes up, you may use a spell ability immediately as a bonus action.
 Gold
+
5
Magician
Copycat
Cast a non-limited spell your ally had casted in the previous round of combat.
 Gold
1
-
3
Magician
Encore
Recast the last spell you casted from your Regal Top Hat.
 Gold
1
-
3
Magician
Flock of Ravens
Transform yourself into a flock of 5 ravens and place them in the targeted area centered around you. Each raven can only take a single attack before it is destroyed. At the beginning of your turn, as long as a single raven lives, you may transform back and dispel all other ravens. If all ravens are killed, you will be knocked unconscious.
 Gold
1
1
3
-
3
Magician
Levitate
Levitate as many targets as you wish in an area centered around you. Each target may be moved up to 3 spaces.
 Gold
1
5
-
3
Magician
Optical Illusion
Summon an optical illusion of any character from any campaign. This character only lasts for a few minutes and will explode into a puff of smoke from a single touch of a living creature. A Magician may speak using ventriloquism on behalf of this character.
 Gold
1
1
-
3
Monk
Starting Gear and Passives
Monks start with a Bo Staff or Fist Wraps. Monks start with 1000 gold. All monks have a Nimbus Familiar. Your nimbus must represent someone in your life who has passed on and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space.
 Gold
+
7
Monk
Force Pillar
Using your inner spirit, bend the earth in an area to summon a square pillar out of the ground, walls, or ceiling creating an immovable wall of earth. Targets in the space you summon this pillar may attempt to roll away or take 3 damage.
 Gold
1
1
10
2
-
3
Monk
Serenity
You and all adjacent allies are protected in a magical barrier that makes it so others will look at you as if your skin is made of a mirror and all damage reduced to 1.
 Gold
1
1
1
-
3
Monk
Soothe Spirits
Attempts to soothe the inner spirit of a target, reducing hatred, aggression, fear or an emotion of your choice. Some enemies can be removed from combat or made to join your party with proper use of this spell.
 Gold
1
10
-
3
Monk
Spirit Rush
You may use three more actions this turn. These bonus actions do not cost stamina. Your other class skills that are limited are not limited this turn.
 Gold
-
3
Monk
Windwalk
Transform into a nimbus and travel at great speeds to move up to 5 spaces. Each space you move through leaves a fog that lasts until the start of your turn that makes it hard to see or move through for everyone other than you and your allies.
 Gold
1
1
-
3
Paladin
Starting Gear and Passives
Paladins start with Plate Armor. Paladins start with 1000 gold. Paladins are always under the effect of Blessing of Strength, even if they do not have this ability. Paladins may take incoming damage on behalf of adjacent allies.
 Gold
+
5
Paladin
Blessing of Strength
Cast a blessing on a target that causes them to deal double damage with basic attacks until end of combat. Note Paladins must yell a phrase chosen by the paladin when they attack or they will lose this effect.
 Gold
1
1
1
5
-
3
Paladin
Divine Intervention
You may force a reroll for yourself, allies, or foes. You may not however use this ability on a Critical or Critical Failure roll.
 Gold
1
1
-
3
Paladin
Honor Chains
Shackle a target using chains made of pure light to another target. These targets will not be able to move and take 3 damage at the end of each of your turns. A paladin may break the chains by whispering an ancient password of honor that they choose.
 Gold
1
5
-
3
Paladin
Lay on Hands
Release a wave of light onto a target that restores all of a target's Stamina.
 Gold
1
10
-
3
Paladin
Unholy Water
Throw a flask of Unholy Water at a target. If the flask hits, you may change the target of their next attack, action, or spell.
 Gold
5
-
1
Puppeteer
Starting Gear and Passives
Puppeteers start with 2000 gold. You may move an ally as your move and force an ally to basic attack as an action on your turn.
 Gold
+
5
Puppeteer
Foreshadow Minds
Foreshadow a series of events of how every ally and the GM will play out the next turn. If the table agrees to said events, the foreshadowed turn begins after the GM's next turn. As long as no Criticals or Critical Fails would break what you described to happen, all characters will be locked to playing into your will.
 Gold
1
-
3
Puppeteer
Lascene
The entire world becomes frozen in time for a few brief moments. All targets in range become puppets you control with psychic strings. You may move as many targets as you like up to 5 spaces and then unfreeze time. This attack may be used in the middle of an attack or spell to change the results.
 Gold
1
1
10
-
3
Puppeteer
Mon Amie
Bring to life a Wooden Marionette. Your Wooden Marionette must always remain within 3 spaces of you and can attack for 2 damage at the end of your turn. You may start each combat with two Wooden Marionettes already in play.
 Gold
1
3
1
-
3
Puppeteer
Puppet Master
Mentally assault your will onto a target making it believe that your will is their own. You can move, attack and use any ability you know they can use if it was a full turn. You cannot have the puppet harm itself or put it in immediate danger or else the mental tether will break.
 Gold
1
5
-
3
Puppeteer
Spirit Vessel
Remove the spirit of a dead or unconscious ally and place them in a small Wooden Marionette. This character will be able to use all of their class abilities for free and can basic attack in melee range for 3 damage. For all other purposes, this character plays out like a pet. An unconscious ally who wakes up has their spirit returned to them.
 Gold
1
1
1
-
3
Rouge
Starting Gear and Passives
Rogues start with a Succusbus Whip. Rogues start with 1500 gold. Choose an ally to be your Concubine, they must agree then also must refer to you as master for the campaign. Anytime your Concubine uses an ability, you may attack with your Succubus Whip as a bonus action.
