Chapter 6
Adventuring Items
Prices listed are guidelines and may change depending on which region you find yourself in.
Items
Airship Repair Kit
Price (sel): 1000
Arrow
Price (sel): 3
Blowdart
Price (sel): 2
Bullet
Price (sel): 4
Crossbow Bolt
Price (sel): 5
Antidote
Price (sel): 32
Astral Compass
Price (sel): 2500
Cut Astral Crystal
Price (sel): varies
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
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
Blank book
Price (sel): 50
Breakfast
Price (sel): 4 - 6
Caltrops
Price (sel): 3 sel for 10 pieces
Candle
Price (sel): 5
Celestial Lotus
Price (sel): 4
Compass
Price (sel): 10
Cooking Pot
Price (sel): 16
Non-alcoholic drinks
Price (sel): 1 - 6
Various alcoholic drinks
Price (sel): 2 - 9
Fishing Rod
Price (sel): 20
Flask
Price (sel): 8
Glass Vial
Price (sel): 5
Healing Potion
Price (sel): 35
Exquisite Healing Potion
Price (sel): 85
Holy Symbol
Price (sel): 38
Ink Bottle
Price (sel): 10
Ink Pen
Price (sel): 10
Map
Price (sel): 2
Marked Coin
Price (sel): depends on the coin denomination
Net
Price (sel): 30
Copper Ore
Price (sel): varies
Price: 5 Sel per 100g; 20 Sel when refined.
Mining Difficulty: 2
Mining Batch Size: 100
Refining Difficulty: 2
Gold Ore
Price (sel): varies
Price: 45 Sel per 100g; 5000 Sel when refined.
Mining Difficulty: 5
Mining Batch Size: 5
Refining Difficulty: 6
Iron Ore
Price (sel): varies
Price: 2 Sel per kg; 10 Sel when refined.
Mining Difficulty: 1
Mining Batch Size: 100
Refining Difficulty: 3
Lead Ore
Price (sel): varies
Price: 5 Sel per 100g; 15 Sel when refined.
Mining Difficulty: 3
Mining Batch Size: 25
Refining Difficulty: 1
Silver Ore
Price (sel): varies
Price: 20 Sel per 100g; 100 Sel when refined.
Mining Difficulty: 4
Mining Batch Size: 10
Refining Difficulty: 5
Paper Scroll
Price (sel): 1
Pouch
Price (sel): 6
Quarried Stone
Price (sel): varies
Price: 1 Sel per three kg.
Quill
Price (sel): 2
Rank Insignia
Price (sel): 24
Ration
Price (sel): 8
Rope
Price (sel): 8
Sealing Wax
Price (sel): 10
Sextant
Price (sel): 14
Signet Ring
Price (sel): 75
Spyglass
Price (sel): 100
Tent
Price (sel): 28
Torch
Price (sel): 9
Tree Log
Price (sel): varies
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
Weapons
Melee
Baton
Price (sel): 15
Reach: 0.5m
One-handed, blunt.
Club
Price (sel): 40
Reach: 1m
One-handed, blunt.
Dagger
Price (sel): 20
Reach: 0.5m
One-handed, piercing.
Greatsword
Price (sel): 700
Reach: 1.5m
Two-handed, slashing or blunt.
Longsword
Price (sel): 230
Reach: 1.5m
Two-handed, slashing or piercing.
Quarterstaff
Price (sel): 50
Reach: 1m
Two-handed, blunt.
Rapier
Price (sel): 250
Reach: 1m
One-handed, piercing.
Shortsword
Price (sel): 130
Reach: 1m
One-handed, slashing or piercing.
Spear
Price (sel): 65
Reach: 2m
Two-handed, piercing.
Short Spear
Price (sel): 60
Reach: 1.5m
One-handed, piercing.
Large Warhammer
Price (sel): 150
Reach: 1.5m
Two-handed, blunt.
Small Warhammer
Price (sel): 85
Reach: 1m
One-handed, blunt.
