Sword World 2.5 - Epic Treasury
Sword World 2.5 - Epic Treasury
Sword World 2.5 - Epic Treasury
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Part 1 The World and Characters
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Part 1 The World and Characters
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Part 1 The World and Characters
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Part 1 The World and Characters
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Introduction ................................................................ 12 Between Adventures - Everyday Life of Adventurers 76
Part 1 The World and Characters ................................. 13 Advanced Combat ...................................................... 78
Adventurers and Adventurers' Guild ......................... 14 Fellow Extended Action Table ................................... 92
Adventurer Class Commentary.................................. 17 Part 3 Items ..................................................................... 93
Gods and Faith of Alfleim ......................................... 50 Item Lists ..................................................................... 94
Part 2 Optional Rules ..................................................... 63 Items Detailed Data .................................................. 124
Point Buy Character Creation .................................... 64 Mount and Mount Equipment ................................. 165
Work Skills ................................................................. 65 Mount Data ............................................................... 167
Treasure Drop ............................................................ 69 Designer's Notebook ................................................. 180
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Part 1 The World and Characters
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Part 1 The World and Characters
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Part 1 The World and Characters
Adventurers are people who take on all kinds of dangers The origin of the adventurers on the Alfleim continent can
and work to solve problems on behalf of the powerless. be traced back to the Ancient Magic Civilization Period, which
Their main task is to defeat dangerous monsters that harm is said to have ended about 3,000 years ago.
people, especially Barbarous. Exploring the ruins of past Abyss, which is said to have appeared at the end of this
civilizations to recover lost knowledge, technology, and goods. period, summoned Daemons one after another and wreaked
They also protect merchants and travelers on their perilous havoc across the continent. Moreover, Abyss multiplied, and
journeys. Shallow Abysses, small versions of the Abyss, appeared in
Adventurers are required to do work that involves risking various places, and the damage continued to spread.
their lives, and in many cases, they are asked to do so by the To counteract this, a huge wall surrounding the Abyss was
Adventurers' Guild, putting their lives on the line to solve the built. At the same time, an organization of "Wall Guardians"
problem. was formed, and a continent-wide network was built to quickly
Therefore, the work of an adventurer always involves a respond to the Shallow Abysses. Civilization was eventually
risk of death. At the same time, however, the rewards are high destroyed, but the defenders against the Abyss did not perish
depending on the level of danger and difficulty, and fame can but continued to serve their purpose.
be gained through the accomplishment of the task. Eventually, after the rise of the Magitech Civilization, the
Adventurers are considered to be “jack-of-all-trades” and Diabolic Triumph came to the Alfleim continent. The
“daredevils who risk their lives for wealth and fame.” Magitech Civilization collapsed due to the massive natural
cataclysms and the attacks of the Barbarous, but it was the
network of the guardians that protected the people from the
Barbarous at the time.
Most adventurers belong to the Adventurers’ Guild and This network, which has survived the destruction of two
receive requests from the Guild. great civilizations, protected people from the chaos that
However, the Adventurers' Guild does not have the followed the Diabolic Triumph and barely prevented the
authority to give orders to individual adventurers and basically destruction of Humanoids.
asks them to do a job by presenting them with a request and a The work of the guardians soon expanded beyond the
reward. defeat of Abyss and Daemons to include exterminating
On the contrary, adventurers are not a member of any Barbarous, protecting the weak, and exploring the ruins to
particular organization and are always self-employed. reclaim lost civilizations.
Therefore, they are not guaranteed a certain wage, salary, And when this became the norm, people began to call
housing, or food and must survive on their own merits. them “adventurers.”
The social reputation of adventurers varies. Almost 300 years have passed since the Diabolic
Those who do not have the means to fight are lavish in Triumph, and adventurers have become common on the
their admiration and envy of those who excel in their entire Alfleim continent. At the same time, the Guardian's
endeavors. Even if they are not, adventurers who have Network changed its name to the "Adventurers' Guild" and has
completed a number of missions and defeated many monsters become an essential part of present-day civilization.
are considered heroes by the general public.
On the other hand, there are also those who are
pretentious and show off their armaments without much
ability or achievements, and due to the violence that these Adventurers Guild supports the activities of adventurers
adventurers often cause, they give the impression of armed throughout the Alfleim continent, whose headquarters is
ruffians. located in the Korgana region at the northern end of the
Adventurers are both respected and feared, and most continent, adjacent to the Wall of the Abyss.
people's reaction to adventurers is to respect them but stay The "Adventurers' Guild" is a common name for local
away from them. Guild or their branches. These branches are basically
In addition, since there are many adventurers who travel independent, and their services, activities, and policies vary
from town to town without settling down, some townspeople from branch to branch.
think that adventurers are homeless wanderers, and the social However, two points are common: “Adventurers are
status of adventurers is not high. However, they tend to be offered jobs (requests)” and “adventurer ranks are given to
respected to a certain extent and are recognized when those who wish to become adventurers and are shared by all
necessary. It is a dream job, especially for young people, and the Adventurers' Guild Branches on the continent.”
it is said that everyone who approaches the age of adulthood Therefore, those who wish to become adventurers basically
thinks of becoming an adventurer at least once. visit Adventurers' Guild to register as adventurers and fulfill
requests coming to the Guild. The resulting fame and rank are
very important for adventurers.
Since the Adventurers Guild has its roots in "Wall
Guardians," they are quick to share information when Shallow
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Abyss occurs so that Guild can address this as quickly as
possible.
As mentioned above, Adventurers' Guild originates from
the "Wall Guardians" and their network, which are responsible
for subjugating the Abyss and defeating the Daemons that
Each Adventurers Guild Branch is responsible for training escape from it.
new adventurers, assisting and caring for the adventurers on It is believed that Abyss appeared at the end of the Ancient
its roster, and referring them to the Adventurers Guild for Magic Civilization period as a result of some failed magical
help and requests. experiment. In the end, Abyss itself could not be eliminated,
Three hundred years have passed since the Diabolic and as an unavoidable measure, the great hole was sealed with
Triumph, and the Alfleim continent is still being attacked by a huge wall. However, even this was not perfect, and the Abyss
Barbarous, Mythical Beasts, and large Animals. The had to be monitored.
Adventurers' Guild collects information on such threats and To make matters worse, Abyss has caused Shallow
unexplored ruins and presents it to adventurers so that they Abysses, its enclaves, to appear all over the Alfleim continent,
can quickly deal with various problems. increasing the damage caused by Daemons. As a result, the
Adventurers are basically paid by the money they receive Wall Guardians have been tasked with monitoring the Abyss
from their clients, but they also earn money from the sale of and gathering information on the Shallow Abysses that appear
various items brought back by adventurers (art, artifacts, in each area, and dealing with them accordingly.
various documents, and other items of value that are of no use Shallow Abysses will grow larger and more threatening if
to adventurers but have value, are purchased by the Guild and left unchecked. Therefore, they must be dealt with and
sold to those who need them). eliminated as quickly as possible.
These profits also allow the organization to take on clients In response to this situation, the guardians spread to other
who cannot afford to pay and are used to support young parts of the continent. They were desperately trying to create
adventurers. a way to communicate with each other. Various means were
Most adventurer guilds have a guild hall on the first floor used, such as magic technology during the Magic Civilization
with a reception counter for offering adventurers services, a Period, magitech power during the Magitech Civilization
simple equipment store, and a dining hall where meals can be Period, and sometimes even simple word of mouth.
taken. The second floor and above are lodging facilities, This network has changed over the years but has been
where the adventurers who depend on the Guild often sleep. handed down for 3,000 years, leading to the adventurers'
Adventurers who belong to the same Adventurers' Guild guilds of today.
Branch often share information with each other, and the At the end of the Magic Civilization Period, it is said that
branch adventurers as a whole can become comrades or, in the role of the guardians was mainly filled by skilled criminals.
some cases, family. The size of guild branches varies from a After the collapse of the Magic Civilization, however, it was
few adventurers to a large number of several adventurers, and succeeded by a group of highly motivated individuals and
each branch has its own unique characteristics. eventually became an organization that was not influenced by
The Adventurers Guild Branch is also in charge of dealing the countries. In the Magitech Civilization Period, when its
with troubles that may befall adventurers, such as rescuing technology reduced the threat posed by Barbarous and
adventurers lost on their adventures, resurrecting the dead, Daemons, the organization's presence faded and was treated
and providing various other support services (for a fee, of as historical or mythical. It was even regarded as “a terrifying
course). secret society that has inherited the horrific rituals of the Magic
In addition, in the event of a major incident that cannot be Civilization Period.”
handled by a single guild branch, multiple branches may be But as it turned out, the "Wall Guardians" and the network
contacted to provide support. Depending on the situation, it they protected saved people from the Diabolic Triumph and
may be as strong as or stronger than an army. the chaos that ensued.
In this way, the Adventurers' Guild and its branches have In the 300 years since the Diabolic Triumph, the
become an important force against the threats such as the guardians have come to be known as "adventurers" and have
Barbarous and an indispensable resource for the people as a been widely accepted by the general public. Now, almost
jack-of-all-trades for solving a variety of problems. Many of the everyone has heard of adventurers and the Adventurers'
nations on the Alfleim continent have brought in the Guild, which has become a dependable and essential resource
Adventurers' Guild to help them solve problems that they for those who lack power.
could not solve with their own armies and troops alone.
In other words, the Adventurers' Guild and its branches
are now indispensable to the Alfleim continent.
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Part 1 The World and Characters
Although there are large individual differences, each race Average Height by Race
has a trend in height. Here, we compare how much they are Race Average Height (Male/Female)
different. Humans 170cm/160cm
In most races, males tend to be taller, and females tend to Elves 180cm/170cm
be shorter. This also differs by race, with Lykant showing a Dwarves 150cm/140cm
large difference in body size between men and women and Tabbits 100cm/100cm
Tabbit showing almost no difference in appearance between Runefolk Various/Various
the genders. Nightmares 180cm/170cm
Please refer to the list of standard heights for each race. Lykants 180cm/170cm
Lildrakens 220cm/220cm
Grassrunners 100cm/100cm
Meria 170cm/160cm
Tiens 190cm/180cm
Leprechauns 130cm/120cm
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People living in the world of Raxia use various classes and may come from a professional institution (school, etc.) or
skills to make their lives easier. from family members.
Among them, there are special adventurer classes mainly Of course, it may be something innate that the person is
used by adventurers. We will describe them in detail here. born with. For example, the child of a great warrior may know
how to wield weapons from a very early age as they look to
imitate their parent. There may also be a sudden revelation,
such as a vision from a god inspiring one to become a priest.
Work skills are useful as a part of daily life and are often The player and the GM are free to decide how the player
skills that would help earn a living as a farmer, craftsman, character acquired the adventurer class as a background at the
merchant, etc. These skills tend to affect one's social life and time of character creation.
will color how society views that person. However, learning a new class during the course of a
On the other hand, Adventurer classes provide useful campaign should have some sort of reasoning behind it. This
skills and abilities for those who wish to go out and adventure is not meant to discourage the character from taking levels in
as a way of life. These include combat-capable classes, such as new classes, but it is nice to have some sort of coherent
Fighter, Marksman, Sorcerer, and Priest, and those who offer roleplaying behind the mechanical choices. For example, a
more of a passive role, increasing one's capabilities as a Sage character may find they are naturally dodging and weaving in
or Scout. and around their enemies in combat, so taking levels in Fencer
The line between work skills and adventurer classes is could be appropriate. Maybe the character wishes to study
clear: If the skills would help one go out into the field and fight sorcery under the tutelage of another Sorcerer in the party.
against the various threats in the world, it is an adventurer Even staying in a large city for long enough could be a reason
class. On the other hand, work skills are unlikely to be useful to pick up a level in a new class.
while actively adventuring, though some skills may assist However, this kind of learning is more apt for those who
adventurers in between quests. are naturally heroic, such as player characters. Not everyone
has the same capability and aptitude when it comes to learning
new skills and classes. Some cannot understand Truespeech
magic despite studying for years on end, as some are more
likely to injure themselves than a monster when using a bladed
As the name suggests, "adventurer class" is a class that is
weapon. Learning adventurer classes is no small feat, and
mastered by those who are called adventurers and is used in
gaining the experience needed to advance as an adventurer is
adventures. They use weapons, magic, special skills, and
no small feat for an ordinary person.
knowledge to challenge dangerous monsters and traps and
solve mysteries. In order to call themselves adventurers and
live adventures, it is necessary to have an adventurer class, and
they must have acquired some adventurer class.
On the other hand, people who are not involved in
adventures do not have adventure classes either. They do not As their name implies, Adventurer classes will only
need adventure classes when they grow grains and vegetables, advance from a character actively going out and adventuring
forge pots and kettles, and sell them. and earning experience points. However, the exact definition
However, not everyone who has adventurer classes is an of "adventuring" is different for each person, and so a guard
active adventurer. For example, the local hunters may have a who trains with a number of different weapons or the wizard
couple of levels in Marksman, while the town guard may be a who stays in their tower studying for months on end may still
Fighter or Fencer. A thief may have the Scout class if they tend advance as adventurers.
to be sneaky, though they may also be a Fighter if they're more There are also some NPCs with high levels in adventuring
adept at breaking and entering. There are a number of reasons classes, despite never having left their hometown. A town
why an NPC may have levels in adventurer classes without guard constantly repelling Barbarous attacks, or the sorcerer
being an adventurer themselves, though it may only be a on the cusp of a new breakthrough in magic usage, these
matter of time before they decide to answer the call and NPCs and similar others may have high levels in adventurer
become a full-fledged adventurer. classes. In the end, it is up to the GM to give any NPCs levels
in adventurer classes as they see fit.
With regards to player characters, it is assumed that they
earn all of their Experience through actively adventuring and
Almost all adventurer classes require special training in so do not gain any through daily life. As always, the GM may
order to learn. As a result, they are often taught by a master or change this as they see fit and give player characters special
other teacher to help the character learn the basics of that experience points.
particular class. The place of instruction and the instructor
may vary greatly depending on birth and environment and
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use in combat. It is also possible to seek out famous knights enemy attacks. They take the enemy's attacks in their hands,
and strong warriors and become a disciple of theirs, learning protect their companions on the frontlines, and rearguard
how to fight in the manner their teacher had learned. The magicians. They are often fortified with [Armor Proficiency]
various Adventurer's Guild Branches tend to be a common and increase their toughness with [Tenacity]. They stand up
meeting place for situations like this, as it is a place where both to the enemy as a mighty wall. If a character needs to protect
powerful warriors and naive adventurers can mingle freely. many targets, [Guardian] or [Block] will help with that.
Finally, some are seeking some form of self-discipline and Other Fighters are shieldless destructive forces who
going out to fight the Barbarous in search of such a principle. deliver unparalleled blows with two-handed weapons. They
It is a much more violent and reckless learning style, but some have mastered offensive combat feats such as [Power Strike],
adventurers can learn this way. [Cleave], [Weapon Proficiency], and others, and aim to strike
down their enemies head-on. The combination of hard metal
armor and strong physical strength makes them unafraid of
confrontation. Their creed is "Break the flesh and cut off the
Being a Fighter or calling oneself a Fighter does not impact bone."
one's relationship with people in general. Fighter itself is not a There is also an intermediate type. This is a style of
special class or position in society. It is just a special class or fighting steadily, using shields and one-handed weapons, and
job title held by various people. However, it is a somewhat utilizing active combat feats such as [Power Strike] along with
different story when a Fighter appears in public with an [Cover II], while reducing the number of hits to the allies as
enormous weapon and wears thick silver. Even if they do not appropriate. Regardless of the offense-defense ratio, every
speak, their appearance is inevitably intimidating. fighter wants to be on the frontline, facing the monster in the
Two types of heavily armed people appear in public, toughest place, taking on more than their fair share of danger.
except for a few weirdos. First are aristocrats and soldiers who When fighting primarily with the Fighter class, the
rule and protect the security of the area. People respect them Enhancer class is particularly useful as an aid. They become
and keep away from them. Unless they are personal more powerful by strengthening their attacks and defenses
acquaintances or are known for their openness and good- with various techniques.
naturedness, they are usually treated in a way that does not Similarly, the Alchemist class is well suited for fighting
provoke them. while self-enhancing.