 Gold
+
7
Rouge
Abusive Shriek
Let out a bellowing roar that forces all targets who hear it to attack themselves with a basic attack. You and your Concubine are immune to this effect.
 Gold
5
-
3
Rouge
Infatuation
Memorize all targets facing in your direction with an enchanting love spell. Targets mesmerized can not attack and can only move towards the Rouge by 2 spaces on their turn. if the target has any beneficial skills, they will attempt to use them on the Rouge or their Concubine.
 Gold
5
-
3
Rouge
Lucky Kiss
Blow a kiss to an ally in range granting them a bonus action to immediately use. You do not need to roll if you blow a kiss to your Concubine as your kisses cannot miss them.
 Gold
5
-
1
Rouge
Painful Pleasure
You release a scent that causes all allies to become attracted to pain. All attacks against allies this round of combat heal their stamina rather than damage it. Your concubine receives double stamina from this effect.
 Gold
5
-
3
Rouge
Taste of Blood
Attack fiercely with your Succubus Whip doubling both the damage it deals and the stamina it restores to you and your concubine.
 Gold
-
1
Sorcerer
Starting Gear and Passives
Sorcerers start with 2000 gold. When you deal damage with your non Sorcerer abilities or attacks on your turn, you may immediately use one of your Sorcerer abilities as a bonus action.
 Gold
+
5
Sorcerer
Blink
Teleport to target space and interrupt another target's action with one of your own if you roll well.
 Gold
1
1
10
-
3
Sorcerer
Enlarge
Dramatically change the size of a target or object increasing it up to 4 times its normal size. This transformation will only last a few minutes, but will increase the target's size, and double their damage with basic attacks. Critical Failures can have an inverse effect so use with caution.
 Gold
1
1
10
-
3
Sorcerer
Flare
Summon for a powerful ball of light in your hands that can be thrown for 5 damage. You are able to change the properties of this ball in many ways. You can specialize it to blind or burn. Change its size for distance or power. Have it explode on contact or even split into 5 separate balls and hit 5 separate targets.
 Gold
1
5
-
1
Sorcerer
Ray of Frost
Shoot forth a beam of ice that deals 3 damage and freezes a target in place, stunning them for a turn.
 Gold
1
5
-
1
Sorcerer
Rolling Fog
Create a dense fog at target location. The fog expands at 4 spaces at the end of your turn. The fog will morph to protect the Sorcerer, but not his allies. The fog makes moving and attacking through it difficult for everyone, except those who can cast this spell. The fog is also very flammable exploding for 3 damage to adjacent targets if ignited.
 Gold
1
10
-
3
Sun Cleric
Starting Gear and Passives
Sun Clerics start with 2000 gold. When you deal damage with your Sun Cleric abilities create a Suntile in an adjacent space that explodes and burns foes that pass over it for 2 damage. Whenever a Suntile, or multiple Suntiles, explode on a target, you may immediately use one of your Sun Cleric abilities as a bonus action.
 Gold
+
5
Sun Cleric
Aurora Borealis
A wave of colorful lights flies over the battlefield shooting down 20 bolts of pure sun energy. These bolts deal 1 damage or restore 1 stamina to each target hit.
 Gold
1
10
-
3
Sun Cleric
Consecration
Release a ring of yellow sunfire that deals 1 damage plus an additional damage for each suntile adjacent to you.
 Gold
1
1
3
-
1
Sun Cleric
Solar Eruption
Detonate a suntile in range sending an explosion toward another adjacent space. This explosion does 3 damage or knocks a target back 2 spaces.
 Gold
1
1
5
-
3
Sun Cleric
Sunbolt
Release two bolts of sun energies at up to two different targets that each deal 2 damage.
 Gold
1
5
-
1
Sun Cleric
Sunwall Armor
Enshell you and your allies with an armor made of pure sun energies. If you or your ally is attacked, they restore 1 stamina and you deal 1 damage to the attacker.
 Gold
1
1
-
3
Swashbuckler
Starting Gear and Passives
Swashbucklers start with 2000 gold. Swashbucklers start with a Cutlass and Flintlock Pistol. Anytime a Swashbuckler is allowed to buy treasure, they may refresh the entire shop to reveal 6 new items.
 Gold
+
5
Swashbuckler
Buckle Buddy
Choose an ally within 3 spaces of you to be your Buckle Buddy until the end of combat. While Buddies, whenever one of you moves, the other is pulled as well to always remain within 3 spaces. Whenever your buddy is attacked you may take the hit for them and counter with a melee attack of your own.
 Gold
3
-
3
Swashbuckler
Grandpa Smokescreen
Fire some of the ashes of your dead grandpa at a target creating a smoke ring around them. Anyone besides you in the smokescreen is unable to use any of their abilities and attacks. Using this ability makes you very emotional about the loss of your grandfather.
 Gold
1
5
-
3
Swashbuckler
Lunge
Dart forward 3 spaces and attack with your melee weapon, afterwards you may retreat backwards up to 3 spaces as well. You may use Lunge as your move.
 Gold
1
-
1
Swashbuckler
Parry
Attempt to Parry a melee attack. If successful you can counterattack with your own action, but if you roll very poorly, you will be unable to Parry again in combat.
 Gold
1
1
-
1
Swashbuckler
Swish Swash
Take a swig of ale restoring 5 stamina and spit it in the faces of all targets in range causing them to focus their attention on you. Using this skill will intoxicate you.
 Gold
10
-
1
Thane
Starting Gear and Passives
Thanes start with two Siffiran Silver Hammers. Thanes start with 1000 gold. Thanes may use their move to attack with one of their Siffiran Silver Hammers.
