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Chapter 6

Adventuring Items

To survive in Daios, you need a sharp mind and a good intuition. But a well-prepared toolkit is also a pretty good idea. Various items and kits can help you in places where your abilities and talents fall short.
Prices listed are guidelines and may change depending on which region you find yourself in.

Items

Airship Repair Kit

Price (sel): 1000
Used to patch up airships to repair. (Refer to the Airship Upkeep section of Airships and Equipment.)

Arrow

Price (sel): 3
An arrow you can shoot using a bow.

Blowdart

Price (sel): 2
Can be shot using a blowpipe. Has a small container inside for optional poisons.

Bullet

Price (sel): 4
A small round metal ball you can shoot using a sling or magitech weapon.

Crossbow Bolt

Price (sel): 5
A bolt you can shoot with a crossbow.

Antidote

Price (sel): 32
An antidote that can neutralize a poison. The level of the Antidote has to be equal or higher than the Difficulty of the Poison to work.

Astral Compass

Price (sel): 2500
A complex mechanism with various gems on the outer rings. By shifting these gems around, the magical frequency changes and (hopefully) harmonises with a world of your choice, pointing you towards it. Outside of the Astral, it does nothing.

Cut Astral Crystal

Price (sel): varies
Crystallised astral energy, ready for use in Magitech projects.
Price (per 100 grams):
Grade 1: 143 Sel
Grade 2: 615 Sel
Grade 3: 1620 Sel
Grade 4: 5550 Sel
Grade 5: 17250 Sel
Grade 6: 47350 Sel

Rough Astral Crystal

Price (sel): varies
Rough crystallised astral energy.
Price (per 100 grams):
Grade 1: 73 Sel
Grade 2: 315 Sel
Grade 3: 920 Sel
Grade 4: 2550 Sel
Grade 5: 10250 Sel
Grade 6: 27350 Sel

Bandage

Price (sel): 5
Used to patch up wounds to heal. (Refer to the First Aid Proficiency for rules on healing wounds.)

Blank book

Price (sel): 50
A book with 100 blank pages for you to write or doodle in.

Breakfast

Price (sel): 4 - 6
A good breakfast is an important start of the day!

Caltrops

Price (sel): 3 sel for 10 pieces
Small, pointy pieces of steel. Hurts to step on, but a clever mind finds many uses for this tool.

Candle

Price (sel): 5
Provides light when lit. More for aesthetics than real utility value, but can be used to light a room when you use more than one. Scented variants make a room smell nice.

Celestial Lotus

Price (sel): 4
An uncommon flower used for Healing Potions, usually found near high concentrations of Astral Energy.

Compass

Price (sel): 10
A small round case with a magnetic needle inside. Points north.

Cooking Pot

Price (sel): 16
A small steel pot you can use to cook things in over a fire.

Flask

Price (sel): 8
A metal container designed to hold water. Can hold enough water for a single person for a full day.

Glass Vial

Price (sel): 5
An empty glass vial with a cork, can be used to store various liquids or powders.

Healing Potion

Price (sel): 35
A glowing red liquid in a Glass Vial. When ingested, roll a Check of level four, and heal the amount of Hits rolled.

Exquisite Healing Potion

Price (sel): 85
A glowing vivid red liquid in a Glass Vial. When ingested, roll a Check of level six, and heal the amount of Hits rolled.

Holy Symbol

Price (sel): 38
An amulet, a holy symbol of Daios or Thazotz, showing your faith and dedication.

Ink Bottle

Price (sel): 10
A small bottle with ink. Use with an Ink Pen to write stuff.

Ink Pen

Price (sel): 10
When used in combination with an Ink Bottle, you can use this to write stuff.

Map

Price (sel): 2
A map of a certain area or region.

Marked Coin

Price (sel): depends on the coin denomination
An ordinary Sel coin (1, 5, 10, 50 or 100) with a small symbol marked into it. Indistinguishable to the common folk, but certain people may recognise it for what it is.

Net

Price (sel): 30
Used to trap things, or hold items, or even catch fish.