The others are the adventurers, who appear armed.
Adventurers do not use their military power against civilians.
For this reason, people's reactions to adventurers are softer.
Especially if they have a high adventurer rank and are known
as heroes or future heroes, their appearance is a symbol of
Some are called Magic Warriors, with the Fighter class
valor and a target of respect.
learned at the same or slightly lower level than other classes.
In addition, children who are not afraid of things, whether
With the added damage from [Mana Strike] and the
soldiers or adventurers, are often attracted to, admire, and
advantage from [Multi-Action], they have the potential to deal
yearn for strength and good looks.
more damage than a dedicated Fighter. Their dual
And some people want to hire Fighters because of their
weapon/magic capabilities give them the versatility to deal with
warriorship. Fighters are in great demand for dangerous jobs,
various enemies. On the other hand, their relatively low class
such as escorting merchants and protecting the personal safety
level leads to disadvantages in hitting and evading. If possible,
of dignitaries. They are expected to stand in front of the
it is advisable to fight with the support of companions.
enemies in case of battle and stop or eliminate threats. Good
The Sorcerer, Conjurer, and Fairy Tamer classes have an
Fighters are highly sought after and are rewarded with great
armor dilemma. These classes are incompatible with heavy
honor and privilege.
metal armor, which deals damage with spells. However, the
Surprisingly, however, many well-known Fighters are not
Fighter class will lose its defensive advantage if light armor is
wealthy. In order to accomplish their missions and to protect
used. The reason why Nightmare is said to be highly suitable
their lives and those of their comrades, they spend their wealth
for magic warriors is, above all, because of its racial ability
on replacing and reinforcing their weapons and armor to
[Alternate Form] to overcome this dilemma.
make them as powerful as possible.
Artificer and Priest classes have no armor restrictions, but
Fighters are very common among adventurers; therefore,
due to the nature of their magic, they form unique
there are many different personalities. Certainly, there are
combinations. In particular, the style in which the Priest class
those who are known for their boldness and bravery, but there
is learned together with the Fighter class is called Paladin. It is
are also those who are characterized by their calm and
common for Paladins to fight while providing assistance or
collected nature and even those who are more prone to tears
recovery to friends or themselves as needed.
than others. However, they all share the same trait of having
The Ranger class is the first candidate to be developed in
great pride in their skills and the courage and boldness to take
parallel with the Fighter class. Its automatically acquired
the lead when push comes to shove.
combat feats are a good match for the Fighter class and are
ideal for protecting allies.
The Rider class is also a good candidate for parallel
growth, as it can use mounts to increase its attack power, and
Some usual Fighters are protectors who are committed to Stunt provides opportunities for exploration skill checks that
protecting their allies. Equipped with a large shield and heavy the Fighter class alone cannot provide.
metal armor, the Fighter with [Cover] combat feat blocks
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learn as they did, through trial by combat. In Raxia, where [Dual Technique] and [Weapon Proficiency/Wrestling] will
Barbarous attacks are commonplace, it is expected that those add to the attacking abilities. [Infight] also will be helpful.
with fighting skills are to be at the front lines to protect the rest Finally, there are those who mainly use Throw. In learning
of civilization as soon as they are technically able. combat feats, it is important to first increase the number of
However, there are those students who will stay learning opponents they can Throw with by acquiring [Improved
under the same master for years of their lives, learning the Throw]. Also, the active combat feat [Aimed Attack] comes
deep secrets of their styles. into view. Since it doesn't have risks, it is a good choice for
races such as Elves and Grassrunners, which are not as strong
but can maintain high Evasion.
In any case, the Grappler's weak point is their defense.
While Grapplers don't exist in any significant numbers, Learning [Armor Proficiency/Nonmetallic Armor] and
what few there are seen by the populace as wielders of [Tenacity] should always be on the player's mind. If they
mysterious techniques. Many of them have trained hard and ignore them completely, they may become a burden to their
lived physical lives, but the teachings of the mind and spirit party, unable to even demonstrate their own offensive ability.
underpinning the intense training leave Grapplers as No matter how much the player tries to deal with it, it is
honorable and respectful of those around them. Additionally, undeniable that the Grappler is inferior to the Fighter in terms
since there is no need for heavy armor and expensive of frontline capabilities, and it is not recommended to solidify
weapons, it is quite common for those of poorer backgrounds the party's frontline with only Grapplers. If the player already
to train as Grapplers, which, combined with their teachings, has high-damage dealers, they will need to go into a defensive
leads many to live quite a frugal, if not nearly impoverished, route, and if they are a Throw type, they will need partners
lifestyle. with good offensive abilities.
As a result, Grapplers are often loath to ask for a reward The Enhancer and Alchemist classes are useful as
for jobs done and will often take what money they are given subclasses for the Grappler class, as well as for the Fighter
and use it to help the poor. There are also a number of stories class.
of Grapplers going out of their way to help the poor against It should not be overlooked that Grapplers will inevitably
Barbarous attacks with no other reward than the happiness of be lightly armed. For this reason, the player may consider
the people they have saved, which adds to the mystique of the acquiring the Scout class to contribute to the party. The True
wandering Grappler. Black Belt (see p. 160) is a reliable accessory that can be
In general, Warrior-type classes are often hired as obtained by acquiring both of these classes.
bodyguards and escorts, though Grapplers are preferred in
cases where having an obviously heavily armed person is not
desired. Their light armor and capability with bare hands
allow them to be posted to sensitive positions, allowing them
to perform their duties without attracting undue attention.
Magic Grapplers can be more destructive than Magic
Because of this, many wealthy diplomats and aristocrats will
Warriors. [Mana Strike], which does not sacrifice Evasion, is
seek to hire capable Grapplers as personal bodyguards.
a more reliable combat feat than [Power Strike] in many
Despite this, there aren't many wealthy Grapplers
situations, although the player needs to be prepared to use it
throughout Raxia. Those who tend to be successful in the field
with [Multi-Action] when necessary since the reduction of
of combat or have achieved high ranks in the military don't
resistance can be fatal in some cases.
tend to lead extravagant lives. Yet, a few retired Grapplers are
The advantage is that Wizard-Type Classes have relatively
seen in market squares and open areas looking to teach their
loose restrictions on armor due to the necessity of light armor.
skills to the next generation, giving them a step up in learning
Of course, Defense is their weak point. This is a style that
some self-defense. Some of these Grapplers are quite popular
requires more support from allies than magic warriors.
and have managed to leverage their combat knowledge into
It is recommended to raise the Scout class to the same
something that will allow them to live comfortably for the
level, depending on the party composition. And as a result,
remainder of their lives.
[Fast Action], which is automatically acquired at the 7th level,
will become a powerful bonus.
The same as with Fighters, the Ranger class is also a valid
combination, and its compatibility with the automatically
The Grappler class has a relatively large number of acquired combat feats is as certain as ever. Armor restrictions
patterns depending on the acquisition of the Combat Feats. on some checks make its combination with the Grappler class
Some seek high damage with active combat feats such as advantageous.
[Power Strike] and [Armor Piercer]. 5th-level Grapplers can The Rider class is not suitable for learning in parallel with
learn [Ever-Changing] to add the effect of a combat feat to the Grappler class. Since weapons of the wrestling category
both attacks from [Chain Attack] and aim to generate high and cannot be used while the rider is mounted, it is almost the
stable damage. worst possible combination of classes.
The second type seeks the advantage of the number of
attacks by learning [Dual Wielding]. Combining this with
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learning how to be a Fencer, so long as the basics are properly feats. If the character's strength is not high, equipping Fast
taught and trained. Spike with [Weapon Proficiency A/Sword] is a highly valid
option.
To maintain a certain amount of offensive power and to
improve the survivability of the character, [Tenacity], [Evasive
Being a Fencer does not lead to special status in society. It Maneuvers], and [Armor Proficiency/(nonmetallic armor or
is difficult to find a common trait of character and philosophy shield)] should always be taken into consideration. It is not
in them. Some have confidence and pride in their sword recommended that you do not pay attention to them at all.
dance and want to lead the way in battle, and others are [Ever-Changing] can be learned by the Fencer class, but it
extremely reluctant to draw their own blades, believing that it is difficult to make the most of it. At least, it is not a good idea
is for self-defense. to combine it with [Dual Wielding] to get the effect of active
Many of those who have made a name for themselves as combat feat for each of the two attacks. But two attacks will
Fencers are what is called Geniuses. While Fighters can stand have lowered Accuracy and Evasion. If a character goes the
and fight even with some wounds, Fencers who wear only light [Dual Wielding] route, it would be better to increase the attack
armor cannot. The ideal and goal are to avoid all enemy power by [Dual Technique] or [Weapon Proficiency] instead
attacks and to remain unscathed. “Perfection or death” is of relying on active combat feats.
Fencer's battle. As a result, the mediocre will fall, and those The Enhancer and Alchemist classes are useful as combat
who survive and make a name for themselves will be known support, just like the Fencer is. Of course, the Scout class is
for their brilliance and agility. also a good class to pick as a subclass.
In a battle where equipment is not an issue, the Fighter is
the best choice, while the Grappler is the best choice for a
covert escort that requires light equipment, but at the same
time, the Fencer is the next best choice for both. The demand
for Fencers is never exhausted and always maintained.
The Fencer class is required to be light, but at the same
Like Fighters, Fencers also pay attention to their own
time, this means that it is compatible with other classes that
equipment. However, they are able to spend less money on
require light clothing.
their light armaments. Compared to Fighters, Fencers can
Suppose you want to play an active role as a Sorcerer,
afford to live a more lavish life. This is one of the reasons why
Conjurer, or Fairy Tamer. In that case, you can use the Fencer
Fencers give the public a glamorous impression.
class in parallel with the Sorcerer, Conjurer, or Fairy Tamer
classes because the need for experience points is smaller than
the Grappler class, and the use of shields can increase your
Evasion. This will allow you to fight in the frontline while using
The Fencer class is preferred over the Fighter and magic while keeping these Wizard-Type Classes high level.
Grappler classes in terms of experience points, but not in Also, [Mana Strike] is the most effective way for Fencers who
terms of basic abilities. If you are mainly developing a Fencer cannot learn [Power Strike II] to directly increase weapon
class, you should aim for a character that excels in balance. In attack damage.
terms of evasion, the Fencer class should take full advantage Scout and Ranger are also compatible with the Fencer
of its superior evasion, low critical threshold, and the class. As is the case in terms of equipment, if the Fencer class
possibility of a one-hit-kill. is expected to avoid enemy attacks, it can be expected to have
Fencer's basic style is a one-handed weapon + shield. The a certain degree of agility, which is also useful for Scout and
first choice for a weapon is a sword, which has low Critical Ranger. In particular, the presence of a Scout who influences
Thresholds. For shields, they prefer shields that provide a Initiative checks greatly affects the party's strength.
bonus to Evasion checks rather than Defense. [Taunting It also works well with the Rider class. By using a mount
Strike] with sufficient Evasion, or [Lethal Strike] that increases well, even a Fencer can have considerable offensive power and
change to one-hit-kill, are candidates for perfect active combat a reasonable defense.
The Marksman class excels in handling ranged and thrown From the moment people started throwing rocks at large
weapons. Only the Marksman class can handle ranged weapons beasts to drive them away, it was only a matter of time before the
among the Warrior-Type Classes. concept of the first Marksman was born.
While it has the advantage of being the only one who can use Whether blocking an incoming attack with a shield, absorbing
ranged weapons, it also has the disadvantage of not being able to the hit with heavy armor, using superior evasion to dodge the
perform Evasion checks (as a rule) among Warrior-Type Classes. blow, or even counterattacking to hit first and hopefully knock
The ability to fire a bow or a gun at an opponent in front of you the attacker off guard, there are several ways to avoid attacks.
is quite risky. However, the simplest and safest way to avoid an attack is to never
Their role is to attack unilaterally from hard-to-reach places, get in the way of one in the first place. There is no better way to
leaving the enemy to be stopped by their comrades. deal with melee attacks than by keeping a distance, but it only gets
better if it's possible to attack from that distance without any threat
of retaliation.
23
Part 1 The World and Characters
24
skills the Marksman may have with regards to magitech. The allowed them to stay alive thus far. So it may be more beneficial
mere presence of a bow or gun on one's person is often enough to take Combat Feats that allow that style to flourish rather than
to identify them as a Marksman, and oftentimes they will have start on a new branch. Of course, it is also possible to create a
taken levels as an Artificer to be proficient with guns just as much new, high-level character who has not had to work their way up
as bows. from level 1. In such cases, taking [Archer's Grace] over
A number of archers can also be found as troops in many [Targeting] may be a viable option, depending on the rest of the
kingdoms' armies, as their firepower is greatly appreciated when party.
answering a call for combat. The purpose of a squadron of Regarding other classes, Enhancer and Alchemist classes
archers is different from that of the infantry and cavalry on the work surprisingly well when combined with Marksman.
front lines. Instead of engaging in direct combat, archers aim to Characters who focus on their Marksman skills can also
reduce the numbers of the advancing army without putting benefit from learning how to be an Artificer. Taking two levels as
themselves in danger of retaliation. Because of their importance an Artificer will change the flow of combat, as now the Marksman
in both offensive and defensive battles, many countries and cities will have access to the spell [Healing Bullet], allowing them to
have their own garrisons of archers and soldiers. provide support when their damage output is not needed.
The most common type of Marksman is the seeker, who is Suppose the character wishes to focus on guns instead of the
always looking to hone their craft to the peak of perfection. other ranged weapons. In that case, they must take at least one
Marksman adventurers know full well they can only do their job level in Artificer anyway to deal damage, with the added bonus of
when their allies are willing to risk putting themselves in danger, learning the spell [Targeting Sight] to increase their Accuracy.
and thus they are always trying to find the best shot to end the If the character does not wish to use a gun, then the player
combat as early as possible. So for them, missing a shot not only should keep in mind that their ability to deal magical damage with
means their friends will have to be in harm's way longer, but it their attacks is limited. Without a gun, the character may lack a
almost feels like a betrayal of trust from their peers. However, way to deal significant damage to physical-resistant monsters,
this mindset is not always healthy, and many Marksmen who making their presence on the battlefield pointless. To help
believe this way can often come across as intensely proud without alleviate this somewhat, a few new weapons are introduced later
actually meaning to be. in this book, as well as magical arrows (see p. 110), to provide a
way for archers to continue to damage even the strongest
monsters.
25
Part 1 The World and Characters
26
sometimes with lethal consequences (see column "A Day in also generally welcome a new Sorcerer within their ranks with
the Life of a Magician's Guild Apprentice" on page 52). open arms.
All in all, the hierarchy is strict, and any sort of backtalk or
insubordination against those of higher stature results in
severe punishment. At the same time, though, merit is the
only deciding factor as to whether or not an apprentice can One of the most important aspects of being a Sorcerer is
become a full Sorcerer, as factors such as age, length of the ability to assess the situation in any given combat and use
training, and social status will have no bearing on whether or the appropriate spell. For example, in a protracted battle
not a person can use Truespeech magic. Whether the child of against a fearsome opponent, it is more useful to cast [Blunt
a peasant or the heir to a noble family, all are treated the same Weapon] as opposed to [Energy Bolt]. Flashy, destructive
when it comes to training as a Sorcerer. As a result, there are spells are the calling card of Truespeech magic, but they are
few Sorcerers among the aristocrats, as they often expect to be not the entirety of the discipline.
treated differently due to their position and are loath to "lower When looking to learn Combat Feats, a Sorcerer should
themselves" to be an apprentice for long. keep in mind the spells they cast and look to find the right
Through all the hardships, few apprentices are able to Combat Feats to help them. Truespeech spells have a wide
graduate to becoming Sorcerer. It is not uncommon for an variety of effects, with a considerable number of low-level
apprentice to have an accident and perish from a mishandled damaging spells, and so the path from [Targeting] to [Magic
experiment or excessive punishments, only to have their death Convergence] to [Magic Control] is a smart one to take. At the
shrouded by the Guild's secrecy. same time, though, the immediate effects of learning Combat
In rare cases, a noble child might have their parents Feats such as [Violentcast], [Metamagic/Targets], or [MP
purchase the services of a private tutor in order to teach them Save/Sorcerer] are rather enticing, and each Sorcerer will end
the ways of a Sorcerer. These situations are much less up taking different paths to the same ends.
dangerous for the apprentice, as there is much more With Sorcerer being the primary class, the character must
accountability for the mentor to keep the student alive. consider armor restrictions when considering other classes to
Additionally, there is no need to aid the teacher with cleaning branch out into. Taking significant penalties for performing a
or shelter, as that has all been taken care of through their class's core functions is no fun for the player or the rest of their
hiring fees. Despite all this, most mentors find it hard to party to watch. All things considered, few classes lend
change their attitude just because they are paid a high price themselves to offering a significant benefit to a Sorcerer.
and will still run the apprentice ragged. "Class time" is often Generally, other Wizard-type classes are learned so that as the
harsh, with the mentor occasionally assigning tasks that are character advances, so does their MP pool, allowing them to
impossible to do, if only to see the student struggle as they cast more and stronger spells while in combat. It is possible to
once did. All this being said, these private tutors will train even use an Enhancer's [Sphinx Knowledge] Technique to increase
fewer successful Sorcerers than the Magician's Guild, and their Intelligence when casting spells, but this requires 5 levels
those apprentices that do become Sorcerers often find in Enhancer to unlock, putting the character at a disadvantage
themselves behind in training compared to those brought up before then.
in the Guild.