 Gold
+
10
Thane
Call Mjollnir
Request the aid of the Siffiran, summoning three giant astral hammers from the skies above that slam down on the ground dealing 3 damage each in a small area.
 Gold
1
5
2
-
3
Thane
Draggin Lightning
Slam your two hammers together creating an electrical tether that yanks a target in range as close as possible to you and shocks them for 3 damage. This can be used as a free source of damage, a way to close in on a foe, or a dodge for allies.
 Gold
1
1
5
-
3
Thane
Gift of Siffiran
Empower your self with the gift of the Siffiran. Double the damage you deal with your Siffiran Silver Hammers this turn and grants you the ability to move 1 space before and after each time you attack with one of these hammers.
 Gold
1
1
-
1
Thane
Shocking Disarm
Attempt to disarm a target with an electrical shock causing them to drop whatever they are holding to the ground.
 Gold
1
-
3
Thane
Thunder Roar
Throw one of your Siffiran Hammers at a target dealing 3 damage marking them and then let out a fierce roar for the table to hear. If your roar pleases the GM, you and your allies may each cast a damaging spell at this foe as a bonus action.
 Gold
1
5
-
3
Theurgist
Starting Gear and Passives
Theurgists start with an Oaken Staff, Cloth Robes, or Arcane Signet. Theurgists start with 1500 gold. At the start of each combat, you may cast Call Earthlord and Summon Air Sprites as immediate bonus actions even if you do not have these spells.
 Gold
+
5
Theurgist
Call Earthlord
Call forth an Earthlord out of nearby earth, mud, dirt and stone. The Earthlord will charge at a single target and deal 3 damage to it at the end of each turn. Earthlords return to the ground when their target is defeated.
 Gold
1
10
1
-
3
Theurgist
Ice Bolt
Release a shard of ice from your hands that deals 1 damage plus 1 additional damage for every Ice Bolt that has been fired by you or your Frost Elemental up to a maximum of 5 damage.
 Gold
1
5
-
1
Theurgist
Summon Air Sprites
Summon up to 4 Air Sprites on the battlefield. Air sprites deal 1 melee damage to the nearest enemy target and are controlled by the Game Master at the end of your turn on your behalf. Air sprites will not listen to their summoner or their wishes and will simply attack nearby hostile targets.
 Gold
1
10
1
-
3
Theurgist
Summon Frost Elemental
Summon forth a Frost Elemental from a nearby pool of water reducing your maximum stamina by 10. You control your Frost Elemental on your turns. Your frost elemental can use the Ray of Frost or Ice Bolt for free each turn. You may have multiple Frost Elementals.
 Gold
1
1
1
-
1
Theurgist
Wind Blast
Deal 9 damage to a target and knock them back up to 5 spaces. Wind blast may also be used to attempt to dodge out of the way of harmful attacks as an Instant Action without the damage component, although doing so will cost you your move on the next turn.
 Gold
1
1
10
-
3
Warrior
Starting Gear and Passives
Warriors start with 2000 gold. Anytime you take damage you may immediately counter attack the target with a basic attack if they are in range.
 Gold
+
10
Warrior
Blockade
Raise up your shield preventing all damage to you and anyone directly behind you for this turn, as long as you can keep your balance. While blocking, you cannot be moved. Your allies may move you during their turn against your will instead of moving themselves.
 Gold
1
-
1
Warrior
Charge
Run forward as fast as you can in a straight line dealing 5 damage and pushing any target you run into. Allies may roll to jump on your back or out of the way to avoid this damage. You can stop at any time or until you hit a wall.
 Gold
10
-
1
Warrior
Chivalry
Jump to the aid of a nearby target taking all damage they would have taken from an attack. If you finds the target you are protecting attractive, you may ignore the Stamina cost of this ability by using a creepy pickup line on said target.
 Gold
1
5
-
1
Warrior
Tosser
Lift an adjacent target and throw them at target space. Both targets take 5 damage and are stunned for their next round of combat. Allies can roll to avoid the damage and if successful may also attack or use an ability.
 Gold
5
-
1
Warrior
Whirlwind
Begin a whirlwind that allows you to move every time a target finishes their turn. You may move 1 space and then deal 2 damage to all adjacent targets. Using whirlwind multiple times in a row can make you very dizzy.
 Gold
5
3
-
3
Wizard
Starting Gear and Passives
Wizards start with an Oaken Staff, Cloth Robes, Arcane Signet, or Monocle. Wizards start with 1500 gold. Casting a Spell for the first time each battle does not use a Wizard's action.
 Gold
+
3
Wizard
Arcane Beam
Shoot forth a penetrating beam of pure arcane energy that deals 5 damage in a line.
 Gold
1
10
-
3
Wizard
Arcane Missiles
Unleash a barrage of 7 missiles that deal 1 damage each. These missiles can be split at any number of enemies or focused on a single target.
 Gold
1
10
-
3
Wizard
Blizzard
Summon forth a cloud of ice rain in a targeted area. This storm deals 3 damage at the end of each of your turns and lasts until combat ends or the cloud is disrupted.
 Gold
1
5
10
-
3
Wizard
Fireball
Throw a ball of fire dealing 10 damage at a target. Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target.
 Gold
1
10
-
3
Wizard
Ice Blast
Deal 8 damage to all targets adjacent to you. If you have not moved, and cast Ice Blast a second time, its stamina cost is removed.
 Gold
1
1
-
3
Item
Arcane Signet
Pick one of your Class Spells, this Spell no longer cost stamina when cast. You may wear other armor with this Ring.
