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Arms & Artifacts

Every hero fights with what they carry: two hand slots and three accessory slots, filled from what the world gives up. An item's stats add straight onto the wearer's own, and speed does double duty: it feeds both battle turns and how far the party marches in a day.

How the slots work

TypeHandsNotes
Blade1Sword, axe, or mace; pairs well with a shield
Dagger1Light steel; rogues make pairs of them sing
Greatblade2Heavy iron; warriors break the rules with these
Bow2Shooters' reach on the tactical field
Crossbow2Heavier bolts than a bow, slower to wind; a rogue winds one in each hand
Flask1The caster's arm — glassware; see Craft, below
Shield1Guard for the off hand (or the main)
Grimoire1Alchemists only. Their off-hand, as a shield is a warrior's: craft and a little cover
Thrown1Rogues only. Corked glassware — see below
Accessory0Rings, charms, and lenses; three may be worn

Craft: the other damage

Steel and bowstring are one kind of damage. A working is another, and they no longer share a number. Craft (⚗) is what your arts land for: a Transmute Blast, a vitriol flask, a quickening balm — each is worth its caster's craft on top of whatever it did before.

Adepts have the most of it and gain more every level; keepers have some; a rogue has a little; a warrior has none and never learns any.

A flask is not a weapon. Every flask in the world costs its bearer melee and reach and pays them back in craft — the better the flask, the harder the bargain. A grimoire carries craft too, and asks nothing back: it is the alchemist's off-hand, giving a little cover on top. That makes the choice real: a bow for a hero who shoots, a flask for one who works arts. Put a flask on a soldier who has studied none and you have simply made them worse.

Two tricks of the trade change everything about who wants what:

  • Warriors are strong enough to wield a two-handed weapon in each hand. Two greatblades on one veteran is the heaviest hitting in the game.
  • Rogues shoot bows half again as hard (+50% of the bow's ranged power), and a matched pair of daggers turns them into a whirlwind: +3 melee and +1 speed on top of the steel itself. A rogue also winds a crossbow one-handed — the only calling that can — and so can carry one in each hand. A crossbow gets no archery bonus; the edge is the second one.
  • Alchemists carry a one-handed flask and a grimoire in the other, the way a warrior carries a blade and shield — the flask for craft, the grimoire for a little more craft and some cover. Two flasks work too, for a glass cannon who wants every point of craft and no guard at all.

Thrown glassware

A line nobody else can carry. Corked phials of a thief's own chemistry: one hand each, so a dagger still fits beside one, and a reach of 2 — further than a swing, nothing like a bow. You stand just outside a blade's arc and work from there.

What makes them worth the hand: cover counts for nothing against them. A thicket turns steel, but a phial bursts, and whatever your mark is crouched behind catches it with them. Against an enemy dug into forest or swamp, a rogue with glass is the answer.

ArtifactStatsWhere it turns up
Tanglelime Bulb🏹+3The ring and the wilds
Weeping Phial🏹+4 👟+1The blight's edge
Bottled Midnight🏹+6 👟+1The deep blight

Where artifacts come from

  • The fallen. The victor of any battle strips the dead of their gear. What your enemies carry, you can inherit.
  • Hoards. Marauder-held buildings, and every hold the blight has swallowed, have a 40% chance of yielding an artifact when taken. A hero with Plunder raises that to 60%.
  • Dungeon chests. Storming a garrisoned building on the tactical field ends at the bottom floor with a prize: coin and stores, an artifact, or on rare occasion a caged hero.

Geography is rarity. Treasure runs on the same menace scale as garrison muscle: the guild ring and outer wilds yield tier-1 arms, the blight's edge tier 2, and the deep blight alone gives up the tier-3 relics. Richer finds always mean harder fights.

Logistics matter. New finds ride in the finding party's satchel and can be equipped by that party anywhere. The guild vault opens only inside your own cities: walk the satchel in and Store all in vault (or hold one item's chip to stow just it), or send a rogue to courier it home so another hero can draw from it. Unequipping in the field keeps the piece on the party's backs.

The catalog

Every Lord sets out armed for their class: the Guildsteel Blade (⚔+2), the Ashwood Bow (🏹+2), or the Hermetic Flask (⚗+3).

Tier 1 · the ring and the wilds

ArtifactTypeStatsWorth knowing
Vitriol EdgeBlade⚔+3The best plain sword of the early war
Aurum SaberBlade⚔+2 🛡+1Steel that pays its own guard
Cinnabar CleaverBlade⚔+4 👟−1Heavy chopping at a marching cost
Quicksilver DirkDagger⚔+2 👟+1Half of a rogue's dream pair
Salt-Crystal ShivDagger⚔+2The other half
Tin Islands DirkDagger⚔+1 👟+2Speed in steel form
Leaden MaulGreatblade⚔+5 🛡+1 👟−1A wall that swings
Aether LongbowBow🏹+4A rogue shoots this at +6
Reedshaft BowBow🏹+3 👟+1Shoot and keep moving
Windlass CrossbowCrossbow🏹+4 👟−1A rogue's, in each hand: 🏹+8
Ratchet ArbalestCrossbow🏹+6 👟−2Heavy bolts for a patient shot
Philosopher's AlembicFlask⚗+4 🛡+1 ⚔−1 🏹−1The working alchemist's arm
Calcinator's RetortFlask⚗+3 👟+1 ⚔−1 🏹−1Light in the hand, quick on the march
Cinderleaf GrimoireGrimoire⚗+2 🛡+1An adept's off-hand: more craft, a little cover
Vellum of QuintessenceGrimoire⚗+1 🛡+2When the cover matters more than the craft
Salt AegisShield🛡+3The shield wall made portable
Verdant BucklerShield🛡+2Cheap cover for a second line
Mirror of MercuryShield🛡+2 👟+1Guard without the slowing
Amulet of NigredoAccessory🛡+2Armor with no hands spent
Winged PhilterAccessory👟+2Faster marches for the slowest boot
Bezoar CharmAccessory🛡+1 👟+1A little of both
Sharpstone WhetringAccessory⚔+2An edge for any melee hand
Hawk's-Eye LensAccessory🏹+2A shooter's third eye
Tincture BandolierAccessory🏹+1 👟+1For skirmishers on the move
Firelime KnucklesAccessory⚔+1 👟+1A brawler's quickness