27
Part 1 The World and Characters
Conjurers and the Spiritualism magic they possess share The path one must take to learn the Conjurer class is very
much of the same origins as Sorcerers and their Truespeech much the same as that of a Sorcerer. However, there are those
magic. Developed after the War of the Gods, when the more foreboding Conjurers who take apprentices only to
various forms of magic were being created and used in grand abuse them in vile, twisted ways. Those Conjurers who focus
battles between the wizard-kings of the Ancient Magic on the necromantic aspects of Spiritualism magic are often
Civilization, those who found themselves able to use any of quite dangerous even as mentors, as they are willing to use the
these magics found themselves being drawn into that same naivety of their apprentices to their advantage, treating them
conflict. as test subjects for horrific experiments. With such a
While Truespeech magic was the way for those who reputation, there are fewer Conjurers than Sorcerers
sought destructive power, Spiritualism magic offered the throughout Raxia.
28
This does not mean that a Conjurer's abilities are not
needed, though. Because of the ability to resurrect the dead,
a Conjurer's services are often in high demand, especially in For those characters who are primary Conjurers, the
towns with a significant number of adventurers coming and approach to combat is similar to primary Sorcerers in that,
going. Having such a Conjurer around has other benefits, too, their role is to stand behind their allies, assess the combat, and
as these more benevolent Conjurers are much less likely to choose the most viable spell for the situation. Since
take advantage of young apprentices, as well as the apprentices Spiritualism magic has a much wider variety of magic available
have a much easier time learning Spiritualism magic. After all, to it than Truespeech magic, finding the right spell is much
when there is a constant stream of adventurers bringing their more exciting for both the player and the character.
fallen friends in to be revived, there is little need to come up A great boon to the Conjurer's party is the [Create Golem]
with dangerous necromantic experiments. spell, allowing the Conjurer to provide additional allies to fight
on the front line without having to put their friends in danger,
especially for a party with a small number of members.
Enhancing Items (see p. 119) are attractive, but be careful not
While Sorcerers were feared due to their powerful magical to try to spend all your money on them because the Conjurer
spells, Conjurers were often shunned entirely from will have a hard time with money.
communities. It is a small wonder why, as Spiritualism magic As with the Sorcerer class, learning other classes is less
allows an advanced Conjurer power over life and death, and appealing than providing them with new combat-capable
there is little keeping rogue Conjurers from becoming the methods.
leader of their own undead army. In the public mind,
Conjurers are often seen as the right hand of Daemons or
even the Grim Reaper themselves.
Such strong prejudices, some of them based on true
stories while others the result of over-paranoid villagers, have When taking levels in the Conjurer class in order to
been around since the time of the earliest Conjurers supplement other classes the character has already taken, it
themselves. Because of these prejudices, the Al Menas can be compared to the Sorcerer class when it comes to which
required Conjurers to obtain certain expensive qualifications classes will and will not work.
to use their magic, which was considered non-refundable even The player should be aware that combining two or more
if the Conjurer could not meet these requirements. Wizard-type Major Classes comes with its own special benefits
Even today, it is difficult to say that the general public and consequences. Although the character will have a big MP
understands the nuances of Spiritualism magic or understands pool and many spells, it takes much time to level up due to
Conjurers properly. The more superstitious folk among the the high experience requirements for multiple Major Classes.
public will fear any spellcaster and will go to great lengths to Additionally, the character's Defense will be lacking
connect any magician to the Barbarous hordes. For this considerably, forcing them to stay behind their allies if they
reason, many Conjurers will just call themselves "adventurers," wish to contribute to combat at all.
going out of their way to hide their powers and true identity. On the other hand, Conjurers pair well with Fairy Tamers,
The ability to handle constructs is not taboo. In fact, it is a as their Spiritualism magic does not outshine or compete with
useful technique that, depending on how it is used, can create Fairy magic as a Sorcerer's Truespeech magic would. For a
a superior army that requires little upkeep. There are also more supportive character, Alchemists pair well with
kings who secretly hire Conjurers or have established Conjurers, as neither class will step on the other's toes with
connections with them and secretly revive their chief advisors regard to using their magic to the fullest potential.
or generals who have died by accident. Additionally, one could also take the [Multi-Action] Combat
Among adventurers, Conjurers are in great demand. Feat, which allows a spellcasting class like the Conjurer to mix
Skilled in support magic, they are welcomed for their ability with a melee combat class and have the ability to cast spells
to prevent danger and bring efficiency to the battle. during combat, even if the caster themselves have already
attacked in melee. If a character can use Golem as a wall, it
will be easy to use [Mana Strike] alongside it.
29
Part 1 The World and Characters
There are always those who claim that gods are capricious.
This is because the conditions for obtaining the Priest class
and being able to use Divine Magic are not well understood.
Many priests work in temples, hear their god's voice
To call oneself a Priest is to openly admit that you are able through days of hard training and prayer, and awaken to the
to hear the voice of one of the gods of Raxia and follow their Priest class and Divine Magic. However, some believers
guidance. It also means that they have the ability to cast Divine cannot hear the voice of a god, no matter how much they train
Magic. themselves. On the other hand, some have not been
The gods are always looking for the best believers and give particularly religious but suddenly receive revelation and open
revelations to exceptional people. Those who hear the voice their eyes to the divine.
of the gods become priests and wielders of Divine Magic. This lack of clarity has led many to lament the
Divine Magic is magic that specializes mainly in defense capriciousness of the gods. Others believe that the gods are
and recovery. Divine Magic is especially good at healing strictly watching the quality of the candidates with unparalleled
magic, which is superior to all other Wizard-Type Classes. discernment.
Divine Magic is also characterized in that it offers a wide However, the percentage of those who hear the voice of a
range of magic against barbarous and undead. god as a result of their practice is still high, causality is
The specific god that a Priest follows will change how each considered to exist, albeit imperfectly, and many believers can
Priest is roleplayed, as certain strictures and dogma need to be be seen practicing in the temple.
followed by the character in the game. Each god also has a set
of Divine spells only available to their followers, making each
Priest mechanically different as well.
There are two types of "Priest" titles in society. One is a
"Priest" in the sense that one actually hears the voice of a god
and has mastered the Priest class.
From the moment the gods first set foot into Raxia, there The word "Priest" can have two meanings. The first is a
were Priests alongside them. religious leader trained in religious practices and given the
The furthest reaches of the ancient history of Raxia have rank of Priest by their temple. The second meaning is
the gods physically on the planet itself, living in harmony with someone who is an expert in a particular field or subject.
the so-called "Little People", precursors of the many races on These two meanings are often used interchangeably, and
Raxia today. The possibility of becoming a god still exists in the context will determine which meaning is intended at any
Raxia, whether through the accumulation of incredible power given time.
or by finding one of the legendary Swords of Creation, and In the general public, the term "priest" refers to a person
many adventurers will set out in search of one or the other, who works in a temple, preaches, or performs rituals.
30
However, it is well known that a high percentage of priests healing and defense are unnecessary when the situation does
cannot use Divine Magic. Most petitioners are eager to meet not require them, and so a character who focuses on the Priest
a priest capable of using it, but they also understand if they class with little else may find themselves wasting time in
cannot. combat, watching, and waiting for one of their allies to be
On the other hand, the name "Priest" in the adventurer harmed in some way. If that is not something that is desired,
community means possession of the Priest class. Among it is recommended that another Major Class is taken alongside
adventurers, the ability to cast Divine Magic is important, and Priest.
the position in the temple is meaningless. There are also non- Regardless of the Priest's focus, they should take an
temple Priests among adventurers. important Combat Feat: [Metamagic/Targets]. This Combat
Depending on which god they believe in, the Priests of the Feat allows the character to affect more of their allies with
gods associated with the first sword, Lumiere, are basically spells when necessary, such as to grant more allies a defensive
trusted and respected by the citizens. This is true even for bonus or to heal minor wounds across the entire party.
those Priests who cannot cast magic. They are regarded as Learning [Universal Metamagic] is also a good option.
those who have undergone rigorous training, acquired the The "Range: 1(10m)" of [Cure Wounds] is a distance that
teachings of the gods, and put them into practice. The Sun many monsters can reach, and in some cases, one may want
God Tidan and the Divine Ancestor Lyphos, in particular, to keep a distance between the monster and themselves and
have many followers and are widely respected. use the effect of [Metamagic/Distance]. Automatic failure by
Because of this influence, the social position of Priests is double 1s while healing can mean the annihilation of the party.
sometimes treated higher than that of ordinary citizens. Most In such a case, the MP consumption will be excessive, so
countries recognize the existence of temples and allow Priests can use [Metamagic/Accuracy] and [Metamagic/Power
religious freedom. Assurance] to prevent double 1s’. Other options are
In principle, temples are independent of the state and [Targeting] when considering [Force] when in need of
considered not to be part of the state. For example, the state emergency magic damage, [Defensive Stance] to increase the
cannot forcibly arrest a criminal who escapes to the temple. survivability of the Priest, and so on.
They also can disobey the king's order. In the past, there have [MP Save/Priest] is a standard combat feat after the 5th
been instances where temples played a leading role in level. This feat comes in handy in a fierce battle when having
overthrowing oppressive kings and nobles by uniting the to heal several people at once. Also, at this time, the range
people against them. distance of the magic used is getting longer, so one may want
In general, however, the relationship between the state and to consider [Hawk Eye] (after [Targeting]).
the temple is friendly. Rarely does a temple refuse a request If considering which class to learn as a subclass while
by the state, and there are no Priests who actively seek to focusing on the Priest class, it would be the Alchemist class
violate the laws of the state. which can help friends with Minor Actions, or the Bard class,
Temples wishing to increase the number of their followers when being able to play Spellsongs instead of just being idle.
are the first to offer help in times of distress or crisis. In remote It is not a bad idea to learn other Wizard-Type Classes to raise
and rural areas where state protection is limited, temples may the level of MP.
act as a police force, with armed paladins acting as a small
army to fight aggressively against incoming enemies. Often,
donations are used to build infrastructure or to help educate
the young.
On the other hand, the Priests of the gods associated with
the second sword Ignis are often feared and avoided due to Since the Priest has no armor restrictions on their
their dangerous and horrifying beliefs, such as "destruction" spellcasting, using it to supplement a primary Fighter class
and "chaos." Since these gods are mainly worshipped by the would be a good idea, and the character will become what is
Barbarous, their temples are rarely found in the Humanoid known as a paladin. That way, the character has access to
realm. Some Humanoids do hear the voices of these gods and heavy weaponry and armor and Divine spells when necessary.
become their Priests, but they run the risk of being reported Being able to continue attacking while healing using the
to the authorities and captured if their true identities are [Multi-Action] Combat Feat is also quite useful. Sorcerers,
discovered. Most countries consider such Priests to be too, can benefit from multiple spellcasting classes to increase
dangerous and thus are the target of policing. They are feared the diversity of their magic and the size of their MP pool.
as evil cultists that may be lurking nearby. While odd, having the Priest as a supplemental class to a
When we look at the character of individual Priests, there primary Alchemist is interesting. Between the multi-function
is a tendency to be different depending on the god they believe Evocations and the powerful Divine spells, the character can
in. To live according to divine will and doctrine is the duty and effortlessly switch between the two as necessary without having
joy of a priest. to worry about any overlap between the two classes.
Regardless of how the character is built, one thing that
must remain at the forefront is that the Priest is the primary
healing class of Sword World 2.5, and Divine spells are their
forte. Even if it is as a supporting class, the rest of the party
Priests specialize in healing and defensive magics and are
will look to the character as the source of their healing and
said to be the best class if that is the character's goal. However,
protection unless there is another Priest in the party.
31
Part 1 The World and Characters
had their own Magisphere and was able to access the multitude
of functions it could be used for.
With the practical use of different transportation methods,
such as the manabike and airship, it seemed the world became
smaller. During this time, magical civilizations around the world
were able to come together and share technology, while the
different races of Raxia were able to mingle with each other
without incident. The technology allowed fast travel on both land
and air and a world on the cusp of a massive magic-powered
industrial revolution.
The barbarous had other plans, though, and the Diabolic
Triumph destroyed much of the knowledge that the Magitech
Civilization had taken the time to cultivate. While magitech items
took little knowledge, creating even a single Magisphere was
highly intricate, requiring significant skill and knowledge.
Moreover, much of the ability to get magitech into the hands of
the public was due to a number of large factories and
transportation infrastructure, which now lay destroyed at the
hands of the Barbarous. With this knowledge lost, it is now
impossible to accurately recreate any of the magitech wonders of
the Magitech Civilization.
However, with the help of the few engineers and intellectuals
who survived the Diabolic Triumph, what remains of the old
factories is enough to maintain what magitech already exists.
Additionally, with excursions into destroyed cities and ruined
factories, advancements have been made in restoring old
technology to working order. Various machines and devices have
been discovered on these excursions, and these discoveries have
aided archaeologists and Artificers in recreating some of the lost
technology.
The Artificer is the class that can handle magitech. Magitech Currently, it is impossible to create even something as
is a system of magic developed during the Magitech Civilization relatively simple as a Magisphere with the technology available.
of Al Menas, which died out 300 years ago and was created to There are more than enough Magispheres available to up-and-
make it easy for anyone to acquire magical powers through the coming Artificers, though, the results from previous excursions
use of magical objects. and expeditions into old Magitech Civilization ruins. It is with
Using Magitech involves handling magical objects called these excavated Magispheres that Artificers can exist in modern-
magispheres and creating various effects from them. From day Raxia. The Institute of Magitechnology has not stopped trying
offensive to useful, it has a certain versatility. to develop methods of creating new Magispheres, though, and
However, the most representative magic of magitech is bullet this hunt for recovering lost technology has led them to be one of
magic such as [Solid Bullet]. In the world of Raxia, gunpowder the biggest adventurer patrons. If new ruins are discovered
technology has not developed at all, and magitech is used to give through the acts of adventurers, the Institute wishes to be the first
magic power to bullets and fire them. The gunsmiths who have in line in case the ruins hold the key to unlocking the lost ways of
mastered magitech and are proficient in marksmanship are magitechnology.
extremely reliable in eliminating the opponents who stand in their
way.
32
and it is rare to find a genius who can finish higher education in wizards”. Such villages are loathed to deal with any spellcaster at
just one year. the best of times and will often actively hunt down any who can
Generally, students graduate at this stage and go out into the cast magic, regardless of the source. Rerouted trade routes and
world with their acquired skills. Artificers are in constant demand the loss of mass transportation leave these villages with holes in
on airships and magic trains as engineers, and some open junk their facts, which they are more than happy to fill with superstition
shops to repair and sell handy magitechs. Naturally, adventurers and fear of the unknown. It is quite difficult to expect a decent
are also one of their paths. reaction when venturing out to such a place.