Copper Ore

Price (sel): varies
An ore that can be smelted into copper using a forge. You lose 30% in weight while refining.
Price: 5 Sel per 100g; 20 Sel when refined.
Mining Difficulty: 2
Mining Batch Size: 100
Refining Difficulty: 2

Gold Ore

Price (sel): varies
An ore that can be smelted into gold using a forge. You lose 85% in weight when refining.
Price: 45 Sel per 100g; 5000 Sel when refined.
Mining Difficulty: 5
Mining Batch Size: 5
Refining Difficulty: 6

Iron Ore

Price (sel): varies
An ore that can be smelted into iron using a forge. You lose 40% in weight when refining.
Price: 2 Sel per kg; 10 Sel when refined.
Mining Difficulty: 1
Mining Batch Size: 100
Refining Difficulty: 3

Lead Ore

Price (sel): varies
An ore that can be smelted into lead using a forge. You lose 20% in weight when refining.
Price: 5 Sel per 100g; 15 Sel when refined.
Mining Difficulty: 3
Mining Batch Size: 25
Refining Difficulty: 1

Silver Ore

Price (sel): varies
An ore that can be smelted into silver using a forge. You lose 70% in weight when refining.
Price: 20 Sel per 100g; 100 Sel when refined.
Mining Difficulty: 4
Mining Batch Size: 10
Refining Difficulty: 5

Paper Scroll

Price (sel): 1
An excellent and affordable writing surface.

Pouch

Price (sel): 6
A small leather bag, mostly used to hold coin.

Quarried Stone

Price (sel): varies
Large chunks of stone suitable as building material.
Price: 1 Sel per three kg.

Quill

Price (sel): 2
The cheaper variant of an Ink Pen.

Rank Insignia

Price (sel): 24
A badge that displays a certain military rank.

Ration

Price (sel): 8
Dried food with enough nourishment to last you a day. Not very tasty, but can be stored for years before it spoils.

Rope

Price (sel): 8
Useful nearly anywhere. Tie things down, climb up or down vertical surfaces, there’s never really a reason not to carry a rope with you.

Sealing Wax

Price (sel): 10
A small block of wax designed to be melted and stamped with a ring with a symbol on it to seal letters and other official documents.

Sextant

Price (sel): 14
A sextant is a nautical navigation instrument that measures the vertical angle between a celestial body and the horizon. If the vertical angle, date and time of day are known, the meridian can be calculated, the position in north-south direction on Daios’ surface.

Signet Ring

Price (sel): 75
A metal ring bearing an inverted family crest, which can be used as a wax sealing stamp.

Spyglass

Price (sel): 100
Used to look at things that are far away.

Tent

Price (sel): 28
Portable roof for out in the wilderness.

Torch

Price (sel): 9
Provides a lot of light when lit.

Tree Log

Price (sel): varies
A chopped down tree with the branches removed.
Price: an amount of Sel equal to the width of the log in centimetres divided by two, plus the length of the log in metres divided by four.
A small tree is generally 40cm thick and 10 metres high. A large tree can be 100 centimetres thick and 35 metres tall.

Warm meal

Price (sel): 6 - 14
A nice warm meal from a restaurant or inn.

Weapons

Melee

Baton

Price (sel): 15
A short, solid stick.
Reach: 0.5m
One-handed, blunt.

Club

Price (sel): 40
A longer, solid stick.
Reach: 1m
One-handed, blunt.

Dagger

Price (sel): 20
A short-range bladed weapon.
Reach: 0.5m
One-handed, piercing.

Greatsword

Price (sel): 700
A massive blade requiring strength to wield.
Reach: 1.5m
Two-handed, slashing or blunt.

Longsword

Price (sel): 230
A balanced long blade.
Reach: 1.5m
Two-handed, slashing or piercing.

Quarterstaff

Price (sel): 50
A long staff used for leverage and defence.
Reach: 1m
Two-handed, blunt.

Rapier

Price (sel): 250
A precise thrusting blade.
Reach: 1m
One-handed, piercing.

Shortsword

Price (sel): 130
A versatile short blade.
Reach: 1m
One-handed, slashing or piercing.