500 Gold
1
Item
Bold Scalemail
Increases your stamina by 15. Made from crystallized dead Kobolds, which have very magnetic properties to them.
1000 Gold
1
+
15
Item
Cloth Robes
Pick one of your Class Spells, this Spell no longer costs stamina while casting with your hands. You may wear other armor with these Robes.
500 Gold
1
Item
Freeboot Coat
Increases your stamina by 10. Rips and tears very easily.
100 Gold
1
+
10
Item
Leather Armor
Increases your Stamina by 5. This armor allows you to blend into the shadows much more easily.
100 Gold
1
+
5
Item
Plate Armor
Increases your Stamina by 15. This armor creates a lot of noise when moving around.
1000 Gold
1
+
15
Item
Porc Skin Armor
Increases your stamina by 15. Players in this armor are very unattractive to almost everyone and upset Porcs at the sight of it.
500 Gold
1
+
15
Item
Studded Armor
Increases your stamina by 10. Members of your race will find you more attractive wearing this.
500 Gold
1
+
10
Item
Wizard Monocle
Pick one of your Class Spells, this Spell no longer costs stamina when cast. You may wear other armor with this Monocle.
500 Gold
1
Item
Quickness Elixir
You may use two additional actions this turn, but not another Consumable. Drinking this potion does not cost an action.
500 Gold
1
Item
Regrowth Potion
Restores 5 Stamina to you and your allies.
200 Gold
1
Item
Rejuvenation Potion
Restores 10 Stamina. Drinking this potion does not cost an action.
200 Gold
1
Item
Bo Staff
Deals 4 damage and then flip over top of your target onto an adjacent space if possible. You may attack with this weapon as an Anytime Action once per round, but its damage cannot be doubled.
500 Gold
1
1
Item
Bronze Mace
Deals 4 damage. You may attempt to stun a target rather than deal damage with this weapon.
500 Gold
1
1
Item
Cutlass
Deals 2 damage. Deals an additional point of damage to anything that bleeds.
100 Gold
1
1
Item
Fist Wraps
Deal 4 damage and then move 1 space. You may attack with this weapon as an Anytime Action once per round, but its damage cannot be doubled.
500 Gold
1
1
Item
Oaken Staff
Deals 2 damage. Pick one of your Class Spells, this Spell no longer costs stamina while casting through this staff.
500 Gold
1
1
Item
Scimitar
Deals 4 damage. Critical hits often cause decapitations.
500 Gold
1
1
Item
Siffiran Silver Mace
Deals 3 Damage. You may cast spells while wielding this hammer.
500 Gold
1
1
Item
Silver Rapier
Deals 3 damage. Anytime you deal damage you may use 1 stamina to attack a second time with it.
1000 Gold
1
1
Item
Steel Longsword
Deals 5 damage. The blade shines so clearly you can see your reflection in it. (Note: Longswords are damaging)
1000 Gold
1
1
Item
Succusbus Whip
Deals 3 Damage. If your target bleeds, restore 1 stamina to you and your concubine.
500 Gold
1
1
Item
Apprentice Wand
Deals 2 damage. Pick one of your Class Spells, this Spell no longer costs stamina while casting through this wand.
1000 Gold
10
Item
Slingshot
Deals 2 damage. You may use any small object as ammunition.
100 Gold
5
Item
Blunderbuss
Deals 3 damage, as well as 3 damage to any target in the space directly behind them.
500 Gold
3
Item
Longbow
Deals 3 damage. Those trained with this bow never hit their allies.
1000 Gold
10
Item
Shortbow
Deals 3 damage. You may attempt to shoot an arrow farther, but your accuracy will drastically suffer.
500 Gold
5
Item
Flintlock Pistol
Deals 4 damage.
100 Gold
3
Item
Matchlock Rifle
Deals 5 damage. Bullets burn so hot that they can ignite gunpowder.
1000 Gold
5
Item
Regal Top Hat
Once per round, you may pull a random spell out of this hat to cast. This spell has no stamina cost and its range (if any) is increased to 10. If you cannot or do not wish to cast this spell, you must immediately end your turn.
500 Gold
1
Item
Amulet of Bones
Negate any single source of damage that would kill your character and destroy this card.
500 Gold
1
Treasure
Amulet of Bones
Negate any single source of damage that would kill your character and destroy this card.
500 Gold
1
Treasure
Ancient Book of Cleansing
coming soon
1000 Gold
1
10
Treasure
Bag of Holding
The inside of this bag is as deep as you need it to be. You may now hold as many treasure and item cards as you like.
500 Gold
1
Treasure
Behemoth Arm
You may now use your arm as a weapon which would deal 5 damage. You may also use this weapon as your move during your turn. The arm can bend around corners and enemies and will never miss its target. The arm can extend and retract to pull enemies in.
 Gold
1
1
10
Treasure
Believer Stone
At the start of combat, this stone transforms into another treasure card which will revert back into the Believer Stone at the end of combat.
500 Gold
1
Treasure
Bewitching Mirror
Reveal this mirror to a target to attempt to trap it within the mirror. If this mirror is later broken, the target will be released and the mirror destroyed.
500 Gold
1
Treasure
Bladeturn
You are immune to a single source of damage of your choosing once per combat.
500 Gold
1
1
Treasure
Blood Aura Plate
Increases your stamina by 5. At the end of your turn, you can steal 1 stamina from all adjacent targets.
1000 Gold
1
1
Treasure
Blood Drinker
Deals 3 damage and restores 1 stamina every time you deal damage with this weapon.