Those with good grades who wish to pursue further studies
can go to universities. At the university, the character will learn
research practice with a professor and become a researcher or
teacher. Of course, there are also those who try to establish Artificers who focus solely on the class have a fairly difficult
themselves as adventurers or engineers after graduating (or time advancing in the early levels. The Artificer's 1st and 2nd level
dropping out) from college. Magitech spells are useless in combat if there is no Warrior-type
The Institute Of Magitechnology was established shortly after class to use. Even after progressing beyond those levels, the
the Diabolic Triumph, but over the past 300 years, it has become primary Artificer is at a disadvantage when compared to other
corrupt, and patronage has become widespread. The corruption spellcasters and will be a detriment in combat without other
in the school is particularly severe, and not only the entrance action taken. Playing such a character is discouraged, as it may
examination but even the graduation qualification can be paid for actively detract from other players' enjoyment of the game.
with money. While there are serious students, many children of However, a discussion among the players may be in store if this
aristocrats and rich people enter schools for the sake of status and character style is truly the one the player wishes to play.
graduate without completing any studies. Many Artificers are
concerned about this and fear for the institute's future.
Many runefolk, the race created by the Magitech Civilization,
have learned how to use magitech from birth. These Runefolk
are self-taught in magitech (or remember it from the depths of
their memory) and rarely attend schools. A gunslinger who can learn the Marksman class
simultaneously with the Artificer class can become a very good
attacker. They are the best at continuously creating magic damage
and can be relied upon in any battle. [Targeting] feat is necessary.
Originally, Artificers were far more common among the To use two-handed long guns, [Hawk Eye] should be acquired to
public than other spellcasters, such as Sorcerers or Conjurers. take advantage of the long range. [Magic Control] from [Magic
However, with the fall of the Magitech Civilization and the time Convergence] can be useful in anticipation of [Shotgun Bullet].
that has passed since the Diabolic Triumph obscuring the inner Or the character can aim at the high power of two guns with [Twin
workings of their magitech wonders, the Artificer has become a Strike] or [Dual Technique], all starting from [Dual Wielding].
far rarer sight throughout Raxia. Even then, there is a disparate In any case, [Weapon Proficiency/Gun] is also always useful.
reaction to Artificers in Terastier, depending on the region in One of the choices is to go the route of a magic warrior, taking
which they practice their arts. advantage of the unlimited armor of the Artificer and fighting on
In larger cities, such as the Imperial Capital Lukythra, the front line in combination with the Fighter class. Of course,
Artificers are known to be spellcasters on par with the other [Multi-Action] and [Mana Strike] are good candidates for combat
classes. The general public knows of the exorbitant fees it takes feats.
in order to study as an Artificer, as well as their reliance on The Artificer class, combined with Warrior-Type Classes, is
Magispheres as a focus for their spells. With this knowledge, the costly to learn. On the other hand, the Rider class can be a good
lower classes look at Artificers with admiration, envy, and combination with the ability to make Manabikes and other
jealousy, as it appears that the Artificer can throw around magitech mounts.
exorbitant amounts of money to fund frivolous expeditions.
Many Artificers come from wealthy families and are unfazed by Hollow Structure of Magisphere
any disdain, as such sentiments are common for them to deal Although the magispheres symbolize the Magitech
with, to begin with. This blasé reaction often unintentionally Civilization, the current artificers share the common
comes off as self-confidence and optimism, regardless of how the understanding that its analysis is only a beginning.
Artificer means to appear to others. The interior of a magisphere is hollow, like an egg in a shell.
In such cities, there is no aversion to magic, and there are The inner surface of the magisphere is decorated with drawings
often shops that will buy and sell old and broken magitech devices and text so detailed that they are invisible to the naked eye. The
found in ancient ruins by adventurers. Some proprietors of these mana is supplied to this device to perform various functions.
shops can repair them and resell them as functional magitech, There has been some debate about why it has such a hollow
while others can only try and recoup the price of scrap parts, structure. At first, it was thought that it was simply to avoid stains
depending upon the device. If the junk dealer can get a broken and scratches on writings, but in recent years, the theory that it
item working, it will often be something simple, such as a light or was to seal a different dimension inside is gaining ground.
stove, and such items are easy to sell to the general public for their The magisphere has a variety of functions, including
usefulness. transformation into weapons and vehicles. It is believed that
The magic trains, which are being restored in Alfleim, functions that cannot be explained by their size or mass (to begin
symbolize magitech. Those who regularly see it along the train with, its mass changes when it transforms) are exerted through
line will greet it with awe when they learn that the Artificers are this different dimension.
indispensable in moving the magic trains. However, in more
remote villages, Artificers are lumped in with the other
spellcasting classes as “shamans”, “witch doctors”, and “evil
33
Part 1 The World and Characters
though they are nearly invisible and will not show themselves
without good cause.
Unlike other spellcasters, Fairy Tamers can trace their
origins back to the elves, not the humans, at the end of the
Divine Civilization Period. With their enhanced senses and
closeness to nature, the elves could see the fairies throughout
the lands and took the time to study these elemental beings.
In the process, the elves were able to learn the fairies' language
and notice their penchant for various forms of jewelry.
Eventually, a pact was made between the elves and the
fairies, where the elves could use the sparkle of specially
prepared gems in order to summon a fairy to their aid. This
concept was altered somewhat in order to become the Fairy
magic in use today, though such a pact and its alterations took
a significant amount of time. Fairies are quite flighty, with no
concept of time and no definite lifespan, and so the longevity
of the elves helped during negotiations in order to have an
established set of rules for both sides to abide by.
With the original contract in place, Fairy magic and the
Fairy Tamer class became popular among the elves. Some
humans that were close to the elves could also pick up the
difficult magics needed.
While fairies are rather forgetful and have no sense of time
to speak of, they still somehow remember the contracts made
and will always respond to the Fairy Tamer's summons. In
return, they receive some of the caster's mana, and after
completing their service (i.e., casting the spell they were called
for), the fairy will return home. Exactly how the fairy is able to
know where the Fairy Tamer is and not only appears but
disappears as well is still unknown. Some scholars believe
there is an alternate dimension the fairies use to travel over
vast distances, called the "fairy path" for the sake of
Fairies, tiny magical beings living throughout Raxia, can
convenience.
talk and provide magical powers to a select few that they
choose. These chosen people are known as Fairy Tamers, and
they can call upon the powerful elements of Fairy magic. By
summoning the appropriate fairy, the Fairy Tamer can use a
variety of different magical effects. As a part of their training, Those who wish to become Fairy Tamers quickly find that
Fairy Tamers can converse directly with the fairies in Raxia, there is no formal education for learning the ways of calling
though the quality of conversation differs, depending upon the fairies but that the class relies on intuition and sensitivity rather
fairy. than research and study. In this way, a Fairy Tamer is closer
At a basic level, there are six different types of fairies: to a Priest in that both classes are more of a passively learned
earth, fire, wind, water, light, and dark. The characteristics of thing rather than the active learning needed to become a
Fairy magic differ greatly, depending upon the fairy called. Fighter or Sorcerer
Fire fairies are quite the offensive powerhouses, while wind Of course, Fairy Tamers also have masters who teach
fairies can offer a number of different effects. Earth and water those who ask them how to use Fairy Magic. However, most
fairies are strong defenders. Light fairies will affect life in of the training is spent on finding fairies in nature,
general, and dark fairies affect one's spirit. A skilled Fairy communicating with them, and getting to know them.
Tamer can call upon all of the various spells that the fairies Fairies are fickle and capricious in nature, often having
can offer, giving them a diverse spell pool to draw from. vastly different values and ethics than another human would,
However, fairies have an adverse reaction to most metals, and forming a friendship with some fairies is quite difficult as
and so the Fairy Tamer is penalized when casting Fairy spells the views of the fairy and tamer clash. Situations like these
in metal armor. require a lot of patience and diplomacy on the part of the
tamer, as well as a certain amount of talent in order to seal the
contract. This is not to say there aren't those with a natural
ability to talk to the fairies and can form contracts on their first
day, though such people will often have issues blending into
With the shattering of the Third Sword, Cardia mana was polite society and speaking to others in a normal manner.
released into the world. With it came the fairies, the result of Once an accord is reached and a friendship is made, a
mana interfering with the natural world. Fairies can be found contract can be forged between the Fairy Tamer and the fairy.
all throughout Raxia, even in the most inhospitable areas,
34
Such a contract requires the use of a specially prepared gem, expendable MP. Therefore, Fairy Tamer is always busy
which will act as a gate for the fairy to call upon its power. casting spells.
Through this process, it is quite possible that the tamer and To learn various types of magic, it is necessary to consider
fairy will form some kind of friendship, though some have the enemy's weak points when selecting spells. In Fairy Magic,
attempted to force the fairy into performing their magic. Such where many types of magic can be used per level, it is
brutes can often be found among the Barbarous, as fairies can particularly important to understand what is possible. If the
detect soulscars and are naturally repelled by them, so the situation is not analyzed properly, the player may end up with
Barbarous oftentimes turn to another manner to get the fairies a mediocre performance.
to work with them in order to stay in the thick of things. If the player wants to learn other classes as a subclass, the
Unfortunately, this also affects Nightmares, who may have a Scout class can be chosen. The armor limitation is not a
soulscar or two naturally occurring due to their parents' problem for Fairy Tamers, and the [Fairy Wish] can help with
lifestyle (from a game perspective, there is no limitation or checks. As part of Scout, the player can contribute to the
disadvantage for a Nightmare PC learning the Fairy Tamer stability of the party.
class). The Alchemist class can also be a good subclass, which
does not use Major Actions, and Fairy Tamer can support
allies while saving MP.
For combat feats, [Targeting] can be the first choice to take
Fairy Tamers are seen as weirdos and freaks living outside advantage of [Fire Bolt]. However, [Metamagic/Targets] is
of normal civilization to be with invisible fairies. With Fairy also important. Also, if the MP costs are reduced by [MP
Tamers being more comfortable in nature, their homes are Save/Fairy Tamer], the player's sustainability will be very high.
often in conjunction with nature and appear more magical in Since there are many spells whose range is "1(10m)", including
nature than they really are. There are a number of elven Fairy [Basic Healing] and [Advanced Healing], [Universal
Tamers as well, and they are seen by the humans with a Metamagic] is also a strong choice since it includes the use of
combination of fear and envy. [Metamagic/Distance].
Fairies live in nature and are rarely seen in human
settlements. Fairies are especially scarce in urban areas, and
many Fairy Tamers do not like to be in such environments.
The more experienced Fairy Tamers tend to be more
accustomed to living outdoors, and there are a few Fairy
Warrior category specialties such as Grappler and Fencer
Tamers who are self-sufficient in remote areas, in places with
classes, which are subject to armor restrictions, are excellent
abundant nature, such as forests and mountain vales. In some
with the Fairy Tamer class. Since Fairy Magic has a variety of
remote villages, Fairy Tamers are skilled in Fairy Magic and
attack spells, its ability to produce damage with [Multi-Action]
sometimes play the role of a Medicine Man (Witch Doctor),
is close to that of Sorcerer.
similar to a priest or a physician.
For a Fairy Tamer, [Summon Fairy] is an extremely useful
Fairy Tamers, often distant from human society, tend to
spell. If the summoned fairy can cast spells, the penalty for
be less attached to money and power. In addition, the fairies
metal armor, when combined with the Fighter class, will not
with whom they are in constant contact are not familiar with
be a problem for a summoned fairy. In this case, [Mana
the concept of time and are not good at perceiving things in a
Strike] will shine, and the Bard class, which requires Major
continuous manner. Perhaps influenced by this, Fairy Tamers
Actions, can be utilized (when needed) in this situation.
also tend to give priority to intuition.
However, the [Summon Fairy] spell requires 5 points of mako
stone and MP to cast. So be careful with its usage. A good eye
for assessing the situation is required when playing Fairy
Tamers.
The most important feature of Fairy Magic is its ability to Focusing on the Sage class to exploit weak points is a good
change the composition of magic by selecting the type of choice. Once the character has enough levels in Sage to
magic to use. Each of the six types has its own characteristics, automatically learn the Combat Feat [Weakness Exploit],
and how they are combined greatly affects the adventure's watching an opponent's HP get shredded by the increased
outcome. It is important to consider the balance of the party. damage they are receiving is possible.
The light type is essential if there is no other healer at the Finally, as with all other spellcasters, it is a good idea to
party. If there is no Sorcerer or Artificer, the fire type should take a number of different spellcasting classes in order to
be chosen so that character can deal damage. increase the character's MP. More MP directly correlates to
In the middle of an adventure scenario, and a number of casting more spells and more powerful spells, while more
days have passed, the player may want to change their choices classes allow the character to have a wide variety of spells to
based on the situation. For instance, if the ruins are full of choose from in combat. However, in particular, the Conjurer
magitechs, the darkness type will have a lower priority. If class not only deals with the same armor restrictions as the
enemies can breathe fire, the player must prepare for them Fairy Tamer, but their spell list compliments the Fairy Tamer
with the water/ice type. quite nicely.
Fairy Magic can perform a wide range of tasks from attack
to support and recovery but has a relatively small amount of
35
Part 1 The World and Characters
36
training. In this case, if the students have different qualities, how various checks with [Fairy Wish], the Artificer class can help with
the master teaches them will also vary from person to person. Search checks and Disable Device checks with [Explorer Aid],
Generally speaking, the technique is passed on roughly and and overall, the Fairy Tamer class is perfect for Scouts.
carelessly. Most masters think that if they do not succeed in The Bard class also does not require high strength, so it is not
teaching by imitation, the newcomer should be left to die. a bad match. In particular, Grassrunners and Elves mesh well
The third are adventurers. When an adventurer or other with both classes in terms of ability scores.
"freelance" Scout teaches an apprentice, the basic format is careful The other classes tend to be too much to handle in battle by
one-on-one instruction. In most cases, they eat and sleep together themselves and are not actively sought after. In particular, the
and are given detailed instructions on their skills at every Ranger class has many overlapping abilities, which offset the good
opportunity. While lockpicking, for example, can be improved compatibility in armor.
through training alone, the Scout actively accompanies their
apprentice to work on Danger Sense and other such skills. The Man Who Stole the Castle
Among Grassrunners, the Scout class (or Ranger class) seems The following is a legend about one of the greatest thefts by
to be passed on naturally from the older to the young generation the "Misty" Kemushin, a great thief who is said to have stolen not
in their daily lives. only gold, silver, and gems but also paintings, sculptures, and even
a rare live animal.
37
Part 1 The World and Characters
The first Rangers were those who willingly lived out in the There are a few different stereotypes of the traditional
wilderness, away from society, and chose to live off of the land. Ranger, and each has its own place in society.
As they did so, they needed to learn how to survive, given the The most radical Rangers are those who are rarely seen in
dangerous nature of Raxia's wilderness, how to avoid danger civilized lands at all. Whether they are fighters training
and hide, how to set traps against beasts, and how to heal endlessly, elven wizards looking to become one with nature,
38
or so-called "prospectors" who seek out ruins and sell the The Bard class is a good choice for some races. However,
information among adventurers, they would all consider those races are also compatible with the Scout class, and the
themselves Rangers. There are also those sent by the local only feat that can be said to be compatible with the Bard class
king to track the movement of the Barbarous on the frontier, is [Run-and-Gun] at the 15th level, which can be acquired
sending notifications in case an army is on the move. automatically, so there is little reason to give priority to the
These folks often live on the fringe of society, not caring Ranger class.
about their appearance compared to those in more civilized The Scout class seems a good match due to its equipment
lands. On the rare occasion that they must be seen in public, limitations, but its overlapping abilities make it a waste of time.
they are often wearing old furs and pelts, giving little heed to Dual use with the Rider class is a risky choice since the gap
the current fashions of the time. Given these types of people between its difference in skills between indoor and outdoor
live out in the wilderness, the looks and thoughts of the activities can be very large.
general public mean little.
To a lesser extreme, there are those who don't go into Bear Man
towns unless necessary but live on the outskirts of a town The deep forest that loomed near the village was known
performing jobs that may be a little unsavory for civilized folk. only at its fringes, and its depths were full of unknown dangers.
