Items
40 items, no charges system — every active effect either exhausts and refreshes at Restoration, or is a single-use discard. Any item can be sold back to the Merchant for half its cost, rounded down.
Starting (6)
Items heroes begin the game with.
Ancestral Warhammer
Torvin Stonefist
Passive: +2 dice on all STR melee attack rolls. On any natural 6 rolled for this attack, ignore monster retaliation.
Forged in the deep furnaces of Karak Dûm, this hammer has cracked a hundred skulls and never chipped.
Bloodmaw Cleaver
Drek Ashblade
Passive: +2 dice on STR melee attack rolls. Add +1 to any one die.
Drek took this from the warchief who killed his father. He has not cleaned it since.
Duskforged Blade
Kael Duskbound
Passive: During a STR or INT test, reroll one die for each point of Corruption this hero currently has.
Pulled whole from a Rift that never fully closed. It remembers what it was forged near, and Kael has stopped trying to make it forget.
Icon of the Dawn
Sister Aelindra
Passive: +1 on all WIS tests.
Action (exhaust): Test WIS: on success, prevent 1 Doom token from being added to your space.
An heirloom of the Dawnchurch, given to Aelindra at her ordination. It grows warm in the presence of shadow.
Wand of Frost
Sylara Dawnweave
Passive: +1 die on all INT tests.
Action (exhaust): Test INT: on success, prevent a monster from moving during its activation.
Frost creeps along its length the moment Sylara draws on it, even in high summer. She stopped apologizing to innkeepers for the ice on the floor.
Wraithsilk Cloak
Mira Whisper
Passive: +1 die on all AGI tests.
Action (exhaust): When a monster would engage you, exhaust and test AGI. On success, ignore the attack and move to a neighboring space.
Woven from spider-silk and shadow-thread by the halfling guild of night-walkers. Only three were ever made.
Common (10)
The most frequent loot and Merchant stock.
Courier Pigeon
Any hero
Action (discard): Exchange any number of items with another player at any time. Heroes place those items into their inventory immediately.
Smart bird. Knows not to fly toward the dark.
Dagger
Any hero
Passive: +1 die on attack rolls.
Small enough to hide, sharp enough not to need hiding for long.
Health Potion
Any hero
Discard (free action): Restore 3 damage to self or any hero in your space.
Tastes like iron and elderberries. Works anyway.
Iron Gauntlets
Any hero
Passive: +1 die on all STR tests.
Dented, scarred, and still tight at the knuckle. They've held up worse than this.
Kite Shield
Any hero
Action (exhaust): When a monster attacks you, exhaust and test STR. On success, ignore 1 damage.
Dented and scorched, but the dents prove it did its job.
Prayer Beads
Any hero
Passive: +1 die on all WIS tests.
Worn smooth by countless quiet mornings and a few desperate nights.
Scholar's Cipher
Any hero
Passive: +1 die on all INT tests.
A pocket-sized code-wheel, stained with ink and old riddles.
Swiftness Potion
Any hero
Discard (free action): Move 1 additional space for free.
Bottled lightning, more or less. The aftertaste lasts longer than the effect.
Throwing Knife
Any hero
Discard (free action): Make a Ranged AGI attack.
Light. Silent. Replaceable. Three virtues that also describe their former owner.
Worn Traveler's Boots
Any hero
Passive: +1 die on all AGI tests.
Broken in over a thousand miles of roads that led nowhere good.
Uncommon (11)
A step up in power — steadier Merchant stock, moderate loot odds.
Alchemist's Satchel
Any hero
Passive: When you use a Consumable, double its effect.
Action (exhaust): After concluding a Gather action, you may purchase one Consumable within the item deck.
Smells of sulphur and lavender. The alchemist insists this is normal.
Blessed Oil
Any hero
Discard (free action): Coat weapon with oil. Reroll any number of dice on an attack roll.
The Ashenwarden blesses these in small batches. The waiting list is long.
Chainmail Armor
Any hero
Passive: If this hero takes damage, assign damage here instead (place damage tokens on this card). When 4 damage, discard.
Every link forged and tested by hand. Heavy on the shoulders, light on regrets.
Duskfang Longsword
Any hero
Passive: +3 dice on all attack rolls.
Its edge holds the last light of evening — cold, thin, and impossible to look away from.
Grimoire of Warding
Any hero
Passive: +3 dice on all Banish rolls.
Written in a script that changes each time you read it, but always says exactly what you need.
