Equipment

Weapons

Dagger (100 gold):  1 handed, melee,ranged, light, may use dexterity stat instead of might stat for calculating damage weapon, Weapon Dice 1d4

Short Sword(200 gold):  1 handed sword, melee, Weapon Dice 1d6

Scimitar (200 gold): 1 handed sword, Melee, Weapon Dice 1d6

Rapier (250 gold): 1 Handed Sword, melee, may use dexterity stat instead of might stat for calculating damage, Weapon Dice 1d6

Hatchet(100 gold): 1 handed Axe, melee, light, ranged, Weapon Dice 1d4

War Axe (200 gold): 1 handed Axe, melee, Weapon Dice 1d6

Hammer (100 gold): 1 handed mace, melee, light, ranged, Weapon Dice 1d4

Mace (200 gold): 1 handed mace, melee, Weapon Dice 1d6

Warhammer (200 gold): 1 handed mace, melee, Weapon Dice 1d6

Spear (200 gold): 1 handed, melee, ranged, Weapon Dice 1d6

Flail (200 gold): 1 Handed, melee, Weapon Dice 1d6

Spiked Light Shield (300 gold): 1 handed shield, light, +2 defense stat, melee, Weapon Dice 1d4

Spiked Heavy Shield (400 gold): 1 handed shield, +3 defense stat, melee, Weapon Dice, 1d6

Katana (350 gold):b2 handed sword, melee, may use dexterity stat instead of might stat for calculating damage, Weapon Dice 1d10

Great Sword (300 gold):  2 handed sword, melee, Weapon Dice 1d12

Great Axe (300 gold): 2 handed axe, melee, Weapon Dice 1d12

Maul (300 gold): 2 handed mace, melee, Weapon Dice 1d12

Heavy Mace (300 gold): 2 handed mace, melee, Weapon Dice 1d12

Heavy Spear (300 gold): 2 handed spear, melee, Weapon Dice, 1d12

Heavy Flail (300 gold): 2 handed flail, melee, Weapon Dice 1d12

Glaive (300 gold): 2 handed polearm, melee, Weapon Dice 1d12

Halberd (300 gold): 2 handed polearm, melee, Weapon Dice 1d12

Scythe (300 gold): 2 handed polearm, melee, Weapon Dice 1d12

Shortbow (250 gold): 2 handed bow, ranged, uses dexterity stat instead of might stat for calculating damage, Weapon Dice 1d8,

Longbow (350 gold): 2 handed bow, ranged, uses dexterity stat instead of might stat for calculating damage, Weapon Dice 1d10

Hand Crossbow (250 gold): 1 handed, though needs two hands to reload, ranged, light, uses dexterity stat instead of might stat for calculating damage, can only be fired once per round, Weapon Dice 1d8

Crossbow (350 gold): 2handed, uses dexterity stat instead of might stat for calculating damage, can only be fired once per round. ranged, Weapon Dice 2d6

Pistol (400 gold): 1 handed firearm, ranged, uses dexterity stat instead of might stat for calculating damage, must be reloaded with the reload action after firing, ignores target’s defense, Weapon Dice 1d12

Musket (500 gold): 2 handed firearm, ranged, uses Dexterity stat instead of might stat for calculating damage, must be reloaded with the reload action after firing, ignores target’s defense, Weapon Dice 2d8

Weapon Enchants or Upgrades:
Total number of enchants on a piece of equipment cannot be greater then ten. For example, you can have a +10 fire hammer or a +5 cold,+5 fire fire hammer. Unless noted, there are no limits on upgrades.

Fire Enchant: When used in an attack, this weapon deals 1 point of fire damage per 100 gold spent on this enchant.

Frost Enchant: When used in an attack, this weapon deals 1 point of ice damage per 100 gold spent on this enchant.

Shock Enchant: When used in an attack, this weapon deals 1 point of electric damage per 100 gold spent on this enchant.

Vampire Enchant: When used in an attack that deals damage, heal 1 point of damage per 100 gold spent on this enchant.

Returning Enchant: Allows a melee weapon that has been thrown to return to your hand at the beginning of your next turn. Also, allows a weapon that has been removed through the steal or disarm action to return to your hands. If the oppen is currently holding the weapon at the time he must succeed a might check of 10 to continue holding onto the item. Costs 150 gold.

Repeating: Upgrades the crossbow to a repeating crossbow, allowing it to be fired 6 times but then must be reloaded with the reload action. Costs 300 gold.

Recurve: Upgrades the bow to a Recurve bow allowing the user to add half his might score to the bows damage. Costs 300 gold.

Mage weapon: This weapon can now be used as an arcane focus for spellcasting, this upgrade costs 200 gold.


Armor

Leather Armor(200 gold): light Armor, +2 defense stat

Breastplate(300 gold): light armor, +3 defense stat

Chainmail (400 gold): heavy armor, +4 defense stat

Plate Mail (500 gold): heavy armor, +5 defense stat

Light Shield (200 gold): shield, +2 defense stat

Heavy Shield (300 gold): +3 defense stat

Armor Enchants and Upgrades
Total number of enchants on a piece of equipment cannot be greater then ten. For example, you can have a +10 Fire resistant Breastplate or a +5 cold,+5 fire resistant breastplate. Unless noted, there are no limits on upgrades.