Tier 2 · the blight's edge

ArtifactTypeStatsWorth knowing
Aqua Regia EdgeBlade⚔+4 🛡+1The royal solvent, given a hilt
Nigredo FangDagger⚔+3The pair-piece worth marching for
Greatsword of SulfurGreatblade⚔+6One in each warrior hand: ⚔+12
Entropy ReaperGreatblade⚔+7 🛡−1All edge, no apology
Alkahest BowBow🏹+5 👟+1+7 and change in a rogue's hands
Stormstring BowBow🏹+6A rogue shoots this at +9
Steelspan ArbalestCrossbow🏹+7 👟−1A rogue's pair reaches 🏹+14
Cucurbit of the Great WorkFlask⚗+7 ⚔−1 🏹−2Blast fuel for the ambitious
Pelican of the White WorkFlask⚗+5 🛡+2 ⚔−1 🏹−2The healer-scholar's defense
Codex of the AzothGrimoire⚗+3 🛡+2The adept's off-hand, deepened
Leaden BulwarkShield🛡+4 👟−1Bring it to a siege, not a chase
Ring of the Magnum OpusAccessory⚔+1 🛡+1Quiet, dependable work
Crucible GirdleAccessory🛡+3Armor for the hands-free

Tier 3 · relics of the deep blight

Found only near the world's heart, where the garrisons are cruelest.

ArtifactTypeStatsWorth knowing
The Decayer's EdgeGreatblade⚔+10 🛡+1The rot's own harvest blade
Bow of the Black WorkBow🏹+8 👟+1A rogue shoots this at +12
Siege Arbalest of the Black WorkCrossbow🏹+10 👟−2A rogue's pair loosing 🏹+20
Matrass of the Seventh StageFlask⚗+10 🛡+2 ⚔−1 🏹−2The Work's last rung
Testament of the Magnum OpusGrimoire⚗+4 🛡+3The deepest off-hand an adept can read
Aegis of the Prima MateriaShield🛡+6Nothing gets through first matter
Philosopher's Stone ShardAccessory⚔+2 🏹+2 🛡+2Everything, a little
Twin Fangs of AzothDagger⚔+5 👟+2One is a weapon; two are a storm
Sword of Sol and LunaBlade⚔+6 🛡+2A greatblade's bite in one hand
Crown of the Red KingAccessory⚔+3 🛡+3Majesty, worn into the melee

A trapper's tools

These turn up only for a party that keeps a Beastmaster — to anyone else they are so much knotted cord and bone, and the loot table holds them back. Each raises the chance a snared beast is taken alive rather than killed, and they stack: a Beastmaster wearing all three accessory slots is a very hard animal to escape.

ArtifactTypeStatsWhere it turns up
Knotted Snare-CordAccessory🪢+10 captureThe ring and the wilds
Whistle of the VatsAccessory🪢+15 capture 👟+1The ring and the wilds
Beast-Whisper TorcAccessory🪢+22 capture 🛡+1The blight's edge
Muzzle of Quiet HoursAccessory🪢+30 capture 🛡+2The deep blight

Consumables

Draughts and charters are spent in the using, never worn. They ride in the satchel and stack: three of the same bottle are one line and a count, not three slots. Pour them from the Skills sheet, which offers each to whoever in the column most needs it.

ConsumableWhat it does
Draught of Red LeadRestores 40% of the drinker's health
Greater Draught of Red Lead80% of it
Draught of QuicksilverRestores 50% of the drinker's Essence
Greater Draught of QuicksilverRefills the pool entirely
Charter of the FurrowSows one field. Any hero can present it — a farm hand's charge in a satchel

Since arts now cost Essence and Essence only comes back on your own ground, quicksilver is what keeps a hero working while the campaign is far from home. A rogue with Steal can lift one straight off a foe.

The Philosopher's Stone

ArtifactTypeStatsWorth knowing
The Philosopher's StoneAccessory⚔+3 🏹+3 ⚗+3 🛡+3 · Essence never runs outThe Great Work itself, in the hand

The one artifact the whole Work is named for. Its bearer's Essence is bottomless — but the working is not free: it comes out of them instead, a third of what it would have cost in Essence, paid in blood. The toll alone can never be the blow that kills them, so an alchemist holding the Stone can cast all day; they simply bleed for it.

It is on no loot table. Only the deepest vault can hold it — the bottom floor of a tier-3 hold in the deep blight — and even there it comes up about one time in twenty-five. Whole campaigns finish without one. If you find it, it goes on your Lord.

Kitting a hero

  • A warrior Lord wants two greatblades and armor accessories: the Entropy Reaper pair (⚔+14) with a Crucible Girdle covers the lost guard.
  • A rogue wants the best bow in the world plus paired daggers held in reserve, with speed accessories to strike first and slip away.
  • An alchemist who has studied their arts wants the deepest flask they can carry with a grimoire in the other hand, and the Winged Philter to keep the melee away. One who has studied none is better off with a bow until they have.
  • Remember the party marches at its slowest member's speed: one 👟−1 item on the wrong unit slows the whole column.

Seven guilds, one blighted world, and the Great Work.