Loggers, charcoal makers, tanners, etc., will fall into this Therefore, the adults always told their children to stay away
group. While not actively unfriendly, these folks will keep to from the forest. In fact, there was an incident in the past in
themselves more than normal, though they do occasionally which a child went missing after entering the forest.
show up in town plying their wares. But such advice was counterproductive to some naughty
Of course, not every Ranger is like the above stereotypes, children. They encountered a large beast walking quietly
anti-social hunters living on the fringe of civilization. Some among the trees. As they were startled and tried to run away,
Rangers are simply adventurers, those who have taken up the they were surprised to hear a human voice calling to their
mantle of a Ranger in order to help themselves and others. backs. The children stopped and looked back.
Having sought out the skills of the Ranger in order to help It is no wonder that they mistook him for an animal. His
their adventuring party. hair and beard were unkempt, and his body was just a mess of
animal fur directly on his bare skin.
“Uncle, are you human? I thought you were a bear.”
“Really? Then call me Bear Man.”
While the skills offered by the Ranger class have their The Bear Man answered in human language, albeit
place, combat is not an area where they are particularly useful. falteringly. The children promised to meet their new friend in
Not only that, but a good number of Ranger skills aren't useful the forest the next day…
unless the Ranger is outdoors. Therefore, focusing on The village was suffering from the damage caused by wild
advancing your Ranger class above and beyond other, more beasts. Grains, fruit trees, and livestock. Everything was
combat-capable classes is a very bad idea. targeted and devoured. Only a few beasts can destroy so much
indiscriminately and in such large quantities. The identity of
the beast was clear from the footprints left behind.
The villagers set traps and spread poisonous bait. But in
vain. The traps were skillfully broken, and the poisonous bait
was avoided.
The Ranger class is widely useful for its automatically “He's not just a bear, this one. He's too smart.”
acquired combat feat and is compatible with a wide variety of “It can't be a Lycanthrope... can it?”
classes. The villagers were lamenting over the situation. It was hard
[Indomitable] combat feat is very useful as a frontline enough to have their crops destroyed, but if things continued
fighter, even if some of Ranger's skills will become limited by as they were, there was a worse future ahead.
heavy armor. Also, instead, the character can be a Grappler “One of these days, people are going to get attacked.”
or Fencer with a Ranger class to fully utilize the skills of the The children looked at each other and nodded their heads
Ranger. in agreement. A child approached the adults.
[Potion Master] is effective for both frontline and “Hey, let us kids do it. We know what they're thinking and
rearguard. Frontline characters can fight while strengthening what they're going to do. We can trap it.”
themself. The rearguard character can use magic while Normally, they would have disagreed. But they were
recovering MP by using Magic Perfume (see p. 117). The clinging to straws. The adults nodded and said there was no
Sorcerer class is the most suitable for this because of its heavy harm in letting them try.
MP consumption and equipment restrictions. It is also useful The next day, the big bear that had been plaguing the
for the Priest class who always want to secure MP though their village was caught in a trap. As declared, the trap was perfectly
heavy armor can be an issue ([Survivability] and [Indomitable] placed by children, as if they had fully anticipated how it would
are also good for the Priest who must not fall down). work, and it was more than a great big one.
However, Wizard-Type Classes have high synergy with the “When did you guys set up these traps...”
Sage Class, and you may be at a loss for which class to choose. Without answering the questioning adults, the children
For example, in the Fairy Tamer class, which has many types, headed for the forest, to tell the Bear Man about their
[Weakness Exploit] and [Mana Save], which are automatically accomplishments and thank him. And to hear again the old
acquired by the Sage class, are more attractive than [Potion tale of how he came of age in the forest without returning to
Master]. the village because he loved and was loved by the forest.
39
Part 1 The World and Characters
same during their time, and it was these works that allowed
people from the current times to learn the variety of information
needed to become a modern Sage.
In modern times, Sages can be found among the Magician's
Guild and the Institute of Magitechnology. Both organizations
are interested in finding and exploring old ruins, and Sages will
often follow along, hoping to find more information they can
share with the world as a whole.
40
the usefulness and value of whatever ancient books and relics the Whether or not the character succeeds in the Monster
party may find as well. The information the Sage may forget in Knowledge check and whether or not the character can detect a
the heat of the moment could mean the difference between a weak point greatly impacts the outcome of the battle, and having
successful mission and a failed one or even affect the life and more than one Sage in the party is an advantage. It would help if
death of the party they're traveling with. you decided what party member will learn Sage while keeping an
Even the personalities of Sages are often different from what eye on the balance with the growth of surrounding characters.
society expects. The stereotype of a Sage is a stuffy old man bent
over from reading innumerable books over their lifetime and The Blank Book of Master Keonu
often quiet and ponderous when they do decide to converse with Eg-Keonu, Dwarf Sage, is not so well known. In the line of
people. However, the truth is many Sages are impetuous and the Sages who are known even to the general public, such as "The
quite emotional, standing in stark contrast to the stereotype. Master" Levimir, "Rational Conscience" Karner, and "Alchemy
While some do live up to the ideal of unparalleled diligence, Lady" Mai, Keonu's name is not among the list.
other Sages can and do run fast and loose, often to their own However, if you have entered the gates of the Institute Of
detriment. The only common denominator between Sages is Magitechnology to become a Sage or an Artificer, you will always
their insatiable curiosity for more information. Otherwise, they hear the name Keonu.
can be found with any given personality. This is because most of the famous sages, including at least
one of the three mentioned above, were disciples under the
tutelage of Keonu. This cannot be explained by Dwarven
longevity alone.
The Sage class covers most of the knowledge-related skills, When asked whether this Sage, whose name seems to have
allowing the character (and the players) to gather information been buried under the names of his glittering disciples, was
from the world around them. Among their knowledge are the uniquely outstanding as a teacher or what his own knowledge and
monsters' habitats, behavior, and weaknesses, giving the Sage a intelligence were, there is a story about that. The man who told
unique benefit when it comes to discerning what type of monsters the story was "The Master" Levimir, who was famous for his
the party may be engaging in combat. However, that knowledge numerous writings and flamboyant speeches, and in the latter half
is the extent of the usefulness of the Sage class in combat of his life, he served the government of the country as a Sage
situations. It is nearly the same as having no combat skill at all attached to the royal court and was regarded as one of the best of
when it comes to the actual fighting of opponents. his time.
Unless there is a significant number of players in the party,
having a character become useless in combat is a loss of strength That day, master Keonu seemed to be reading from a book.
for the party and is often just not fun as a player to sit back and Suddenly, I peeked in from behind and was surprised to see that
watch as your friends fight (and maybe even die). While the Sage the book was completely blank, with no single word written. I
class offers some useful skills and knowledge, it is not a class that thought it might have been written with special ink, visible only
a player should focus on to the point of ignoring all other classes. with magic glasses, but it did not seem to be so.
I asked him, “What are you reading?”. He answered, "Page
126 of Fimnos' "Motor Mechanics - Vibration Suppression by
Phase Multiplication." He had not even turned ten pages or so.
The master suddenly picked up his pen and drew a double
When planning out a character's growth, it should be noted line down the middle of the blank page. “Fimnos was a good
that the skills a Sage is proficient in are all Intelligence-based scholar, but I have found some errors. The coefficients are
skills. So the Sage class synergizes well with other classes that use arbitrary and poorly reasoned. Wellin's "Analytical Mechanics"
Intelligence, typically Wizard-type classes. Specifically, the has more information on this point.” He added a small number
Sorcerer, Fairy Tamer, and Artificer classes are all great classes and a note just above the two lines when he said so. After a short
that will benefit from being supported by Sage's knowledge. The while, he wrote them again on a blank sheet of paper, explaining
Sage's [Weakness Exploit] Combat Feat is extraordinarily them to me. Repeating this process, he wrote some of his letters
powerful in the hands of such characters and can easily swing the on the spread of the book.
tide of battle. The next day, when I visited the master's room, I found him
Warrior-type classes have no need for Intelligence, so they again with a blank book open. He said, "Today I am reading
don't benefit as much from having the knowledge of a Sage Wellin's "Analytical Mechanics on page 82. It was the same as the
behind them. At the same time, though, it is common for players previous day. Sometimes, he wrote corrections and annotations
to assume that Warrior-type classes don't need Intelligence and in the white book while explaining briefly.
will play them as unintelligent louts. In such cases, taking levels in When the book had been read for about six months, and
the Sage class isn't recommended. every page contained words of my master, he said, “I've finished
With regards to Other-type classes, Scouts, Rangers, and this book, and I'm giving it to you.”
Alchemists will all benefit from having levels in the Sage class. It became a task of filling in the blanks, using my memory and
However, it is very easy to spread too thin and have the character's my mentor's writings as clues to find the appropriate book and
Adventurer Level lower than it should be in comparison to the page. There were two copies of Fimnos and one copy of each of
others in the party. Such cases mean the character will have to the other five authors, right? In the end, I ended up reading them
work significantly harder to achieve the same results as the rest of all. I had an excellent, well-ordered text on motors when I was
the party, which can lead to more failures and player done.
disappointment. There was one place where the correction lines were out of
As a general rule, do not take too many classes alignment by one word, and when I hinted at it, he said, “It's the
simultaneously. The Sage class is a class that has almost no wrong edition.” I hurriedly rechecked the book and found that it
disadvantage to be learned at the same time as other classes, but had indeed been corrected in the revised edition. I felt my shirt
the passive automatically acquired combat feat [Mana Save] is a sticking to my back in a cold sweat.
perfect combination with the Enhancer class.
41
Part 1 The World and Characters
The Enhancer class handles techniques called Technique. Enhancers are often taught in the same dojo as Grapplers,
Technique is the art of activating the mana in the body though it could be said that no teachers specialize in solely
through special breathing techniques to strengthen and teaching the skills needed for the Enhancer class.
transform the body. The effect may look like magic, but it is In order to learn how to become an Enhancer, rigorous
not. training is required on the part of the prospective Enhancer.
Technique is mainly focused on effects that support Not only do they need to withstand the transformations
combat, such as Accuracy, Evasion enhancement, damage, caused by the various Techniques, but they need to learn the
and defense improvement. These effects are modest, but they specific breathing patterns needed to activate the Techniques
will surely improve the character’s combat power. All of them in the first place.
can be used with a Minor Action and will be very useful for This physical training can include various training
frontline warriors. methods, from meditating underneath a waterfall and running
Each time an Enhancer's class level increases by one level, a marathon without becoming winded to specialized breathing
they learn a new Technique. However, with a few exceptions, training to keep one's breathing steady and consistent. It takes
no matter how high the Enhancer class level is, the effect of quite a long period of time to consciously control the flow of
the Technique itself remains the same. Also, the action check mana into and out of the body through breathing, so
that uses the Enhancer class to calculate standard values is Enhancers are fairly rare throughout Raxia.
only used to resolve a small number of Techniques. The fact As with other classes, some prodigies are able to master
that the class level has almost no value other than for a number the class without harsh training or intense exercise. These
of Techniques acquired is a major characteristic of the geniuses are occasionally called "reincarnated beasts", or,
Enhancer class. more commonly, "children of the dragon", calling back to the
myths of the first Enhancers copying the abilities of dragons
for inspiration.
42
However, if the Technique involves a physical change, it is Mastering Techniques
still a target of prejudice. Therefore, Enhancers are careful not There is no denying that when I entered the mountains to
to use Technique in public. become an apprentice under my master, I was looking for
This is one of the reasons why many Enhancers tend to immediate strength. I had heard that if I learned breathing
have a restrained nature. This is because Enhancers' basic techniques, I would have sharp eyes to detect the movements
principle is to first train the inner self through training. of my enemies and the agility of a leaping wild deer.
However, this is only a tendency, and there are many During my first training as an apprentice, I thought about
exceptions. nothing else but being hit by waterfalls and traveling to those
waterfalls.
However, while attending the waterfalls, I began to think
differently. This is not a noble story. Rather, it is a confession
As a class, the Enhancer is meant to supplement other of how much of a snob I am.
Warrior-type classes and is not meant to be a character's On the way to the waterfall, there was a cliff. Climbing
primary class. There is little to be gained in advancing this down the cliff, I could take a shortcut. However, it was very
class far beyond any others, and such a choice is not tight. It was not a height where it was safe to fall down. When
recommended. I wanted to climb up the waterfall easily, I improved the first
technique I learned in the breathing exercises.
Breathing techniques that gave me muscles like a bear
seemed just the thing to climb up and down that cliff without
missing a clue. Not only that, but it also allowed me to hit with
my weapons more convincingly. It was just the right
The Enhancer class does not need high levels to function compromise to satisfy the need for strength that I still had at
properly, though there are a few Techniques that only high- the time. I asked some of my peers about it, and quite a few
level Enhancers can use. With that in mind, it is quite possible of them seemed to fall for this temptation, which may have
to get by with only a few levels in Enhancer, though those who been the master's far-fetched plan.
do devote time and effort to advancing as an Enhancer will I also added breathing exercises to my daily practice at the
allow for some interesting character development. waterfall. I could feel that my abilities were improving, and I
Warrior-type classes, such as the Fighter and Grappler, intuitively knew that the second technique was just around the
will benefit the most from having levels in Enhancer as well, corner.
being those classes that will find themselves on the front lines It was then that I first remember feeling lost. It had been
of combat more often than not. Increasing one's Accuracy, six months since I had left the life of wielding weapons. I was
Evasion, Defense, or damage through techniques such as bathed in clean water, saw beautiful fields and mountains, and
[Gazelle Feet] or [Cat's Eyes] is a great boon to a warrior, and breathed clean air. I wondered if I should give up these days
it is rather easy to advance to 5th level as an Enhancer while and return to that world of struggle, noise, and the smell of
using such Techniques. blood.
However, advancing as an Enhancer does not increase the I still desire strength, and I feel that when the time comes
character's MP, so without taking this into account, it is to take up arms, I will give in to the excitement of battle. But
possible to end up not having enough MP to continually use I no longer wanted to actively seek it out. I guess that's when I
the Techniques the character has learned. The Combat Feat realized that.
[Muscle Mystery] does help in this regard, allowing As I was being hit by the waterfall, I thought to myself, “I
Techniques to last longer, but it is also recommended to learn would like to see the source of this clear stream.” I asked
at least one other Wizard-type class to increase the character's myself which I wanted more, that desire or good eyesight to
MP pool. The Artificer class, which has [Targeting Sight] and aim my weapon more accurately. In conclusion, I chose to get
no armor restrictions, is a good choice to start with. However, Scaly Hide, which allows me to move freely underwater.
there may still be an MP crunch, so Mako Stones can help I learned the second technique, asked my master for a
supplement the character's MP. break, and was allowed to do so. It was good because it was
At the same time, though, there is little overlap between also practice. Climbing a stream was fun. I had many
Enhancer Techniques and the various Wizard-type classes. opportunities to use my muscles like a bear, which I can only
The [Sphinx's Knowledge] Technique requires at least 5 levels say was a wise move by my teacher. It was a good trip.
in Enhancer to learn, and it is the only Technique that could Some people say that my turning down the path of martial
directly affect the functionality of any sort of spell casting. The arts is a noble act, but they are missing the point. I have only
[Fire Breath] Technique also seems like it would be useful followed my desires of the moment, some of which were
when learned alongside Wizard-type classes, as it can be simply for ease. Breathing is a deep and broad art. There is
affected by the Combat Feat [Magic Control]. However, any no right or wrong.
spellcasters that would have learned [Magic Control] are far Now that I am a teacher myself, I leave it up to my students
more likely to use more powerful spells to take advantage of to decide which path they want to take. Breathing begins with
the Combat Feat rather than just [Fire Breath]. At the same the awareness of what you feel and what you want to gain from
time, though, Techniques are significantly more MP efficient the great nature. It does not matter if the result is the way of
than spells, and having such an ability to use when low on MP martial arts. It is the mind of desire and the mind of enjoyment
could change the flow of combat. that helps us in the hard and difficult practice of breathing
exercises.
