Player's Handbook · Chapter 6

Gear

Your sheet has a main hand, an off hand, an armor slot, and three equipped item slots. Everything equipped feeds the math automatically — a sword's attack bonus, a shield's Defense, a lockpick kit's "+2 Precision (locks and devices)" are all folded into the numbers you roll.

Weapons

A weapon lists which stat it attacks with, its wounds (damage on a hit), and often a Bonus Damage to Feats line. That last one is the interesting part: a flame-wand that boosts ranged Mana feats makes your Fireball hit harder, but only for feats matching the weapon's pool and range. The sheet pre-computes these in the Feat Damage Boost panel — read the total, don't do the math.

Armor and shields

Armor sets your Defense to 8 + its related stat + its bonus; unarmored you're at 8 + Finesse. Shields occupy a hand and add to Defense.

Conditional bonuses

A flat bonus like "+2 Knowledge" always applies. A bonus with a parenthetical — "+2 Precision (locks and devices)" — applies only in that situation. The note is the limit, not flavor.

Rarity

Gear runs from Common to higher rarities, and the top tiers are where stat bonuses live — a +1 stat item is a big deal, equivalent to an entire archetype pick. If a found item feels too good to be true, it's probably rare. The design budget behind every piece of gear is public in @Missing file, so you can also price your own commissions.

Manual updated Jul 29, 2026.