Equipment

**Players generate the stats on the items they find!**

Items found with listed random numerical values (such as 1d10 **INT**) are rolled by the \*players\* when found. Whatever they roll becomes the final stats of the item.

*For example: Nathan, an odd, hairy exile, finds his first item in Path of Exile. It's a one-handed sword. The sword has a base damage of 2 **WAM**. In addition, the sword is rare and has 2 mods. It grants 1d10 **STR** and 1d10x2 **Life**. Nathan rolls for the **STR** mod, and gets a 10, for a +10 to **STR**. He then rolls the Life mod, and rolls a 4 multiplied by 2, giving the sword +8 to **Life**.*
Equipment comes in many shapes and sizes. There are several slots of equipment:

Head. Chest. Weapon. Offhand. 2 Rings. 1 Amulet. Boots.

All equipment comes with a base value depending on the type of item. In addition, if an item is magical it can have additional attributes it adds to the character.

Besides the flat amount of damage added to an attack, each weapon has a unique bonus based on the weapon type. For instance, swords have a higher chance to crit than other weapons.

Head, chest, boots and shields add to **Armour, Resistance or Energy Shield.**

Rings and Amulets are somewhat unusual in that you roll their base, non-magical stats, have a variety of things that add to, from **Mana** and **Life** to resistances.

If an item is magical, it has 1 magical modifier.

If an item is rare, it has 2 magical modifiers.

Remember that an orb of transmutation can be used to permanently add one magical modifier to an item. This can only happen once.

#### *Optional rule: Dan’s Hand*

*Dan’s Hand allows the players to cast a vote at the beginning of a new session as to who they think was the Dan, the unluckiest player from the last session. That player gains the ability to active Dan’s Hand once that session on a magic item roll. This allows them to reroll every item mod roll on that item and take the higher result. If that result is lower than 5, use 5 instead.*

## Basic Weapon Item Information

Weapons **can add their damage to BOTH main stats related Skill Gems** (Ex. Axes can add their damage to **STR** and **DEX** Skill Gems and choose the higher of **STR** or **DEX** to add to critical strike damage). Weapons can have different tiers each tier multiples the base **WAM** of the weapon. For Example, a Tier 1 1-Handed Axe has 1 **WAM** a Tier 2 1-Handed Axe will have 2 **WAM**.

**Weapon Table**
 Stave
 Mace
 Sword
 Dagger
 Bows
 Claw
 Sceptre
 Wand
 Spear/Polearm

Axes **add 1 bonus damage per 1** **WAM**, because they’re good at wild, unpredictable amounts of damage. Axes **can add their damage to** **STR** **and** **DEX** **Skill Gems and choose the higher of** **STR** **or** **DEX** **to add to critical strike damage.** Axes can be both two and one handed.

* 1 handed 1 **WAM** per tier. 2 handed 3 **WAM** per tier

Staves **increase your Block by 1**, because you can block attacks with them. In addition you can protect allies, much in the same way a shield user can. Staves **can add their damage to** **STR** **and** **INT** **Skill Gems and choose the higher of** **STR** **or** **INT** **to add to critical strike damage.**Staves can only be two handed.

* 3 **WAM** per tier

Maces **reduce the **Speed** of enemies you stun by 6 per tier**, because it’s easy to stun people when you hit them on the head with a mace. Maces **can add their damage to** **STR** **and** **DEX** **Skill Gems and choose the higher of** **STR** **or** **DEX** **to add to critical strike damage.** Maces can be both two and one handed.

* 1 handed 1 **WAM** per tier. 2 handed 3 **WAM**

Swords **increase critical range by 1,** because they’re sharp and pointy. Swords **can add their damage to **STR** and **DEX** Skill Gems and allow you to add half of your **STR** and half of your **DEX** to crit damage.** Swords can be both two and one handed.

* 1 handed 1 **WAM** per tier. 2 handed 3 **WAM** per tier.

Daggers **increase critical range by 1,** because they’re sharp and pointy. Daggers **can add their damage to** **INT** **and **DEX** Skill Gems and allow you to add half of your** **INT** **and half of your **DEX** to crit damage.** Daggers are one handed.

* 1 handed 1 **WAM** per tier.

Bows **are ranged. They make you Lucky with **Initiative** rolls** because they give you the freedom to react to circumstances quickly. Bows **can add their damage to** **DEX** **Skill Gems and** **DEX** **to add to critical strike damage.** They are two-handed.

* 3 **WAM** per tier.