Whip
Price (sel): 30
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
Range: 15 metres
Uses darts.
Bola
Price (sel): 45
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
Range: 150 metres
Uses bolts.
Longbow
Price (sel): 300
Range: 250 metres
Uses arrows.
Magitech Pistol
Price (sel): 500
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
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
Range: 100 metres
Uses arrows.
Sling
Price (sel): 50
Range: 40 metres
Uses stones or bullets, dealing blunt damage.
Throwing Dart
Price (sel): 10
Range: 30 metres.
Throwing Spear
Price (sel): 65
Range: 15 metres.
Magic
Crystal Ball
Price (sel): 1300
+2 Wizardry
Melee: N/A
Magitech Rod
Price (sel): 25000
+3 Wizardry
Melee: N/A
Master’s Staff
Price (sel): 1600
+2 Wizardry
Melee: Quarterstaff
Novice Staff
Price (sel): 480
+1 Wizardry
Melee: Quarterstaff
Simple Wand
Price (sel): 320
+1 Wizardry
Melee: N/A
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.
Interlocking metal rings providing solid protection against blades.
Weakness: Piercing (-2).
Bonus: +1 on Parry actions.
Heavy.
A lightweight garment offering concealment rather than protection.
Bonus: +1 Stealth.
Simple clothing, the only thing it protects is your basic decency.
No weaknesses, no bonuses.
Flexible armour offering basic protection without restricting movement.
Bonus: +1 on Dodge actions.
Heavy metal plates offering exceptional protection.
Weakness: Electric (-2).
Increases your armour rating by one point.
Heavy.
A handheld defensive tool used to block incoming attacks.
Bonus: +1 on Parry actions.
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.
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
Weakness: Piercing (-2).
Bonus: +1 on Parry actions.
Heavy.
Cloak
Price (sel): 20
Bonus: +1 Stealth.
Cloth/None
Price (sel): 50
No weaknesses, no bonuses.
Leather Armour
Price (sel): 250
Bonus: +1 on Dodge actions.
Plate Armour
Price (sel): 1000
Weakness: Electric (-2).
Increases your armour rating by one point.
Heavy.
Shield
Price (sel): 60
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.
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
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
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
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
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
A rare opaque dark green gem.
150 Sel at grade 1, +50 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1
An uncommon opaque black gem.
100 Sel at grade 1, +35 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1
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
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
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
An uncommon vivid, dark blue gem.
200 Sel at grade 1, +30 for each grade above 1.
Mining Difficulty: 5
Mining Batch Size: 1
A very rare vivid blue gem.
300 Sel at grade 1, +25 for each grade above 1.
Mining Difficulty: 6
Mining Batch Size: 1
A common vivid dark blue gem.
50 Sel at grade 1, +10 for each grade above 1.
Mining Difficulty: 4
Mining Batch Size: 1
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
Rough Amethyst
Price (sel): depends on grade
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
A book containing the required knowledge to learn a single Action word.
A book containing the required knowledge to learn a single Alteration word.
+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.
+1 Adv. on Crafting
A small case with a wide array of tools, glues and nails.
+1 Adv. on First Aid
Needles, stitches and disinfectant. This kit is useful for quickly patching up minor wounds.
+1 Adv. on Forgery
“Legitimate” and “Authentic” are just terms, really. This case contains the tools needed to mimic official documents and insignias.
+1 Adv. on Jewelering
A case with small pliers, glues and lenses to aid in jewelering.
+1 Adv. on Leatherworking
Contains the various sturdy needles and tools required for leatherworking.
+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.
Required for Magitech crafting.
A case with a Magitech engraving rod, a few lenses and small holding clamps.
A book containing the required knowledge to learn a single Material word.
+1 Adv. on Cooking
A small steel pan and assorted cooking utensils.
+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.
+1 Adv. on Navigating
A small compass and sextant, as well as some binoculars and other assorted tools to help you find your way.
Used to maintain melee weapons designed to cut.
+1 Adv. on Cooking
A case with various herbs and spices used in the preparation of food. 10 uses.