Spear

Price (sel): 65
A long polearm with a piercing tip.
Reach: 2m
Two-handed, piercing.

Short Spear

Price (sel): 60
A spear designed for one-handed use.
Reach: 1.5m
One-handed, piercing.

Large Warhammer

Price (sel): 150
A heavy hammer capable of devastating strikes.
Reach: 1.5m
Two-handed, blunt.

Small Warhammer

Price (sel): 85
A compact hammer for crushing blows.
Reach: 1m
One-handed, blunt.

Whip

Price (sel): 30
A flexible weapon used to strike from a distance.
Reach: 1.5m
One-handed, blunt.

Ranged

Ranged Weapons have a maximum range listed. When you fire beyond this range, you suffer disadvantage. For every half of the maximum range you go beyond the maximum range of the weapon, you get one point of disadvantage.
For example, a Crossbow has a range of 50. Shooting further than these ranges gives you the following disadvantage:
- 50+: -1
- 75+: -2
- 100+: -3
- 125+: -4
- Etc.

This will go on until the disadvantage becomes too great for you to ever hit your target.
If you are blinded in one eye (or are missing one), increase the difficulty imposed by range by an additional 1.

Blowpipe

Price (sel): 50
A silent ranged weapon using breath.
Range: 15 metres
Uses darts.

Bola

Price (sel): 45
A thrown entangling weapon.
Range: 20 metres.
Bola’s do not inflict damage; instead the Hits rolled are made against the opponent’s Agility Difficulty. On a success, the target is forced Prone until it uses its action to remove the Bola from its limbs.

Crossbow

Price (sel): 200
A mechanical ranged weapon firing bolts.
Range: 150 metres
Uses bolts.

Longbow

Price (sel): 300
A powerful bow with exceptional range.
Range: 250 metres
Uses arrows.

Magitech Pistol

Price (sel): 500
A compact magitech firearm.
Range: 100 metres
Uses steel bullets.
Magitech ranged weapons are audible to all creatures within two times their base firing range.

Magitech Rifle

Price (sel): 1400
A long-range magitech firearm.
Range: 350 metres
Uses steel bullets.
Magitech ranged weapons are audible to all creatures within two times their base firing range.

Shortbow

Price (sel): 80
A compact bow for quick shots.
Range: 100 metres
Uses arrows.

Sling

Price (sel): 50
A simple ranged weapon using centrifugal force.
Range: 40 metres
Uses stones or bullets, dealing blunt damage.

Throwing Dart

Price (sel): 10
A small dart thrown by hand.
Range: 30 metres.

Throwing Spear

Price (sel): 65
A spear balanced for throwing.
Range: 15 metres.

Magic

Magitech Rod

Price (sel): 25000
A highly advanced magitech focus, capable of automatically casting most spells.
+3 Wizardry
Melee: N/A

Novice Staff

Price (sel): 480
A staff suited for beginner spellcasters.
+1 Wizardry
Melee: Quarterstaff

Armour

Armour can be equipped to bolster your defence in certain areas. Each piece provides a bonus to a certain proficiency, labeled in the table below.

Armour comes in three types:
- Mundane
- Exquisite, which increases its bonus by 1 point and doubles its base price.
- Masterwork, which increases its bonus by 2 points and multiplies its price by ten. People rarely willingly part with masterwork items.

Chainmail

Price (sel): 500
Interlocking metal rings providing solid protection against blades.
Weakness: Piercing (-2).
Bonus: +1 on Parry actions.
Heavy.

Cloak

Price (sel): 20
A lightweight garment offering concealment rather than protection.
Bonus: +1 Stealth.

Cloth/None

Price (sel): 50
Simple clothing, the only thing it protects is your basic decency.
No weaknesses, no bonuses.

Leather Armour

Price (sel): 250
Flexible armour offering basic protection without restricting movement.
Bonus: +1 on Dodge actions.

Plate Armour

Price (sel): 1000
Heavy metal plates offering exceptional protection.
Weakness: Electric (-2).
Increases your armour rating by one point.
Heavy.