Resistant: Pick a school of magic other than earth, you may negate one 1 of damage from spells from that school for every 100 gold you spend on this enchant.

Mage Armor: This armor is specially designed to allow the user to effectively cast spells while wearing it. This Upgrade costs 200 gold for light armor and 400 gold for heavy armor.

Armor Spikes: Heavy armor only, for every 100 gold spend on this upgrade, deal 2 points of damage to an attacker who grabs you or hits you with a natural weapon melee attack. (such as a punch or a bite) An armor can only be upgraded with armor spikes 5 times.


Arcane Focus

Wand of Elements (100 gold): When spells cast from this focus deal Fire, Cold, Electric or Earth damage, increase the damage they deal by 2.

Staff of Mana(200 gold): When a spell caster wields this staff, their mana pool increases by 10 MP

Shadow Orb(100 gold): Shadow spells cast from this focus which cause a penalty to stats have that penalty increased by 1.

Ankh of Light (100 gold): Light spells cast from this focus heal and additional 2 damage.

Summoning Totem(100 gold): Creatures summoned through spirit spells gain 10 temporary hit points (Stacks with Empowered Summons).

Adept Staff (400 gold): Reduces the cost of using spells by 1MP. Spells cost cannot be reduced below 1. (Stacks with skilled mind)


Trinkets

Lesser Amulet of Wills (100 gold): +1 Spirit stat

Amulet of Wills (200 gold): +2 Spirit Stat

Greater Amulet of Wills (400 gold): +4 Spirit Stat

Lesser Sorcerer Amulet (100 gold): +1 Magic

Sorcerer Amulet (200 gold): +2 Magic

Greater Sorcerer Amulet (400 gold): +4 Magic

Lesser Ring of Strength (100 gold): + 1 Might stat

Ring of Strength (200 gold): + 2 Might stat

Greater Ring of Strength (400 gold): + 4 Might Stat

Lesser Ring of Speed (100 gold): +1 Agility stat

Ring of Speed (200 gold): +2 Agility stat

Greater Ring of Speed (400 gold): +4 Agility stat

Lesser Dexterous Ring (100 gold): +1 Dexterity stat

Dexterous Ring (200 gold): +2 Dexterity stat

Greater Dexterous Ring (400 gold): +4 Dexterity stat

Lesser Charming Necklace (100 gold): +1 Charisma stat

Charming Necklace (200 gold): +2 Charisma stat

Greater Charming Necklace (400 gold): +4 Charisma stat

Ring of Action (400 gold): Generate 1 extra AP per turn

Berserker Amulet (400 gold): When you take a basic attack action you may make 1 additional basic attack that turn. Does not stack with the Multi-attack ability.

Bandoleer (400 gold): Allows you to carry four additional potions or bombs. Due to their easy access you can retrieve and use items on your bandoleer in the same action.


Consumables

Potions:

Small Health Potion (10 gold): Restores 10 hit points

Medium Health Potion (20 gold): Restores 20 hit points

Large Health Potion (30 gold): Restores 30 hit points

Huge Health Potion(40 gold): Restores 40 hit points

Grand Health Potion(50 gold): Restores 50 hit points

Small Mana Potion(10 gold): Grants 1 MP

Medium Mana Potion(20 gold): Grants 2 MP

Large Mana Potion(30 gold): Grants 3 MP

Huge Mana Potion(40 gold): Grants 4MP

Grand Mana Potion(50 gold): Grants 5MP

Small Energy Potion (10 gold): Grants 1 AP

Medium Energy Potion (20 gold): Grants 2 AP

Large Energy Potion (30 gold): Grants 3 AP

Huge Energy Potion (40 gold): Grants 4 AP

Grand Energy Potion (50 gold): Grants 5 AP

Small Restoration Potion (10 gold): Heals 1 point of stat reduction

Medium Restoration Potion (20 gold): Heals 2 points of stat reduction

Large Restoration Potion (30 gold): Heals 3 points of stat reduction

Huge Restoration Potion (40 gold): Heals 4 points of stat reduction

Grand Restoration Potion (50 gold): Heals 5 points of stat reduction

Bombs:

Hand Grenade (50 gold): Deals 20 damage to all enemy targets in the area.

Flash Grenade (50 gold): All enemies in the area become disoriented, for the next 3 rounds enemies basic attacks miss if they roll an even number on their weapon dice.

Fire Bomb (50 gold): All enemies in the area take 10 fire damage and an additional 5 fire damage at the beginning of their turn for the next 3 rounds.

Frost Bomb (50 gold): All enemies in the area take 10 cold damage and have their agility reduced by 5 for the next three rounds

Lightning flask (50 gold): All enemies take in the area take 15 lightning damage.