+1 Adv. on Stonecarving
Contains various small hammers, chisels and files to work stone with.
+1 Adv. on Survival
Flints, small knives, foldable shovel, a compass and a few guides on basic plants and fungi.
+1 Adv. on Tailoring
Contains needles and thread required to create products from cloth.
Used to light fires, though made largely obsolete due to the availability of Pyromancy and Fire magics.
+1 Adv. on Woodworking
Contains small knives, files and sanding papers to work wood with.
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.
Action Spellbook
Price (sel): varies
Alteration Spellbook
Price (sel): varies
Ciphering Kit
Price (sel): 150
A small box that contains cheat-sheets to known ciphers, making it easier to create new ones or use the ones you already know.
Crafter’s Kit
Price (sel): 150
A small case with a wide array of tools, glues and nails.
First Aid Kit
Price (sel): 150
Needles, stitches and disinfectant. This kit is useful for quickly patching up minor wounds.
Forgery Kit
Price (sel): 150
“Legitimate” and “Authentic” are just terms, really. This case contains the tools needed to mimic official documents and insignias.
Jewelering Kit
Price (sel): 250
A case with small pliers, glues and lenses to aid in jewelering.
Leatherworking Kit
Price (sel): 150
Contains the various sturdy needles and tools required for leatherworking.
Lockpicking Set
Price (sel): 150
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
A case with a Magitech engraving rod, a few lenses and small holding clamps.
Material Spellbook
Price (sel): varies
Mess Kit
Price (sel): 150
A small steel pan and assorted cooking utensils.
Metalworking Kit
Price (sel): 150
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
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
Spice Case
Price (sel): 100
A case with various herbs and spices used in the preparation of food. 10 uses.
Stone Cutting Tools
Price (sel): 150
Contains various small hammers, chisels and files to work stone with.
Survival Kit
Price (sel): 150
Flints, small knives, foldable shovel, a compass and a few guides on basic plants and fungi.
Tailoring Kit
Price (sel): 150
Contains needles and thread required to create products from cloth.
Tinderbox
Price (sel): 30
Woodcarving Kit
Price (sel): 150
Contains small knives, files and sanding papers to work wood with.
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.
A small flat metal box which will trigger Magitech effects if it detects that it is accelerating or moving above or below certain velocities.
A metal cylinder which measures the distance to any solid substance in a straight line away from it.
A small metal box with holes which will trigger Magitech effects when above or below a certain temperature.
A small metal box with a transparent crystal on one end. Triggers Magitech effects when detecting light above or below a specific intensity.
A small metal box with holes which will trigger Magitech effects when submerged in any liquid.
A barrel typically used for Magitech weapons, often rifles. Will increase the range of projectiles and rays to 150 metres.
A small, round button which can be used to trigger Magitech effects.
A mechanical trigger which can be fixed to a handle, to be used for a Magitech effect trigger.
A small metal cylinder which will trigger Magitech effects if it detects movement directly in front of it.
Protective Casing which can be easily fitted to protect the crystal from harm.
A barrel typically used for Magitech weapons, often pistols. Will increase the range of projectiles and rays to 70 metres.
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.
A small metal box which will trigger Magitech effects when a specific sound, or a sound louder than a specific volume, is detected.
A small metal cylinder with a rubbery end. Will trigger Magitech effects when the rubbery end touches any solid substance.
Acceleration Sensor
Price (sel): 25
Distance Sensor
Price (sel): 17
Heat Sensor
Price (sel): 5
Light Sensor
Price (sel): 26
Liquid Sensor
Price (sel): 8
Long Barrel
Price (sel): 40
Mechanical Button
Price (sel): 6
Mechanical Trigger
Price (sel): 10
Motion Sensor
Price (sel): 12
Protective Casing
Price (sel): 150
Short Barrel
Price (sel): 30
Signal Transmitter
Price (sel): varies
Sound Sensor
Price (sel): 10
Touch Sensor
Price (sel): 2