Shield

Price (sel): 60
A handheld defensive tool used to block incoming attacks.
Bonus: +1 on Parry actions.

Armour rating


Every point of armour rating you have will reduce incoming damage by one point. This will block his before it does critical hits. Armour ratings cannot fall below 0.

Heavy: Whether or not this armour is counted as Heavy. You cannot swim with Heavy armour and get a -1 Disadvantage to Agility checks, among other things depending on the situation.

Dodge actions refer to the actions used in the Agility Proficiency. Parry actions refer to actions performed with the Melee Fighting Proficiency.

Specialized armour may also be found. These sacrifice overall protection to gain additional armour against a specific damage source. Leather armour specialized on Fire, for example, will lose one armour rating point, but will gain two armour point bonus points when defending against Fire damage (This effectively gives you a +1 to fire and a -1 to everything else). This can also lessen weaknesses or improve strengths on other kinds of armour. Because armour reading cannot fall below zero, Cloth or Cloaks specialized on a specific damage type effectively suffer no drawbacks from this.

Gemstones

Per 100 grams. Cut gems are worth twice as much as the rough variant of the same grade, with the exception of Astral Crystals not listed here. Gemstones are rated in grades from 1 to 10, where 10 is the best possible quality. Cutting a gem will lose 10% of its weight.

Rough Amethyst

Price (sel): depends on grade
An uncommon gemstone with a deep purple color.
16 Sel at grade 1, +5 for each grade above 1.
Mining Difficulty: 4
Mining Batch Size: 1

Rough Bismuth

Price (sel): depends on grade
An opaque gem, crystallizing in repeating geometric patterns.
35 Sel at grade 1, +5 for each grade above 1.
Mining Difficulty: 4
Mining Batch Size: 1

Rough Diamond

Price (sel): depends on grade
A common transparent gem with dazzling reflections.
100 Sel at grade 1, +20 for each grade above 1.
Mining Difficulty: 4
Mining Batch Size: 1

Rough Emerald

Price (sel): depends on grade
An uncommon light green gem with dark spots.
120 Sel at grade 1, +25 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1

Rough Garnet

Price (sel): depends on grade
Rare gems ranging from a faded crimson to a deep red.
250 Sel at grade 1, +20 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1

Rough Jadeite

Price (sel): depends on grade
A rare opaque dark green gem.
150 Sel at grade 1, +50 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1

Rough Jet

Price (sel): depends on grade
An uncommon opaque black gem.
100 Sel at grade 1, +35 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1

Rough Onyx

Price (sel): depends on grade
An uncommon opaque black gem with white bands.
150 Sel at grade 1, +55 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1

Rough Opal

Price (sel): depends on grade
A valuable but common milky green/blue colored gem, casting an amber shadow.
215 Sel at grade 1, +15 at each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1

Rough Ruby

Price (sel): depends on grade
An uncommon gem with a vivid dark red color.
160 Sel at grade 1, +25 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1

Rough Sapphire

Price (sel): depends on grade
An uncommon vivid, dark blue gem.
200 Sel at grade 1, +30 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1

Rough Tanzanite

Price (sel): depends on grade
A very rare vivid blue gem.
300 Sel at grade 1, +25 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1

Rough Topaz

Price (sel): depends on grade
A common vivid dark blue gem.
50 Sel at grade 1, +10 for each grade above 1.
Mining Difficulty: 4
Mining Batch Size: 1

Rough Tourmaline

Price (sel): depends on grade
A somewhat rare gem with a dark, deep green hue.
100 Sel at grade 1, +10 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1

Toolkits

Certain toolkits help with performing Checks for certain Proficiencies. You don’t always need them, but they almost always help.

Action Spellbook

Price (sel): varies
A book containing the required knowledge to learn a single Action word.

Alteration Spellbook

Price (sel): varies
A book containing the required knowledge to learn a single Alteration word.

Ciphering Kit

Price (sel): 150
+1 Adv. on Ciphering
A small box that contains cheat-sheets to known ciphers, making it easier to create new ones or use the ones you already know.

First Aid Kit

Price (sel): 150
+1 Adv. on First Aid
Needles, stitches and disinfectant. This kit is useful for quickly patching up minor wounds.