500 Gold
1
1
Treasure
Blood Gift Emblem
Using this emblem you may trade 5 maximum stamina for 1 random treasure card from a selection of 3. You may use this ability as much and as often as you want until your base stamina is 1.
200 Gold
1
Treasure
Blunt Saxophone
Deals 4 damage. Whenever you are about to deal damage with this weapon, play a quick tune that doubles all physical damage dealt by you and your allies until the start of your next turn.
1000 Gold
1
Treasure
Book of Cursed Spells
When using this book, a random spell is selected. You must pay the Stamina cost and must complete casting the spell or this book will be destroyed.
500 Gold
1
Treasure
Book of Faces
Looking into this book allows you to change your face to resemble any face you have seen in the last 30 hours. If you do not change back to your original face before time runs out, you will lose your face forever.
500 Gold
1
Treasure
Bottled Wormhole
Toss a bottle that when broken casts a Wormhole spell which deals 3 damage to all targets in an area and pulls them all into the center of the spell. Allies may roll to grab onto something and avoid the damage and pull.
200 Gold
1
1
10
5
Treasure
Branded Pain of Fortune
All 1's become 20's at the cost of reducing your maximum stamina by 10 every time you roll a Critical Fail.
 Gold
1
Treasure
Breadbeard's Hat
Increases your stamina by 10 and summons a Skeleton Pirate to fight alongside you at the start of each of your turns. You may wear this on top of your other armor.
 Gold
1
Treasure
Chipped Prism
A single targeted spell may be cast through the Attuned Prism to hit two targets at half potency.
200 Gold
1
1
Treasure
Coin of Providence
Instead of rolling the dice, you may flip this coin once per battle. Heads, you Critical. Tails, you Critical Fail.
500 Gold
1
Treasure
Convoluted Composite Crossbow
Deals 8 Damage. This thing is very hard and complicated to load and can generally only be reloaded out of combat.
500 Gold
1
10
Treasure
Crystal Catalyst
Summon forth 10 Gemling to aid you in battle. Gemlings can attack for 1 damage in melee range.
200 Gold
1
1
10
1
Treasure
Deconstruction Bomber
coming soon
1000 Gold
1
10
Treasure
Deeper Freezer
Release a frosty beam of ice that deals 3 damage and freezes a target in place, stunning them for a turn.
1000 Gold
1
5
Treasure
Desdonian Firebombs
1000 Gold
1
10
3
Treasure
Dragonskin Bow
Deals 4 damage and triple damage on Criticals.
1000 Gold
1
10
Treasure
Dulled Vopral Slayer
Deals 2 damage. Critical rolls cause this blade to instantly kill the target. If the target is too important to instantly die... then I guess it can do 15 damage. A Vopral blade is much different than a Vorpral blade, that is not a typo.
200 Gold
1
2
Treasure
Dungeoneer Encyclopedia
coming soon
1000 Gold
1
Treasure
Duplication Orb
Duplicates one of your items in your bag. The item you duplicated, as well as the original, are now bound to to you. They cannot be given to other party members or destroyed in any way. Should you die, these items will turn to dust.
500 Gold
1
Treasure
Dwarven Runeblade
Deals 5 damage. Deals double damage if wielded by a Dwarf. Anytime you defeat a target with this weapon, you may attack again with it as a bonus action.
500 Gold
1
1
Treasure
Elaphelk Horn Blade
Deals 4 damage and allows you to use one of your class abilities with no stamina cost as a bonus action.
1000 Gold
1
1
Treasure
Elaphelk Horn Horn
Grants everyone on your team a free action.
1000 Gold
1
1
Treasure
Elaphelk Horn Staff
Deals 2 damage. Your spells always cost stamina, but anytime you cast them you may cast an additional spell as a bonus action.
1000 Gold
1
1
Treasure
Electronet Pistol
coming soon
1000 Gold
1
5
Treasure
Elven Sugar Cookies
Allows you to use each of your abilities at the cost of a single action.
200 Gold
1
Treasure
Emerald of Persistence
The holder of this Emerald may attack again anytime they miss with a basic attack, however they may not attack with an attack that misses from the use of this or any Emerald.
1000 Gold
1
Treasure
Energy Cannon??
coming soon
1000 Gold
1
5
Treasure
Everfull Goblet
A potion may be used to fill the goblet to create an endless supply of said potion. The goblet refills at the end of every combat.
500 Gold
1
Treasure
Eyes of N'locnil
All Abilities and Items have their stamina costs removed, but your character has their eyes replaced with those of a demon.
1000 Gold
1
Treasure
Fine Lasren Belt
Increases your stamina by 5. Anytime you use stamina on abilities, you may give that stamina to an ally in range. You may wear this on top of your other armor.
1000 Gold
1
Treasure
Firework Launcher
Launch four fireworks that fly up and slam down dealing 2 damage in a small area. Each firework may be targeted at a different point of landing.
1000 Gold
1
5
2
Treasure
Fist in a Box
Coming soon
1000 Gold
1
5
Treasure
Frog on a Stick
Place a frog on a stick into the ground. All allies regenerate 1 stamina at the end of your turn. Frog on a stick can be destroyed if attacked.
500 Gold
1
Treasure
Ginyu's Shard of Perversion
You and target of same general size switch bodies. You retain your class, but your inventories are swapped. The shard then breaks forever.
500 Gold
1
5
Treasure
Grace's Light
Ray of Frost now pierces in a line instead of as a single projectile. This spell now deals 5 damage, has 10 range, but no longer stuns.
1000 Gold
1
Treasure
Grimshade Blade
Deals 6 damage, rolling a 1 spawns a very strong Skeleton who exists only to kill you. This is the Shade of the Grimshade Blade.