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44
will have to rely on a private teacher, and many Bards prefer of [Requiem] & [Winter's Chill], with [Resistance] as a
to work privately. Many Bards prefer to work independently, prerequisite.
and aspiring Bards will find a master poet in their travels and At the 3rd level, [Special Instrument Proficiency] is
ask them to teach them. Or, they may have a Bard in their balanced with [Intense Finale]. If a player desires to use
family who can teach them. At that time, the basics of spelling special instruments and play Finales with flamboyance, they
Spellsongs or Finales were taught. After that, it is common for can learn the first two skills, [Special Instrument Proficiency]
Bards to hone their skills through self-study. and [Intense Finale], but the support of Spellsong for their
Rarely are there those with a natural gift for using friends will be limited and unstable.
Spellsongs and Finales, which they naturally develop while If a player chooses the Bard class as their main class, they
using the instrument. must learn [Skillful Play]. Additionally, they should choose
Spellsongs so that they can use Finales as soon as possible. If
the Spellsong that they really want to use is incompatible with
the Rhythm accumulation, [Rhythm Conversion] will be the
Bards mainly perform in public areas, often common best choice.
rooms in taverns and in market squares, using their talents to
earn a few coins. By virtue of the job that they're doing, Bards
are often quite friendly and easygoing and can get along with
most of the common folk. Greedy for information, Bards will
often gossip between performances, trading news from
If a character has a Bard as a subclass, they can learn
faraway places for the happenings of the town they're passing
[Special Instrument Proficiency], wield Pallas's Maraca (see p.
through. In this manner, Bards act as a way for news to travel
118) or Percussion Flail (see p. 118), and use Cymbal Shield
throughout Raxia, as major exploits of famous heroes are the
(see p. 118). While the character’s frontline ability is not as
bread and butter of a traveling minstrel.
strong as the specialist's, the ability to connect to a Finale once
Oftentimes, Bards will also take on sex work as they travel,
every two or three rounds is an advantage. There is no hope
as there is only so much money that they can make by
that Spellsongs will work on enemies in this pattern due to low
performing. While unsavory, partners tend to open up about
success values, so the character should learn [Confident
much more intimate secrets when they are in compromising
Performer] as soon as possible. [Tenacity] to compensate for
positions, so some Bards see this kind of work as another
unstable frontline ability is also desirable, but aggressive
method of collecting information. As a side benefit, many
combat feats are unnecessary, and damage production should
male or female Bards will have a rather good sense of fashion
be left to Finales along with [Intense Finale]. Also, the
and are quite handy with makeup and costuming.
character should consider [Rhythm Conversion]. And to
Because of their easygoing ways, Bards don't have the
avoid losing Rhythm, they must get a pet at the 3rd level. This
greatest reputations among the general public and are seen as
will mean that they will have to first spend one turn singing a
little more than traveling prostitutes singing and whoring their
Spellsong and then let the pet carry on while they are fighting.
way across the continent. At the same time, though,
In some cases, a Priest or a Conjurer who mainly supports
entertainment is scarce in this time and age, so a Bard's
and recovers may learn the Bard class rather than having too
presence is tolerated. Bards are also seen as flighty and will
much time on their hands. In this case, the character should
only have a couple of performances before they move on to
limit their combat feat to one [Confident Performer] or so and
the next town, so the less acceptable habits of a Bard will often
try to make the most of their main class first.
be overlooked in order to keep them around as long as
possible before they move on.
Rhythm Management
Bards form Finales with Spellsongs. The process is
managed in symbolic points called "Rhythm" in the game.
Rhythm is accumulated by playing Spellsongs and
When the Bard class is used as the main class, the key is consumed by using a Finale.
how to best use Spellsongs, which provide a wide range of Finale, which generates magic damage without MP
support and assistance, but its indiscriminate nature is a consumption, is an extremely powerful means of attack. How
bottleneck. In addition, its effectiveness is limited. On the to efficiently accumulate Rhythm and connect it to a Finale in
other hand, Finales are a source of damage that is almost a consistent manner is the key to character creation and
always useful in any battle, and the Bard class has a number growth, and up to the player's ingenuity. The type and amount
of combat feats that are exclusive to it, so if the Bard class is of Rhythm must be controlled.
your primary focus, learning them will give you a big Poker chips (or similar items, even coins) are the best way
advantage. [Additional Songs I] and [Special Instrument to manage Rhythm. Prepare as many of these as you think
Proficiency] are the candidates to learn at the time of character necessary (+1 or 2 for the maximum consumption of Finale
creation, but considering the financial burden, [Additional you are using should be enough), and keep track of the
Songs I] is the more logical choice. The Spellsongs and amount you have accumulated. Not only does this make
Finales to be learned (by Bard at 2nd level) should be either a management easier, but it is also useful in creating an
combination of [Morale ] & [Spring Breeze] or a combination enjoyable gaming atmosphere, as the fluctuations in Rhythm
can be visibly seen.
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Part 1 The World and Characters
46
Using it for a rearguard character is not recommended
because it tends to conflict with the mount's ability to maintain
In all their elegance, trained Riders and their mounts are the frontline. However, it is also true that Stunt [Steady
often looked at with jealousy by the general public. The sight Command] and [Balance] are very attractive for magicians
of a Rider and their mount is especially captivating for (especially in Advanced Combat, the ability to create
children. It could be a knight in shining armor on a barded skirmishes with a mount’s speed is very powerful). It is a long
warhorse or an adventurer soaring through the sky on a way to go, but you may aim for it by making full use of
winged beast. An old general, nicknamed the "Riding [Remote Command] and so on. The same applies to
Typhoon", once said in reference to becoming a Rider, "If I Marksman characters and Bards, but in this case, Stunt
hadn't opened the window when I was a child, I wouldn't have [Riding As One] is almost mandatory, and the road becomes
become the man I am now." steeper. On top of that, it is necessary to devise ways to
Animal and Mythical Beast mounts, excluding the Horses, compensate for the -4 penalty associated with [Steady
are generally too strong and are not supposed to be used in Command] and [Balance]. If you are a Bard, there is an
crowded towns. Only generals who are authorized by the state excellent combat skill called [Confident Performer], but it is
to command armies and adventurers with a rank of Sentinel not so easy for a Marksman.
or higher are allowed to do so. These riders are admired and Away from combat situations, the mount's mobility and
respected as heroes, protectors of the nations against the terrain ability effectively assist the Scout class. In fortified
Barbarous. castles, everyone tends to neglect their defenses against
Adventurer jockeys are often asked to take on various jobs, intruders from the sky. The Sage class is a waste of Monster
as their abilities are always in demand. Whether guarding Knowledge checks, and the Ranger class is not recommended
caravans or escorting important people and information, due to the lower range of possible activities.
Riders are constantly requested for their mobility and combat
prowess should the worst happen. The Technology and Tradition Behind the Rider's Guild
An interesting effect of their training is that Riders are Rider's Guilds throughout the Alfleim continent are
incredibly sensitive to reading the body language of others. required to have several functions in common. Without them,
Few Riders are driven by causing violence and fear, but the guilds will be unable to fulfill their role and lose customers
instead are almost saintly with regards to their endurance and in the form of caravans and adventurers.
gentleness. They aren't accustomed to pretending to be One is the procurement of mounts. If mounts are not
something they're not and seek to be genuine and honest delivered to customers in accordance with demand, the
when dealing with others. Not to say that every Rider is business will not be viable. The guild always has a large variety
interested in socialization, just that as a whole, Riders tend to of mounts available for both rental and purchase.
be more personable than other adventurers. The Rider's Guild sells a variety of mount-related items,
including mount armaments and other items to assist
jockeying. The most important of these items are those that
are used to carry mounts in statues or containers.
Putting most of your experience points into the Rider class And these two must be satisfied for all mounts of Animals,
is risky. Depending on the location, mounts can be severely Mythical Beast, and Magitech.
limited, and some adventures may offer little or no These features of the Rider's Guild are made possible by
opportunities for riding. the successful continuation of the legacy of past civilizations.
The Rider’s lack of decent Major Action abilities is a The earliest existence connected to the Rider's Guild is
choice that detracts from the advantage of the Rider class. The that of the riding clubs that flourished throughout the
mount's abilities are not as good as a PC of the same level and continent during the Ancient Magic Civilization Period,
cannot be compensated for by spending experience points catering to the upper classes. In the late Magic Civilization
intensively on the Rider class. Period, when the age of warfare and socializing became more
The Rider class is only effective when combined with important than ever, various circles and clubs sprang up
other classes. among the nobility and royalty. Many of today's Rider's Guilds
are the legacies of their founders, who were connected to
these clubs in some way or another. The "Mount Contract"
and "Mount Reduction Tag" are products of that time.
In addition, although the clubs were called horse-riding
clubs, they also established the technique of using dragons and
Because of its ability to fight with the enemy up close, the other Mythical Beasts as mounts. These techniques of training
Rider class is usually learned in combination with the Fighter and taming have been passed down to the present day.
and Fencer classes. Roughly speaking, this doubles the During the Magitech Civilization Period, a series of
number of moves. The basic role of a Rider in a party is to passenger magitechs was developed and became popular.
destroy enemies one after another with the combined power These were sold, maintained, and repaired in specialized
of several classes. However, wrestling weapons cannot be used stores. The Rider's Guild handles various magitech mounts
while riding, so combining Rider with the Grappler class is not and "Mount Contract Sphere", "Manabike Storage Sphere",
recommended. and so on, relying extensively on found objects in ruins of the
past.
47
Part 1 The World and Characters
48
with money will lean towards the more lucrative Artificer class
and avoid the more low-key Alchemist courses.
49
Part 1 The World and Characters
This section will describe the gods and their faith in the power, not the abomination of morals or values. As a result,
Raxia world. weak gods are quickly abandoned, and the targets of their
Dogmas and characteristics of each god will help you belief tend to be fewer than those of Humanoids. Therefore,
create scenarios and roleplay. belief in Minor Gods is not very popular among the
Barbarous.
Among the Humanoids, there are those who believe in the
gods associated with the second sword. Many of them are
Swords of Genesis created the world of Raxia. obsessed with selfish purposes, vengeance, and delusion.
With a mighty sword of magical power in their hands, a Because they are aware of their repugnant existence, they do
god is born. not reveal their faith openly but hide in society, plotting
And with the exception of Cardia, the third sword lost quietly. Sometimes, they are allied with the Barbarous.
during the War of the Gods, two Swords of Creation still Sometimes a Barbarous awakens to a belief in the gods
remain. associated with the First Sword. Although extremely rare,
Those touched by the First Sword, Lumiere, tend to be Barbarous, because of their fundamentally selfish nature,
gentle deities who value order and harmony and are primarily most of the time accept the power of the gods with open arms.
worshipped by Humanoids. In a Barbarous society where might makes right, it is natural
Conversely, those touched by the Second Sword, Ignis, are to see this as another form of power. However, since some
more likely to seek power and freedom and become divinities deny the Barbarous way of life, some of them leave
malevolent gods, worshipped primarily by the Barbarous. the Barbarous society after suffering and struggling.
The gods feed on people's faith and grow in power as they
gain more and better followers. Therefore, the older and
more famous a deity is, the more power and influence it has.
The gods are divided into three categories: the Ancient A god's power increases or decreases according to the
Gods, who have had followers since ancient times; the Major number of believers and the strength of their faith.
Gods, who have gained great power by acquiring a large This is something that priests and priestesses do. This is
number of followers; and the Minor Gods, who have not yet why a god's servants work so hard to spread the word and
gained great power. devote themselves to the faith so fervently.
For a detailed creation myth, see p. 311 of Core Rulebook The images of a god and the holy symbols possessed by
I; for the order of the gods, see p. 323 of the same book. the individual believers are sources that can spread the faith.
Through these objects, consecrated by high priests and
priestesses, believers can send their prayers to their god and
sometimes receive access to Divine Magic and miracles in
For people living in the world of Raxia, gods are return.
commonplace and relatively familiar. For this reason, temples exist as a place of worship,
Raxia is a polytheistic world, and there is basically no active offering the power of faith (a subtle amount of mana that
attempt to justify only one god to the exclusion of others. This cannot be perceived) through statues and sacred objects. But
is especially true for the gods connected to the First Sword, without consecrated holy symbols, Divine Magic cannot be
and it is common for people to pray to the Sun God Tidan in cast.
the morning, to the Moon Goddess Sien at night, and to the If you are a dedicated believer, you may receive divine
temple of the Divine Ancestor Lyphos on holidays. revelation and gain the Priest class. This varies from person to
Lyphos, the first god, and Tidan, the Sun God, who is said person. Sometimes a revelation may cause a person to
to have been his companion, are considered to have a suddenly awaken to faith and gain the Priest class (e.g., when
particularly strong connection, and it is not unusual to find they bravely confront a Daemon, they receive the revelation
statues of the other god in one temple as a guest. Tidan and of Eve, etc.).
Sien, a husband and wife, are worshipped together and often Of course, the most reliable way is to have a Priest over 10
associated with one another. In many cases, statues of both levels lead you to Priesthood with the [Revelation] spell (see
deities are placed in temples. This has led to some Tidan CR II, p. 143). However, this is usually done only to dedicated
temples having various deities enshrined, giving them the believers.
appearance of a temple of all temples.
However, it is only among the gods connected to the first
sword that there is a good and widespread belief, and the
malevolent gods connected to the second sword, Ignis, are
considered an anathema to the Humanoids. Unless one has
studied the nature and history of the gods, malevolent gods
such as Dalkhrem, the God of War, are sources of destruction
and chaos, and should be feared and kept away from.
Barbarous, on the other hand, believe mainly in Dalkhrem,
the God of War. For Barbarous, Dalkhrem is the giver of
50
The following ranking system is used by The preaching of each priest naturally depends on the
many temples, although it varies depending deity.
on the region, the deity worshipped, and As the missionary work spreads, its content may gradually
the temple. change or become distorted. However, it is not likely that this
The great priest is a rank given to the will cause the gods to no longer grant blessings to the Priests
person who presides over a temple. In (i.e., to no longer be able to use Divine Magic). For the gods,
some regions or faiths, the most powerful a misunderstanding of faith by a small number of followers
supreme priest is placed above the great may be unnoticeable or unimportant.
priest. Supreme priests oversee multiple However, the spread of erroneous beliefs can lead to the
temples. transformation of the deity itself. This is especially the case
Under the great priest are high priests with the Minor Gods.
and priests who are recognized for their Of course, Ancient Gods and Major Gods have been
experience, virtue, and power. In some worshipped by many people over their long histories and have
temples, they are called bishops. undergone various transformations. The current beliefs are
The priest is the lowest rank authorized the greatest common denominator of the various divisions,
to formally perform ceremonies, rituals, and it is natural that different regions and continents have
and preach. In some small village temples, different beliefs. And some of such widespread beliefs might
the priest may be the head of the temple. not align with the deity's true nature.
Acolytes are primarily responsible for assisting the priest.
The lowest rank is a deacon, which is the first rank earned
by those who officially begin temple service. Then, one's rank
increases as one's achievements and abilities increase. Originally, "priest" was supposed to mean a person who
The rank system is not very familiar to those outside the could hear the voice of a god and cast Divine Magic.
temple; while it is well-known that the great priest is the head As the number of believers increases and the size of the
of the temple and that different duties and restrictions depend temple grows, individuals who have never heard the voice of
on rank, the specifics are not well-known or of interest to those a god become priests and deacons. Not many people can hear
outside the temple. The term "priest" is commonly used to a god's voice, and the number of people who can support the
refer to temple workers as a whole (see p. 30) and is rarely enlarged temple organization has become too large. In
used in the sense of "the middle rank in the temple" outside addition, the complexity of human relationships makes it
the temple. When this meaning is intended, the "honorable difficult to evaluate the Priest class on the basis of its abilities
priest" is used. alone.
Deacons and priests who cannot hear the voice of a god
and cannot use magic can be said to be those who obtained
their positions through the power of connection and money.
Even though the temple is a shrine of a god, it is run by
humans. They may be given positions regardless of their
abilities because of emotions or greed. This tendency
becomes stronger the larger the temple becomes.
Nevertheless, one cannot shortsightedly conclude that
they are incompetent people who have risen in the world only
for the sake of their own success in life. Some priests have
never heard the voice of a god but make great contributions
to the temple and to their god.
But it is these priests who are good at speaking and
preaching.