Merchant's Ledger
Any hero
Passive: Reduce your own merchant item costs by 1 gold (minimum 1).
Every transaction is an opportunity. So is every disaster.
Purifying Salts
Any hero
Discard (free action): Remove 2 Corruption from all heroes in your space.
The order of the Ashenwarden distils these from sacred spring water and dawn-light. Expensive and worth every coin.
Runecarved Buckler
Any hero
Action (exhaust): When a monster attacks you, test STR. On success, ignore either all damage or all Corruption from that attack.
The runes glow faintly when struck. Dwarven craftsmanship — the runes are a warranty.
Scout's Longbow
Any hero
Action (exhaust): Perform a Ranged Attack using AGI, add +2 AGI to this attack.
The bow remembers every arrow it has loosed. The fletching is notched with kill-marks.
Skullrend Battleaxe
Any hero
Passive: +4 dice on all attack rolls. If the attack scores 0 successes (a miss), this weapon exhausts and refreshes at end of round as normal.
Too heavy to swing twice in a hurry. Fortunately, it rarely needs to.
Staff of Starsight
Any hero
Passive: +3 dice on all spell INT tests.
Carved from a fallen star, still faintly warm centuries later.
Rare (8)
Strong effects, harder to find and costlier to buy.
Chronosphere
Any hero
Passive: Take 1 additional action each turn.
A sliver of stolen time, trapped in glass. It gives you a moment no one else gets to have.
Codex of Ash and Bone
Any hero
Passive: +2 dice on all spell tests.
Action (exhaust): Ignore the Focus token cost when casting a spell. On spell failure, suffer 1 Corruption.
Bound in bone, written in ash-grey ink that never fully dries. It answers every question, but never for free.
Dawnbreaker Claymore
Any hero
Passive: +4 dice on all attack rolls. Natural 6s count as 2 successes instead of 1.
Two-handed, two-edged, and twice as heavy as it looks. It has never needed a second swing.
Elven Wayfinder Orb
Any hero
Passive: +1 Movement (maximum 4).
Action (exhaust): Test AGI: on success, automatically move to any space that has a Doom token.
It pulses with a warmth that always points toward the nearest living flame.
Forgestone Ingot
Any hero
Discard (free action): Gain a Common item, or upgrade one Common or Uncommon item to the next rarity (replace it with an item of higher rarity from the loot deck).
A lump of raw possibility, if you know what to ask a forge to do with it.
Healer's Phylactery
Any hero
Action (exhaust): A hero in your Realm tile may restore 1 damage or 1 Corruption. Then this hero may take a free action.
The glass sphere inside holds what appears to be a small, persistent sunrise.
Secret Page
Any hero
Discard (free action): Gain a Common spell, or upgrade one spell to the next rarity (replace it with a spell of higher rarity from the spell deck).
Torn loose from a book no one will admit to having read. It always seems to teach exactly the spell you needed.
Stormcaller Javelin
Any hero
Passive: Add +2 to all melee and Ranged attacks using this weapon. Attacks made with this javelin apply their result to every monster in your space.
Action (exhaust): Make a Ranged AGI attack. While exhausted, the passive die bonus still applies but you cannot make an active Ranged attack.
It screams on the way in. The giants who made it thought that was funny.
Legendary Relic (5)
Quest rewards only — never in the shuffled Item deck or Merchant stock.
Malachar's Shattered Crown
Any hero
Passive: Add 1 to all dice on Banish rolls.
Action (exhaust): Automatically move to any Rift Gate, then all Monsters move one space towards you.
It hums with stolen power. Using it feels like shouting in a cathedral.
Seal of the Ancient Kings
Any hero
Discard (free action): Reduce the Doom Track by 2.
The kings who bore this seal are long dead. Their oath, however, persists.
The Last Lantern
Any hero
Passive: All heroes in your Realm tile roll +1 die on all tests. Common monsters cannot enter your space.
There were seven lanterns lit against the first Doom Tide. Six went out. This one didn't.
Voidbreaker Staff
Any hero
Passive: +7 dice on all INT tests.
It was carved from a piece of the Rift itself. The void does not forgive being cut.
War Sword of Sundered Oaths
Any hero
Passive: +4 dice on all STR checks. Attacks with this blade ignore any monster traits that reduces incoming damage.
Action (exhaust): Successes from melee attacks with this weapon count twice.
Forged to kill a god. Used for something smaller. Still works.