Claws **increase** **Life Leech** **by 4 per tier**, because they’re badass. Claws **can add their damage to** **INT** **and** **DEX** **Skill Gems and choose the higher of** **INT** **or** **DEX** **to add to critical strike damage.** Claws are one handed.

* 1 handed 1 **WAM** per tier

Sceptres **increase the duration of all elemental threshold effects (shock,burn and freeze) by 1 turn**, because magic. Sceptres **can add their damage to** **STR** **and** **INT** **Skill Gems and choose the higher of** **STR** **or** **INT** **to add to critical strike damage.** Sceptres are one handed.

* 1 handed 1 **WAM** per tier

Wands **convert all damage to an element of your choice and increase your total** **Mana** **by 2 per tier** because they’re efficient at channelling magical energy. Wands are ranged and are one-handed, allowing the use of shields. Wands **can add their damage to** **DEX** **and** **INT** **Skill Gems and choose the higher of** **DEX** **or** **INT** **to add to critical strike damage.**

* Wands shoot a projectile of an element of your choice when used as a weapon to attack.
* 1 handed 1 **WAM** per tier

Spears and Polearms **allow you to be Lucky with **Maneuver** and** **Athletics** **rolls,** because every fantasy game should have Spears and Polearms. Spears and Polearms **can add their damage to** **STR** **and** **DEX** **Skill Gems and choose the higher of** **STR** **or** **DEX** **to add to critical strike damage.**

* 1 handed 1 **WAM** per tier. 2 handed 3 **WAM**

Two handed weapons have increased base damage compared to their one-handed counterparts. **In addition, two-handed weapons can have twice the magical mods (2 for magic, and 4 for rare) to balance the fact that you lack an offhand item slot.**

**If you dual wield, increase your block by 1.** Assuming both weapons allow you to add their damage to the Skill Gem you are using. You always add all the mods of both weapons in either hand. A weapon specialization is not multiplied twice (once for each weapon), but only added once.

When dual wielding, if you wield two different kinds of weapons, pick one of the innate bonuses to apply, not both. For example, if you wield a dagger which increases crit by 1 and a spear which allows you to reroll **Maneuver** rolls choose only one bonus to apply.

When dual wielding two weapons of the same type, you only gain the innate bonus once. For example, when wielding two wands, increase your **Mana** by 2 not 4.

*For example: Roger is playing a character that wields two axes in either hand. When he attacks, he adds the damage from each axe (1 **WAM**) for a total of 2 **WAM** to his attack modifier. If each axe increased **WAM** by 1 due to magical enchantment, you’d add both of them together for a total of 2 plus 2 for a total **WAM** of 4. If Roger rolls an attack while dual wielding, the first time he rolls a 1 on the attack he may reroll.*
## Basic Armour Item Information

### Armour

Armour comes in four types:

* **Cloth Robes** - Increases **ES** by 20.
* **Leather Armour** - Increases **Resistance** by 4
* **Heavy Plate** - Increases **Armour** by 6 and reduces **Maneuver** and **Athletics** by 2.
* **Shields** - See below.

### Shields

There are three types of shields, which use a one-handed weapon slot.

* **Metal** - 6 to armour per tier. Reduces **Maneuver** and **Athletics** by 2.
* **Leather** - 6 per tier to **Resistance**.
* **Voodoo charms** - 20 **ES** per tier and add a bonus of 2 damage per tier.

**Shields increase your Block by 1.**

### Boots

* **Metal boots** - increase **Armour** by 2.
* **Leather boots** - increase **Resistance** by 2.
* **Cloth boots** - increase **ES** by 10

### Helm

* **Metal helms** increase **Armour** by 2.
* **Leather helms** increase **Resistance** by 2.
* **Cloth helms** increase **ES** by 10.

## Basic Jewellery Item Information

Jewellery is separated into rings and amulets. You may equip 2 rings and 1 amulet.

Amulets come in six types:

* **Onyx** amulets add 2 to **Resistance**. +2 per tier.
* **Lapis** amulets add 5 **INT**. +5 per tier.
* **Amber** amulets add 5 **STR**. +5 per tier.
* **Jade** amulets add 5 **DEX**. +5 per tier.
* **Coral** amulets add 10 **Life**. +10 per tier.
* **Paua** Amulets add 2 **Mana**. +2 per tier.

Rings come in four types:

* **Cora**l rings add 10 **Life**. +10 per tier.
* **Paua** rings add 2 **Mana**. +2 per tier.
* **Iron** rings add 1 **WAM** to attacks. +1 per tier.
* **Onyx** rings add 2 **Resistance**. +2 per tier.