1000 Gold
1
1
Treasure
Guise of Bellows
Increases your stamina by 5 and allows you to breathe freely regardless of your environment. You may wear this on top of your other armor.
500 Gold
1
Treasure
Hammer of Light
Deals 5 damage. Criticals cause this weapon to cast Blessing of Strength on yourself.
500 Gold
1
1
Treasure
Headcannon Helmet
Shoot a firebomb at a target dealing 4 damage. Until the start of your next turn, every time an ally misses an attack you may shoot another firebomb at any target in range.
1000 Gold
1
5
Treasure
Headhunter Axe
Deals 6 damage. This weapon often leads to decapitations when used.
500 Gold
1
1
Treasure
Heartbark Crossbow
Deals 5 damage and knocks targets back up to 3 spaces.
500 Gold
1
5
Treasure
Heartwall Locket
Anytime you or an ally rolls a Critical, you may restore 3 stamina to a player of your choosing.
500 Gold
1
Treasure
Holy Canteen
Restores all of your stamina if full. Can be refilled with almost any drinkable source.
500 Gold
1
Treasure
Hourglass of the Sandbold
Smash this hourglass on the ground. No character can use anytime abilities until the end of combat unless their race is Kobold.
200 Gold
1
Treasure
Hurricane Bracer
Summon forth a hurricane in a massive area that deals 5 damage to everyone caught in it and allows you to move all targets caught inside it to any open space in the area. Characters can not be knocked out or killed from the effects of this hurricane.
500 Gold
1
10
Treasure
Hypnoring
coming soon
1000 Gold
1
3
Treasure
Invisibility Potion
You and all clothing, weapons, armor, and treasure cards on you become invisible for a short time or until end of combat. You can attack and use abilities while invisible.
200 Gold
1
1
Treasure
Jar of Leeches
A jar filled with 5 leeches. The leeches attack the nearest target and reduce their maximum health by 1 permanently everytime they deal damage.
200 Gold
1
Treasure
Kinetic Slingshot
Allows the casting of the Wizard spell Fireball at no cost. These fireballs however miss about half the time.
1000 Gold
1
1
Treasure
Kingfisher Cloth
Increases your stamina by 5. Pick one of your Class Spells, this Spell no longer costs stamina when cast. You may wear other armor with these Robes.
500 Gold
1
Treasure
Knife Slinger
coming soon
1000 Gold
1
Treasure
Leaders Heartoak Staff
Deals 5 damage. Pick one of your Class Spells, this Spell no longer costs stamina while casting through this staff. The wielder of this staff leads the hearts and minds of those that lead the wielder of this staff.
 Gold
1
1
Treasure
Lieutenant Surge
Deals 4 damage and creates an arc of lightning that bounces off the target hit to nearby enemies within 3 range for 2 damage. Can bounce up to 3 times.
 Gold
1
1
Treasure
Lirudna Blade
Deals 4 damage to two adjacent targets. This blade is made of a white gold, however gold is a terrible metal, and this blade will break on a Critical Failure.
200 Gold
1
1
Treasure
Lunar Boomerang
Deals 2 damage. You pick up to three targets to hit with this boomerang as long as the arc would make some logical sense.
500 Gold
1
1
Treasure
Magnopulser
coming soon
1000 Gold
1
10
Treasure
Mask of Echoes
Putting on this mask will make you look like the last person you killed. Only works on targets of similar size and shape as you.
500 Gold
1
Treasure
Masterful Ruby
Choose an ability when you equip this treasure card. This ability no longer has a stamina cost.
500 Gold
1
Treasure
Mechasurfer
coming soon
1000 Gold
1
1
Treasure
Monocle of Magic Sight
Increases your natural ability to see magic and in searches. In combat, you may use this to learn the maximum stamina of target.
500 Gold
1
Treasure
Muddy Billhook
Deals 5 damage. Criticals cause this weapon to slice a limb off if possible.
200 Gold
1
1
Treasure
Needler
Fire up to 5 arcane missiles that deal 2 damage each. These missiles can be split at any number of enemies, but multiple missiles hitting the same target will have their damage reduced by 1.
1000 Gold
1
5
Treasure
Neural Link Gun
You may control one of your allies this turn as long as you have line of sight. You may have them use an attack or ability and they will be forced to pay the stamina costs you use. An ally may attempt to resist if they wish.
1000 Gold
1
5
Treasure
Nobleborn Knife
Deals 9 damage. Attacking with this knife causes it to become dirty, which will require you to use an action to clean it before you can use it again.
500 Gold
1
Treasure
Nova Plume Staff
Shoot forth a fiery blast of smoke that deals 7 damage. All squares adjacent of the target hit by this attack become filled with smoke making it hard to see or move through.
1000 Gold
1
5
Treasure
Pattenborrow's Necklace
You are immune to magical damage. This necklace is very fragile.
 Gold
1
Treasure
Pot Puppy
A small Pot Puppies that attacks with a bite that deals 3 damage.
500 Gold
1
Treasure
Potion Launcher
1000 Gold
1
10
Treasure
Proudmoore Staff
Frost Elemental summoned by you no longer reduce your maximum stamina, but you are limited to only having two up at any time.
1000 Gold
1
1
Treasure
Raskum Claws
Deals 4 damage to all adjacent targets. Raskum Claws are typically worn tied to a pair of Raskum Leather Gloves.
1000 Gold
1
1
Treasure
Ring of Fire
Unleash a wave of fire from your ring that deals 8 damage in a line. You take the half of this damage as well.