If they cannot use magic, they use words and stage
directions skillfully to attract more and more followers. Since
the number of believers increases a god's power, the bigger
temples have more priests with high abilities to promote their
god. They are very skillful in their speech and bring in many
people as believers.
On the other hand, a deacon who goes to the frontier to
preach can always use Divine Magic. This is because no one
will respect the power of their god without showing concrete
power.
As a result, it is not uncommon to find that the more
skillful a priest is in the art of Divine Magic, the more they
move to the frontier and that the priests who have never heard
the voice of their god rise to the top at their home temple.
51
Part 1 The World and Characters
A Day in the Life of a Magician's Guild Apprentice Depending on the afternoon's work, dinner is often
Students at the Magician's Guild were awakened by an skipped. Many masters begin their own research after dark
alarm golem in the early morning when the sun had not yet and have their best students help them. Sometimes, this
risen. continues until morning. Of course, the master sleeps until
First, the morning cleaning and laundry were done, and late afternoon, but the apprentice does not.
then the experimental equipment and materials were Even if not, after dinner is a valuable time for the students
arranged. After all these activities were completed, they finally to review the day's work. Since the crude dormitories lack
had a poor breakfast. proper lighting equipment, it is said that [Light] (see CR I, p.
Depending on the schedule of the master, lectures could 219) is the first spell that most apprentices learn.
be held after breakfast. However, many masters prioritize Such a life may last at least 6 years and, at most, nearly 20
their research and often have self-study in the morning. years. There is no clear graduation examination, and the
After a poor lunch, which is the same as in the morning, apprentice leaves the school at the whim of the master or at
practical magic training occurs. In most cases, this is limited to their own will (sometimes at the risk of their life). There is a
assisting the master's experiments and making copies of the popular belief that it is better to be disliked by the master to
books of wizardry. However, this is also important work to the extent that the master does not ignore you, because if the
understand the master's magic. The more techniques and master likes you too much, you will not be able to leave.
magic you learn, the more you can outperform other
apprentices.
52
the age of mythology, he
recommends aggressively
Lyphos' holy symbol is designed as three overlapping challenging Barbarous to
rings, symbolizing harmony. a fight. He also shows no
Most of the god statues are made of mature men with calm mercy to Daemons, who
expressions. As the father of the gods, he often resembles a disturb the order of this
father or grandfather. world.
It is said that he once
sought reconciliation with
the Barbarous, but the
result was a terrible
Lyphos was the first god born in the world of Raxia.
betrayal, and since then,
Therefore, he is widely worshipped on the continent of
soulscars came to be regarded as unacceptable by him.
Alfleim, and there is no one who does not know his name.
Tidan, the Sun God, is said to have been a close friend of
He was calm and gentle and did not want wealth or power
Lyphos and is still worshipped in some of his temples. The
but desired harmony, peace, mutual coexistence, and
temples of Lyphos can be found in every town and city. And
prosperity. As a result, Lyphos lent his Sword of Genesis to
he has excellent priests and priestesses of every Humanoid
trusted friends and created many gods.
race.
Because of this, Lyphos followers seek harmony and
peace. They do not like conflict and usually try to resolve
problems through discussion. They preach fraternity with
tolerance, charity, and order, and they teach respect for elders
and help for the weak. “Love thy neighbor. Only in harmony is true peace born."
However, this is not the case for Barbarous and Daemons. “Order is the great shield and protector of Peace."
Since Lyphos was caught by surprise by the God of War, “Do not rob, do not deceive, do not kill. Give, believe, share
Dalkhrem, and was overrun by his followers, Barbarous, in life."
53
Part 1 The World and Characters
Asteria's freedom-
loving dogma is not very
Asteria's holy symbols are often carved from wood as strict. It emphasizes the
leaves dancing in the wind. Most of her statues are often importance of freedom
depicted as immensely beautiful women dressed in graceful, and self-responsibility in
light garments. harmony with nature. She
does not like conflict but
is known to fight back with
maximum force to defend
herself.
Asteria is one of the oldest gods and is considered to be
Because of their love
the first god to arrive on the continent of Alfleim.
of nature, the higher-
Unlike Lyphos, who was a god who gained divinity
ranking deacons and priests tend to live in nature, so you will
through the first sword Lumiere, Asteria is said to have loved
not see many large temples in the city. However, in the villages
the grandeur of nature and preferred to play with the water
of Elves and Meria, temples and shrines can be seen quite
and wind.
often.
She is worshipped by many people in the eastern part of
Although rare, she is sometimes believed by Barbarous
the Alfleim continent and is said to be the goddess who gave
such as Mermen.
birth to Elves. Also worshipped by Meria and Lykants, she is
considered a goddess of beauty and a symbol of freedom.
She is the goddess of song and art and is also known as a
model of a lady since she considers virtue to be modest and
to avoid direct expression. “Live with the wind and with the water. Earth is our mother
On the other hand, she is also known as the god of the and father, and fire is our friend.”
duality of spirit, jealousy, and hidden passion. “Do not allow yourself to be bound or tied up.”
“Believe in love, give love, protect love.”
54
Because of his
dogmas, his followers are
The sword, encircled by a blazing fire, is the holy symbol active in the fight against
of Grendal. The god is also depicted as a man of stout Barbarous, Undead, and
physique, with hair and beard covered in flames. He may be Daemons. Unexpectedly,
armed with weapons and armor and carry a hammer and however, some Barbarous,
anvil. such as Trolls and
Centaurs, also have
Grendal followers.
However, since most of
these barbarous followers
Grendal, as the name suggests, symbolizes fire,
are dedicated to the
destruction, regeneration, and warfare and is believed to be
doctrine of destruction and are engaged in fighting, they are in
the god who created Dwarves and is worshiped by many of
violent opposition to the Humanoid followers. Therefore,
them.
there is a rumor that he might have been deified by the second
Grendal is revered as the god of blacksmithing and, by
sword Ignis, but the Temple of Grendal denies this rumor.
extension, the god of craftsmanship. Especially during the
Although he is a God of War, he discourages unnecessary
Divine Civilization period, Grendal is said to have laid the
conflicts, and settling disputes simply with violence is
foundation for manufacturing by melting raw materials with
considered a bad idea.
fire and creating metals and pottery from them. It is believed
Since he symbolizes fire, he has many followers among
divine civilization developed with the help of Grendal, who
chefs who deal with fire daily and is sometimes regarded as
worked silently to create ironware and ceramics and then
the God of the Kitchen or the Fireplace.
refined them.
Grendal is also famous as a God of War who encourages
people to fight based on the dogmas of hard work, ingenuity,
and constant training. Therefore, many of its followers are
soldiers and warriors who are taught to take the lead in battle. “Flames forge iron. Hardship and adversity train people."
He encourages ingenuity and effort to win and also “Fire is not only a destructive force. It is a force that warms
encourages surprise attacks and deception. and inspires change.”
“Be creative. Think. Savagery will keep you from victory.”
55
Part 1 The World and Characters
Many adventurers
believe in finding and
The holy symbol of Mirtabar is in the form of a large key. releasing hidden things,
Many of these keys have a key head in the shape of a fist. and even non-priests are
The god is often depicted as a man bent over in often seen mumbling "By
contemplation. This pose is said to be a thoughtful gesture, as Divine Hand of
if the god is looking through a keyhole for a treasure or Mirtabar…" as a prayer.
revealing everything. In the age of
mythology, there is a
legend of a man who stole
the second sword, Ignis,
from the God of War Dalkhrem. He was responsible for
Mirtabar is a major god known as the god of thieves or
causing confusion in Dalkhrem's army, and is therefore seen
adventurers.
as a strong enemy by those who believe in Dalkhrem. Because
His dogma is to release what is hidden and to bring
of this, he is said to be a god loved by adventurers.
everything in the world to light. He teaches to have both the
He is also followed by researchers and scholars because of
dexterity necessary for this and the discernment of the value
his dogmas of searching for the secrets of the world.
and authenticity of things and to constantly improve ourselves.
It is said that he was guided by Kilhia, the God of Wisdom,
and became a god. He is also called the God of Knowledge
and Technology. However, because of his dogmas, Mirtabar
is worshipped by many thieves and those from the Ruins “It is a sacrilege to keep valuables in secret.”
Guild. Because of this, Temples of Mirtabar are often located “Train your fingers and deepen your knowledge; you will see
in downtowns and slums, and many believers are considered the truth.”
criminals. “Do not suppress your curiosity.”
56
worshipped by soldiers
and guards because they
Eve's holy symbol is a shield-shaped medallion with the are strict about discipline
horned head of a Daemon and two crossed swords in the and she teaches them not
shape of an "X" on top of it. to overlook wrongdoings.
The statues are often made to resemble winged knights In order to be ready to
armed with spears or swords. A statue of the goddess take the initiative when the
trampling Daemons underfoot is often seen. Daemons attack, Eve's
followers lead a simple life
and keep their minds and
bodies disciplined. For
this reason, many Eve
Eve is a goddess who is worshipped mainly by the Wall
believers tend to be ascetic and reserved.
Guardians, who protect the Wall of the Abyss. Her dogma is
Because of its origins and its active role in defeating
to fight against Daemons and defeat Shallow Abysses.
Shallow Abysses, the Temple of Eve has a cordial relationship
Due to the nature of her dogma, she is considered a
with the Adventurers' Guild and sometimes hires adventurers.
goddess who attained godhood after the end of the Magic
She is mainly believed in the northern part of the Alfleim
Civilization. It is believed that she was a warrior who made
continent, but her temples can be found all over the continent
great achievements in the battle against Daemons, and was
to fight against Shallow Abysses. Eve is primarily believed in
elevated to the status of Major Goddess under the guidance of
by Humans, but also by Tiens, Dwarves, and others.
Tidan, the Sun God.
She is extremely inquisitive and aggressive when it comes
to fighting Daemons. Her followers are bold enough to fight
even when the odds are against them and tend to find life in
the midst of death. However, she is also aware that she is a “Train your mind and body, and be an unyielding shield for
shield for the weak against Daemons, and they will not forget the weak.”
to seek the best way to avoid dying in vain. “Do not listen to the words of the Daemons. Everything is a
In situations where Daemons are not involved, they trick, an evil temptation.”
basically act as a shield to protect the weak. Eve is also widely “Always be prepared.”
Harula's dogma is to
guide the lost and to
The holy symbol of Harula is a pentagram or a star-shaped forgive those who have
medallion. made mistakes. It is best
The deity is depicted as a veiled female figure evoking the to encourage reflection,
Northern Lights, often seen with her right hand raised as if atone for sins, and
pointing to the stars in the heavens. rehabilitate rather than
merely punish.
Her power of
guidance is also trusted by
travelers and adventurers,
This goddess is considered the sister of Shield Against the
making her a target of faith. Many merchants who travel
Abyss Eve.
dangerous roads to bring their goods are also believers, and in
While Eve is stern, honest, and harsh, Harula is said to be
some port cities, the Temple of Harula also serves as a
a forgiver, healer, blessing, and guide.
lighthouse. Not a few scholars and researchers are also
Legend has it that she once fought side by side with her
believers, believing that the sight of the aurora borealis in the
sister Eve against Abyss and Daemons and was very active in
sky symbolizes inspiration.
helping and healing the wounded and fallen.
Harula's followers are mainly Humans, followed by Tiens,
As her nickname implies, Harula has the compassion and
with a large number of Elves and Lykants among her
receptivity to guide people and the special power to find
believers.
Shallow Abysses. Eve, the older goddess, is believed to be
famous for her battles against Abyss and Daemons, but her
successes would not have been possible without the precise
guidance of Harula, the younger goddess.
Today, when Shallow Abysses occur, an aurora runs “Let us light the way, O ye who are lost.”
across the sky, informing of its appearance and location, which “Punishment alone does not destroy sin. Forgiveness erases
is also believed to be due to the power of the Harula, the sin.”
Guiding Star. “The one who leads must be strong.”
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Part 1 The World and Characters
Curiously, only
women can hear the voice
The holy symbol of Miritsa is often a medal with the of the god Miritsa and
profile of a goddess in relief within a circle of fire. become priests, and as a
She is often depicted as a plump woman with a large result, most Miritsa
shield, axe, or scythe, and her expression is said to represent temples are inaccessible
love, and the weapon in her hand represents vengeance. She to adult men (not all
is also sometimes depicted with a large, thick horn sprouting temples are forbidden to
from her forehead. men).
She affirms the fight
to protect the weak,
especially children and women, and she is also a goddess of
resurrection. The paladins of Miritsa, who have sworn a vow
Miritsa is the goddess of healing and compassion. She is
of vengeance, are known to accomplish their goals with
regarded as the guardian deity of the weak and the protector
fearless tenacity and strength. Their fighting style is that of mad
of women.
warriors, and they are greatly feared.
It is said that she was originally Barbarous (her race is
Miritsa is believed in by all races, especially Humans.
unknown), and that she became a god under the guidance of
There are also many Nightmare followers, who are often
Lyphos after she was awakened to compassion while raising
orphans. There are not so many temples, but some are
her children in warfare. Therefore, the image of the goddess
fortress-like temples far from the town.
still has the big horns, and believers consider this legend as a
story of blessing.
Due to the influence of her legend, Miritsa is also a symbol
of motherhood. Therefore, the Temple of Miritsa has actively
established orphanages to shelter and care for the many “Protect and nurture the weak.”
parentless children and women who have nowhere else to go. “Let love, kindness, and strength dwell in your hearts.”
“Vengeance must be just and swift.”
58
sometimes led to rebellion
against oppressive rulers,
The holy symbol of Furusil is used to symbolize swirling and her followers became
rain clouds. the target of oppression.
The goddess is often depicted as a goddess with a solemn Each time, however, the
expression who supports a rain cloud with her hands, and the Furusil congregation and
clothes she wears are wavy in shape, evoking the image of the temple have fought
standing in a strong wind. back to correct the
stagnation and preserve
the faith. Because of this,
the temples of Furusil
have become a place to be admired by both the state and the
She is the daughter of the Sun God Tidan and the Moon
people.
Goddess Sien, and as her title symbolizes, she is the Goddess
Although she is a Minor Goddess, she has been
of Weather, responsible for wind and rain.
worshipped since ancient times because of her divine parents.
Legend has it that she rebelled against her parents, who
And her temples can be seen in a fairly wide area, especially
were very close, and as a result, she came to symbolize the
in the Burlight region in the southwestern part of the Alfleim
cold-heartedness, the clouds that cover the heavens, and the
Continent.
rain that drenches the earth. However, it is also said that this
Furusil is believed in by many Elves as well as Humans,
is the reverse side of love and that it also represents duality
and there are many Lykants and Meria followers.
and the change of a wavering heart.
Furusil is also the Goddess of Storms and is considered a
fearsome and violent goddess who is extremely dangerous
when in a bad mood. At the same time, she is believed to be
a Goddess of Fertility and is worshipped by people involved “Live like the wind, like the rain, and never stop.”
in agriculture and navigation as a Goddess of Rain and Wind. “Change is the key to growth.”
The essence of her religion is "change" and "growth," and it “After the storm comes fertility. After despair comes hope.”
preaches the overthrow of the rigid and stagnant. This faith
59
Part 1 The World and Characters
Basically, it is a
meritocracy, and there is
The holy symbol of Dalkhrem is in the form of a large only a hierarchical
sword with a long blade, which appears to be a cross. relationship based on
Dalkhrem is depicted as a huge warrior with two-handed power.
swords and a large physique. He may wear a horned helmet It is considered better
or have horns growing directly from his head. to crush them head-on
with force than to play
tricks with the weak, which
is considered useless by
the truly strong.
Dalkhrem is the Ancient God who was the first to receive
Barbarous were born as a result of following these ideas
the second sword, Ignis, and the opposite of Lyphos. He
and actively incorporating soulscars. Therefore, the majority
presides over liberation and destruction.
of Barbarous believe in Dalkhrem and share his ideas.