Forgery Kit

Price (sel): 150
+1 Adv. on Forgery
“Legitimate” and “Authentic” are just terms, really. This case contains the tools needed to mimic official documents and insignias.

Lockpicking Set

Price (sel): 150
+1 Adv. to Picking Locks
Contains a number of lockpicks and tension wrenches, used to open locks you don’t have the key for. While the tools themselves aren’t illegal, most uses for them are.

Magitech Engraving Kit

Price (sel): 500
Required for Magitech crafting.
A case with a Magitech engraving rod, a few lenses and small holding clamps.

Material Spellbook

Price (sel): varies
A book containing the required knowledge to learn a single Material word.

Mess Kit

Price (sel): 150
+1 Adv. on Cooking
A small steel pan and assorted cooking utensils.

Metalworking Kit

Price (sel): 150
+1 Adv. on Blacksmithing
Tongs, a tiny anvil, a set of files and a small hammer. Not extensive enough to make large things with, but plenty to do field repairs.

Navigator’s Kit

Price (sel): 100
+1 Adv. on Navigating
A small compass and sextant, as well as some binoculars and other assorted tools to help you find your way.

Sharpening Tools

Price (sel): 100
Used to maintain melee weapons designed to cut.

Spice Case

Price (sel): 100
+1 Adv. on Cooking
A case with various herbs and spices used in the preparation of food. 10 uses.

Survival Kit

Price (sel): 150
+1 Adv. on Survival
Flints, small knives, foldable shovel, a compass and a few guides on basic plants and fungi.

Tailoring Kit

Price (sel): 150
+1 Adv. on Tailoring
Contains needles and thread required to create products from cloth.

Tinderbox

Price (sel): 30
Used to light fires, though made largely obsolete due to the availability of Pyromancy and Fire magics.
These kits can also be found in an Expert variant, which gives a +2 Advantage instead of a +1 Advantage, but costs thrice as much.

Magitech Components

Components which are typically used in Magitech constructions to aid or protect the complicated and fragile internal components. Triggers can often be combined, triggering the effect only if other triggers also match certain conditions. These triggers are not the only way to start Magitech effects, but are convenient starting points.

Acceleration Sensor

Price (sel): 25
A small flat metal box which will trigger Magitech effects if it detects that it is accelerating or moving above or below certain velocities.

Distance Sensor

Price (sel): 17
A metal cylinder which measures the distance to any solid substance in a straight line away from it.

Heat Sensor

Price (sel): 5
A small metal box with holes which will trigger Magitech effects when above or below a certain temperature.

Light Sensor

Price (sel): 26
A small metal box with a transparent crystal on one end. Triggers Magitech effects when detecting light above or below a specific intensity.

Liquid Sensor

Price (sel): 8
A small metal box with holes which will trigger Magitech effects when submerged in any liquid.

Long Barrel

Price (sel): 40
A barrel typically used for Magitech weapons, often rifles. Will increase the range of projectiles and rays to 150 metres.

Mechanical Button

Price (sel): 6
A small, round button which can be used to trigger Magitech effects.

Mechanical Trigger

Price (sel): 10
A mechanical trigger which can be fixed to a handle, to be used for a Magitech effect trigger.

Motion Sensor

Price (sel): 12
A small metal cylinder which will trigger Magitech effects if it detects movement directly in front of it.

Protective Casing

Price (sel): 150
Protective Casing which can be easily fitted to protect the crystal from harm.

Short Barrel

Price (sel): 30
A barrel typically used for Magitech weapons, often pistols. Will increase the range of projectiles and rays to 70 metres.

Signal Transmitter

Price (sel): varies
Two round metal spheres, linked to each other magically. An object with one of these attached can detect triggers from another object which has the linked sphere attached.

Sound Sensor

Price (sel): 10
A small metal box which will trigger Magitech effects when a specific sound, or a sound louder than a specific volume, is detected.

Touch Sensor

Price (sel): 2
A small metal cylinder with a rubbery end. Will trigger Magitech effects when the rubbery end touches any solid substance.