500 Gold
1
10
Treasure
Ring of the Armsukaa
Creates a barrier around you which prevents projectiles and foes from entering. The barrier lasts only a single round of combat.
500 Gold
1
Treasure
Rocket Boots
Charge forward in a straight line up to 10 spaces leaving behind a trail of fire. You can travel through the space of other characters and still leave the trail of fire. Anything that moves through the fire and anything still in the fire at the end of your turn takes 3 damage.
1000 Gold
1
Treasure
Rod of the Monkey Fish
Deals 3 damage. On Critical Hits, 3 Monkey Fish join your party permanently.
500 Gold
1
1
Treasure
Sandshot
Shoot a glob of dirty mud at a target blinding them, dealing 4 damage and reducing the range of its attacks and abilities down to 1. Targets can spend their turn cleaning off the mud. Remember you can only blind those who can see!
1000 Gold
1
10
Treasure
Scroll of Magic Stone
Summon forth a wall that is up to 8 spaces long in front of your character. This wall is made of stone bricks and would be very hard to break through.
200 Gold
1
1
Treasure
Shadowshade
Deals 2 damage and summons a Shadowy Apparition of yourself as a pet in an adjacent space. These apparitions can move and attack for 1 damage at the end of your turn.
500 Gold
1
1
Treasure
Shillelagh
Deals 3 damage. Melee hits cause the targets to speak in a strange language, preventing spell casting for a turn.
500 Gold
1
1
Treasure
Smokey Nagitana
Deals 4 damage. This weapon's blade is so sharp and handle so long, that you may attack through and hit multiple targets in range.
1000 Gold
1
1
Treasure
Snakehunter
Deals 3 damage in an area. When firing at anything that slivers on the ground, this attack cannot miss it's target.
1000 Gold
1
3
2
Treasure
Sorcerer's Stone
You may pick one Sorcerer ability when you first get this treasure. This stone grants whoever holds it the ability to cast said spell.
500 Gold
1
Treasure
Soul Drainer
Deal 1 damage to all targets in range and restore stamina equal to the amount you deal. This ability does not affect those who do not possess a soul.
1000 Gold
1
5
Treasure
Soul Puppet
Use this puppet on the body of a dead ally or foe. That target's soul will be brought back and infused into this puppet. They can speak, think and even move, but do nothing else as a puppet.
500 Gold
1
Treasure
Spellwall Armor
Increases your stamina by 10. Anytime you are hit by a spell by an opponent, you gain a copy of that spell. You may cast this spell only once.
500 Gold
1
Treasure
Stellar Sextant
You may move all allies up to 3 spaces.
500 Gold
1
Treasure
Swift Feather Boots
You may now move up to 8 spaces each turn, but you may only sprint up to 10 spaces.
500 Gold
1
Treasure
Sylvan Leaf
Restores 20 stamina. If an attack would knock you unconscious or kill you and this leaf could prevent it, you can consume it as an Anytime Action.
200 Gold
1
1
Treasure
Tambok Ticket
A strange ticket to something called Tambok's Special Friend Show. If you are hit by a critical attack, this ticket is destroyed. Finishing the campaign will reveal its purpose.
500 Gold
1
Treasure
Threecircle's Mace
Deals 4 damage. Your spells no longer cost Stamina.
1000 Gold
1
1
Treasure
Vampire Locket
This locket distorts realities for 3 rounds of combat. Only the Game Master can activate its effects.
1000 Gold
1
Treasure
Warp Blade
Deals 3 damage. Anytime you deal damage with Warp Blade, you may teleport up to 3 spaces away.
500 Gold
1
1
Treasure
Wellforn Ruby
Move up to five spaces as a bonus action.
1000 Gold
1
Treasure
Whisper Whistle
Call forth a Whisper Snake from a nearby body of water to aid you in combat.
1000 Gold
1
Treasure
Wiggly Wrench
Destroy one of your treasure cards to restore 20 stamina, distributed in any way you like, to nearby allies.
500 Gold
1
10
Treasure
Windu Morning Star
Deals damage equal half your roll. The rounding is determined by the Game Master and this weapon cannot have its damage doubled.
1000 Gold
1
2
Treasure
Winechestors Finest
Swish Swash no longer costs Stamina and will burn the flesh of non-Kobold when hit for 3 damage. You are also immune to the negative effects of being intoxicated.
500 Gold
1
Treasure
Wing Kings Curse
Take an additional turn after every opponent's turn.
 Gold
1
Treasure
Winter Coat of Protection
Increases your stamina by 5 and grants you lesser magic resistance which can reduce damage and effects of magical attacks when you remind the GM you are wearing this. You may wear this on top of your other armor.
 Gold
1
Treasure
Wriggly Wench
A Wench that will follow you around on your travels, but provides no combat benefits and will not aid you in battle. She is very rude to you and you must take care of her.
500 Gold
1
Treasure
Necklace of Bazang
Your Criticals are now Critical Failures and vice versa.
200 Gold
1
Treasure
Philhip
Deals 3 damage in a area. When firing at anything that slivers on the ground, this attack cannot miss its target. (Replaced by Snakehunter)
500 Gold
1
3
2
Accessory
Ankh of the Paladin Order
A small Golden Ankh that can be worn as a necklace or charm. It is a symbol of the Paladin Order.
 Gold
Accessory
Arachnid Essence
The essence of some powerful arachnid creatures. Very easy to make at home, throw some spiders in a blender and freeze overnight.
 Gold
Accessory
Bag of Bones
A bag of assorted bones mostly from animals and Goblins.
 Gold
Accessory
Bag of Juicy Beetles
A bag of live beetles. Beetles are somewhat of a delicacy to Gnomes. It's really gross.
 Gold
Accessory
Bard Boot
Leather boots are often used by Bards to create a type of music that involves stamping the boot on the ground. It's not very popular.
 Gold
Accessory
Blacksmith Hammer
A small hammer used by blacksmiths. It's not a very good weapon, but it's great for things like nails.
 Gold
Accessory
Blood Book
A journal that can only be written in using blood and read by the person whose blood its words belong to.
 Gold
Accessory
Blood Flame Lantern
Invented by Goblins, a single drop of blood is enough to summon a Blood Flame spirit for up to an hour.
 Gold
Accessory
Book of Faces
This magical book shows the face of every other character its owner has met in their life.
 Gold
Accessory
Bottle of Wise Rum
A 20oz bottle of wise rum. Wise rum often makes characters more clever than regular ale.
 Gold
Accessory
Boyfriend Quest
A series of short stories written by the Elf Davey Davidson. The book is mostly about fictional love stories inspired through Dave's work.
 Gold
Accessory
Broken Chastity Belt
A broken chastity belt that either you or someone you know wore and now you keep for the memory. Proof that you know someone, somewhere, that may have had sexual relations.
 Gold
Accessory
Burlap Waist Sack
A small pair of bags that you wear on your character to carry your Treasures. Elves often make fun of those who wear these.
 Gold
Accessory
Compass
Shows you which way is North, but not East, South or West.
 Gold
Accessory
Coral Comb
A small comb made of coral used to comb hair and beards by sailors mostly. Goblins are often allergic to coral.
 Gold
Accessory
Dvergr Rope
10 meters of rope made from the hair of a dead Dvergr Beard. Very offensive to most Dwarves, but some of the strongest rope around.
 Gold
Accessory
Eaglebear Earmuffs
A pair of plus earmuffs made from the thick, wooly fur of a mighty EagleBear. While wearing these you cannot hear any sound other than the thoughts in your own mind.
 Gold
Accessory
Elaphelk Skin Backpack
The rough skin of Elaphelk is great for waterproofing bags to carry your personal belongings and is most common in the Unforgotten Realms.
 Gold
Accessory
Elaphelk Tusk Ear Trumpet
A funnel-shaped tusk which collects sound waves and leads them to your ear. Some believe you can use this to hear "The Voice of the Sky".
 Gold
Accessory
Fish Yogurt
A special blend of lactic acid and fish that creates a very pungent scent and taste that very few enjoy.
 Gold
Accessory
Flute
A wind instrument used to create music. Very popular amongst Elves, Gobliins, and High Bears.
 Gold
Accessory
Glamourshark Skin Gloves
Gloves made from the finest of Glamoursharks and is often worn by members of the George Clan.
 Gold
Accessory
Glass Vial
An empty 2oz glass vial. Very easy to conceal.
 Gold
Accessory
Gobo Fishing Net
A fishing net made of horse hair covered in animal blood. Very effective at catching Vampire Fish which taste a lot like chicken.
 Gold
Accessory
Jar of Elven Brown Sand
A jar of dirt from a distant Elven Territory. Often used to pay respect to the deceased.
 Gold
Accessory
Keen Stone Flask
An 8oz flask made of Keen Stone, a bendable, rubbery type of magical rock.
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Locket of a Loved One
A small piece of silver jewelry that contains a picture of someone who has passed away.
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Lucky Silver Coin
A lucky silver coin you found on a day long ago. You tend to love telling people that story and how much this coin means to you.
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Lute
A small stringed instrument used to create music. A favorite amongst Dwarves, and Kobolds.
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Map of the Area
A map of the surrounding area. Often useless to those who can't read.
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Pearl of Hindsight
Looking into this pearl will let you understand your mistakes you have made in life. Basically the GM will tell you what you did wrong recently.
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Pocket Mirror
A mirror which has a crystal clear reflection. Excellent for maintaining your looks.
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Pot Puppy Seeds
Some seeds that, when placed in a small pot and watered, will allow you to grow your very own pot puppy after a few weeks.
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Puffley's Bottomless Flask
An enchanted flask from an old hermit mage that holds a very potent whisky. No matter how much you drink, the flask always remains half full.
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Rancid Swammie
A rotten fish that becomes more potent in its magic abilities as it ages. Used for its oils which can cause hallucinations as well as making your own magical abilities unstable.
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Raskum Leather Gloves
The Raskum are very intelligent and deadly panthers that live in many of the same mountains as Kobolds. They are a unique beast in that there is currently no known way to kill a Raskum, these gloves are made from the body of one who died of old age.
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Sextant
A tool that almost no one can use properly, but has the word sex in it.
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Skull
The skull of a dead adventurer. Well I mean... I guess they could be alive still, but that's unlikely because you have their skull.
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Snake Skin Bandage
Blood Snakes are fantastic bandages for cuts and wounds, as the venom of a dead snake has many healing properties.
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Spellblade Pasta Bread
An enchanted bread that, when held by a gifted magic user, becomes warm and coated with a fresh pasta sauce. The elven word for this bread is Pissa.
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Spoon of Realities
Holding this spoon allows you to check if you are under the effect of an illusion or stuck inside an illusionary world.
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Spyglass
Great for seeing far distances.
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Torch
A wooden rod with a piece of cloth wrapped around it and soaked in oil.
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Twenty Sided Die
A twenty sided die used by people all over the realm for niche roleplay games.
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Water Candle
A rare blue candle from the deep underwater homelands of the Shellmind, this candle has the odd property of being able to burn underwater.
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