Dalkhrem, as his title implies, affirms and encourages
Rarely, Humanoids believe in Dalkhrem, and sometimes
fighting. Therefore, he tells his followers to strengthen
they perform mysterious rituals to soulscar themselves or
themselves in every possible way. This includes not only
others. Some humanoids believe in Dalkhrem and in strength,
physical training but also the ability to think out winning
and either way, they can be a formidable threat. Therefore,
strategies, acquire armaments to increase one's strength, and
they are usually regarded as targets to be exterminated by
even operate armies. Furthermore, he affirms the active use
government officials or adventurers.
of soulscars to enhance and transform the body to the utmost
limit.
One doesn’t need to join forces with others but to bend
them. Dalkhrem believes that power is necessary to act freely,
for all seek liberation from all bonds and restraints. “Seek the fight. Live to fight.”
Therefore, the Temple of Dalkhrem and its congregation do “Be strong to win. Strength is the proof of self.”
not have the concept of trust and confidence in others. “Strength is everything. Victory is truth. Defeat is ruin.”
other form of
compensation, and
The holy symbol of Eiryak is the Kraken monster, a giant believe that what they want
squid living in the sea with outstretched tentacles. The Eiryak is to be taken by force and
figure is usually depicted as a mature man with a pointed that the strong will have it
helmet and beard, with eight tentacles growing out of his back. all.
His followers also
dislike settling down and
consider it a virtue to be
constantly on the move in
Eiryak is a deity who is said to have served as a naval
search of new prey. If they
general in the camp of the Second Sword in the War of the
ever stay in one place, it is only for a short time before they
Gods.
plunder.
He is said to have been cruel and loved to rob others, and
There are some pirates and bandits among the
there are stories of villages, towns, cities, and countries being
Humanoids who believe in Eiryak, but basically, he is widely
attacked and plundered by Eiryak during the War of the
believed in by the aquatic Barbarous, who are hostile to the
Gods.
Humanoids and prefer plundering and violence.
In mythology, there is a story that a giant Kraken was
transformed into his own ship, and he used many Kraken as
his minions. So believers often regard Kraken as the
messengers of the Sea Snatcher and as a target of faith.
Eiryak followers claim that they are takers. They despise “If you want it, take it. If you hate it, kill it.”
the creation of anything, despise the payment of money or any “We do not create. We only reap.”
“Be the sea. The sea is free, it is swift, it is violent.”
60
according to their own
aesthetics. They always try
The twisted wheel, which means infinity, is the holy to obtain what they find
symbol of Zeides. beautiful; if it is a human
The goddess is often depicted as a beautiful naked woman being, they try to lure or
with leathery wings, and her body is usually covered with these kidnap them and bring
wings in a captivating manner. them into their group.
They do not like their
beautiful world to be
soulscarred and try to keep
their existence a secret as
She is the originator of the immortal creatures and a
much as possible.
terrible evil goddess who violates the laws of the world of
Therefore, they tend to avoid conflict but will not hesitate to
Raxia, based on the reincarnation of souls.
fight if the situation calls for it. In their nature, they are also
The believers of Zeides, while searching for eternal life,
hedonistic killers and do not feel guilty about taking another's
also boast of the beauty and superiority of their physical
life and possessing it for themselves.
bodies and consider ordinary life to be an entity to be ruled
Because of this secrecy, it is unlikely that you will meet
over in the holy name of Zeides.
Zeides' believers in the outside world. However, they may
They consider it vulgar to overtly display their power and
approach beautiful girls and boys. They may also secretly
secretly seek to accumulate strength and mastery of strength
penetrate into the heart of the nation. It is extremely difficult
and beauty. They believe that night is Zeides' time to rule the
to uncover their secrets and to stop their plans.
world, and they hate the sunlight, aiming to eventually bring it
to her knees.
Zeides is worshipped mainly by Nosferatu and their
servants. They study immortality and the perfection of beauty,
and their secrecy allows them to hide their existence by “Nothing is worth more than beauty.”
building temples underground and in secluded places. “Eat the life of the lowly and make it your own. Only then will
They have no humanistic sense of morals but are they be of any value.”
absorbed in a world of desire and perverted beauty and act “Death is the highest and the final form of beauty.”
be condemned. On the
other hand, you are free to
The holy symbol of Laris always depicts a Daemon’s head cherish your own
with horns, but the specific design varies from believer to preconceived notions and
believer. follow your own beliefs.
The statues of the god are often made in a similar manner They encourage doing
to those of Daemons, but there is no uniformity here, and it what you want, and
is difficult to identify the Laris statues as those of the gods. anything that prevents you
from doing so is "evil" in
the teachings of Laris.
Laris is called a
heretical god because their dogma allows summoning undead,
Laris is the most enigmatic of the gods.
summoning daemons, or raising the dead. They are feared by
When they were born and by which sword they attained
all as a "Mad God" because of their virtue of doing as you wish.
godhood is not known at all. It has also been speculated that
Although few believe in Laris other than Daemons, there
Laris may be a deity from a completely different world since
are still believers, both Humanoid and Barbarous, who
they are mainly worshipped by Daemons who appear from
continue to work to summon the god Laris themself to the
Abyss.
world of Raxia, which is believed to lie dormant in the depths
Perhaps because the Daemons believe in a deity with a
of another world or Abyss.
very different psyche and value system, it is difficult for the
inhabitants of the world of Raxia to understand them, and
there are not many believers of Laris in the world of Raxia.
From a different perspective, however, their dogma is
simple. “Live free or be bound.”
Complete freedom - that is the greatest dogma of Laris. “Thy desire is what thou shalt seek.”
Therefore, there are no restrictions or prohibitions; no matter “All that hinders freedom is evil and your enemy.”
how wicked or cowardly your behavior may be, you will not
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Part 1 The World and Characters
Raxia is home to a variety of divine powers. continent far to the southwest. He based it on the gods'
Ancient Gods are influential throughout the world, Major statuses and legends in the Alfleim continent.
Gods are worshipped on a continental scale, and Minor Gods Therefore, it is not known whether this correlation is
are worshipped only in regions and their vicinities. Some gods correct or not. The theologian who created it also pointed out
are ok with each other, some have friendly relationships with that “there are some subtle differences from the continent I
each other, and some have adversarial relationships with each was on.”
other. The theologians in Raxia have acknowledged that people's
Nevertheless, these relationships are based on myths beliefs can distort the character of the gods. For example, the
passed down by believers and believed to be true. Therefore, god who was originally a god of peace and did not engage in
it is impossible for a simple person to know what the gods conflict at all has been regarded as active in fighting because
themselves think and feel. of an incident in which they acted in self-defense some time
The relationship between gods and goddesses can vary ago. Therefore, it is considered inevitable that there are
slightly depending on the believers, region, and local legends. differences in gods' characters from continent to continent.
Sometimes, the exact opposite relationship is even believed. Therefore, the correlation chart described here is only one
The "Correlation of Gods" presented here was created by aspect of the gods. It is not even clear whether it is close to the
a Tabbit theologian, who said he was swept away from a truth or not.
62
Part 2 Optional Rules
63
Part 2 Optional Rules
64
The following are rules for Work Skills, or skills a However, having a character have the full levels allowed by the
character may have above and beyond those of an adventurer. end of character creation is unnecessary.
These Work Skills are meant to add depth to a character and During the game, a player may request the chance to learn
allow them more opportunities for roleplaying. a new Work Skill, assuming they are within limits allowed for
a PC. If the GM and the other players agree, that player will
gain a general proficiency with the Work Skill they wish to
learn. Such gains during the game should make sense, given
Work Skills are knowledge and training that a character the story so far, as well as the experiences of the character in
has that aren't directly tied to an adventuring class but are often question.
the result of taking a profession. For instance, a skilled For instance, a character may acquire the Waiter/Waitress
craftsman in armor manufacturing and upkeep would be Work Skill by working part-time as a waiter at a local
referred to as an Armorer. They would be capable of adventuring store between adventures. Alternatively, their
performing typical tasks related to making armor, such as background may include a well-known family of merchants
mending torn chain links, repairing broken plate armor, or and traders, which could grant them a few levels in the
sewing leather and heavy cloth. Merchant Work Skill. The table below is a guide for how
Like adventuring classes, Work Skills have 15 levels to many levels a character may have, considering the current
show one's advancement in the skill. A character with 1 level circumstances. This does not allow a character to get around
in a Work Skill shows that they might have a passing the restrictions on PC Work Skills.
familiarity with the job at hand, while a character with 15 levels In general, once a character has chosen to take levels in a
is one of the few masters of that craft in all of Raxia. particular Work Skill, there is no way to change that skill once
chosen. At the same time, a character can never lose levels in
a Work Skill, even if they spend years before a chance to
actively use it.
Work skills are used for various checks as well as
Work Skills Level 1 and 5 Reference Chart
adventurer class. The same procedure is used as in the various
Level Guideline
checks using the adventurer class: the level + ability modifier
of the work skill is set as the standard value, the roll result is 1 Dabbling, about 1 month's experience
added as the success value, and the result is compared with 2 Not an amateur; about 3 months of experience
the Target Number. Rules such as automatic success and Passively learning about a year's experience while
3
automatic failure are also common. not the main job
There are many work skills in the world, and countless Can speak as an expert, a year's experience as a
4
checks can be performed using them. Therefore, it is not primary job
possible to define them as well as the action checks for the 5 Professional with several years of experience
Adventurer class. The decision is left to the GM. For selecting
the Target Number, see "Choosing a Target Number (see CR
I, p. 94)".
Work skills are intended to give a character a personality Work Skills are meant to add character and backstory to
and expand the range of roleplaying. They are not intended a PC, not to provide a significant advantage or break the
to be useful in combat situations. game's rules in favor of the player. The GM should also use
them as such.
When learning work skills in the middle of the game, it is
not recommended to learn them opportunistically just
Work Skills are professions and are acquired through because they are useful at the moment. Such an opportunistic
experience in the profession. As adventurers, PCs do not acquisition is useful only for the moment. In contrast, there
usually have the opportunity to gain such experience. may come the opportunity to learn a new Work Skill in the
As such, PCs can only learn a maximum of 5 levels of each current story naturally and for the character to develop as a
Work Skill. A player can learn multiple Work Skills, but only result.
up to a total of 10 levels. At the same time, the GM may be able to use certain
When creating characters, players may learn and define Work Skills known by a player in order to drive the current
Work Skills their characters may have, with the GM's scenario, should the story allow for such.
permission, even if they are not listed in the chart to come.
65
Part 2 Optional Rules
Here are some examples of professions and their corresponding work skills on the Alfleim Continent. This is by no means an
exhaustive list but simply a general list.
Work Skills List
Profession Work Skill Description
Craftsmen who make armor and shields. Has a variety of skills, from joining metal to sewing fabric
Armor Craftsman Armorer
and leather.
A bit of a weird eccentric, they tend to tinker and make strange objects using odd materials. Many
Tinkerer Inventor
of them do it as an enjoyable hobby.
Weaver Weaver Able to make cloth out of various raw materials, as well as perform simple tailoring work.
Cures illnesses and diseases using folk remedies. Rarely seen near areas with large religious
Medicine Man Witch Doctor
temples, but prominent among frontier towns.
Table Service Waiter/Waitress Serves customers at restaurants.
Uses various methods to predict the weather. Farmers and fishermen look to them for day-to-day
Meteorologist Weatherman business, while nations and military officers might rely on their judgments when starting military
campaigns. There is significant difficulty in getting medium- and long-term forecasts, though.
Weapon Craftsman Weaponsmith An expert that can create a variety of different weapons.
Wood Craftsman Woodworker Skilled in the art of making wood-related crafts, from decorations to furniture.
The person is responsible for the operation of a magic locomotive and is also required to be able
Engineer Engineer
to maintain the motor.
Creates, describes, and leaves behind various stories. Most are poets, but some use prose as well.
Writer Author Even if they don't write their own stories, they are familiar with various legends and the history of
the world.
Government Well-versed in law and handling legal documents. Good at dealing with paperwork, but not as
Official
Official good as they might think.
Decorates and maintains gardens. Often employed by noble families, and has an extensive
Groundskeeper Gardener
knowledge of trees and plants.
Woodworker Carpenter Architectural experts, they are skilled at working with both stone and wood.
A specialist in the production of paints and dyes. Familiar with the various materials that can be
Dyer Color Man
used for making dyes.
Locksmith Locksmith A specialist in locks and keys, they also excel in fine mechanical work.
Performs various rituals at the temple they serve. Cannot use Divine Magic but relies on Priests to
Clergy Cleric
make sure magical rituals are performed without error or delay.
Gravekeeper Gravekeeper Watches the graveyard for vandals, assists with funerals, and more.
Coachman Carriage Driver Operates freight cars and passenger carriages pulled by animals, such as horses.
High-class "escorts" cater to nobles, royalty, and other high-ranking individuals. Despite their
Consort Courtesan business, they are expected to be graceful, polite, discreet, and well-versed in various entertainment
and social topics.
Chef Cook Mainly works in restaurants to show off their skills.
Composer Composer Writes and produces music. Familiar with music from other regions as well.
Confronts diseases by cutting into the affected area with sharp blades. They have knowledge of so-
Surgeon Surgeon
called "modern medicine", but are generally unorthodox and so are rare in Raxia.
They stand by at key points along the rail line, exchanging flag signals, switching points, and
Signalman Signalman
instructing trains to stop or slow down if necessary.
Shoemaker Cobbler Skilled in making and maintaining all types of shoes and boots.
Jeweler Whitesmith Dexterous craftsmen who work with gems and precious metals.
Vocalist Singer Often invited to perform at festivals. Some singers will work in groups as a chorus as well.
Devoted to their studies. Often, they have other means of income and pursue their hobby of
Student/Scholar Scholar
collecting knowledge and constructing theories.
Carver Sculptor Carves beautiful works of art out of stone or wood.
Scrivener Scribe Copies books and writes for nobles. Often fluent in multiple languages.
Seaman Sailor Able-bodied seafarers skilled in the ways of operating ships, especially sailing ships.
General foot soldiers, working under military guidelines. Accustomed to long marches and used to
Soldier Soldier
harsh discipline, but need to have Warrior classes in order to be considered for actual combat.
Involved in the construction and painting of the upper floors of high-rise buildings, though such
High-Rise Laborer Towerman
sights are rare in Raxia.
Invited to liven up soirees and parties. Rarely seen as a solo act, many dancers will often form
Dancer Dancer
troupes before trying to find work.
They lead and guide travelers. Some of them have knowledge of many regions and can guide you
Travel Guide Tour Guide
to any place.
A brewer uses stills in order to make various hard liquors. Quite knowledgeable about alcoholic
Sake Brewer Distiller
beverages of all kinds.
66
Profession Work Skill Description
Magician Prestidigitator They are not magicians but prestidigitators who use magic tricks to impress people.
Animal Trainer Tamer Able to train wild animals and command them to perform tricks for amusement.
Dressmaker Tailor Garment specialists who make quality clothes, skilled at working with fabrics.
Interested in academic medicine, they are trained to handle various chemicals to treat illnesses and
Physician Doctor diseases. With the rise of temples and Divine Magic, very few will spend the time and effort to
follow this profession.
Can prepare a variety of drugs and poisons. Some unscrupulous people work a little closer to the
Pharmacist Apothecary
underworld, and many will keep their secrets to their graves.
Nurse Nurse Assists doctors and clerics in treating the injured and sick at various temples and clinics.
Responsible for keeping a ship moving on the charted course. Their main task is to know where
Navigator Navigator the ship is located, depending upon star locations and landmarks. Able to use their skills with both
sea and air vessels.
Aristocrat Noble Learns the mannerisms and knowledge needed to become a noble.
Cowboy Herdsman Organizes and controls livestock.
Cuts hair and shaves for those who can afford it. Can also perform simple surgery like incisions
Hairdresser/Barber Barber
and sutures if necessary.
Housekeeper Housekeeper In charge of cleaning and cooking, as well as helping the house owner.
Steward Butler Serves noble families and organizes and oversees other servants.
Perfumer Perfumer Experts in fragrances and perfumes, many are in the employ of wealthy and noble families.
Performs various tricks for a price. There are many different performers, ranging from street
Entertainer Performer
buskers looking for a day's wages to those who work for aristocrats and other prominent people.
They make their living trapping and skinning animals and sell meats and furs to local villages.
Hunter Hunter
Familiar with their local terrain and the plants and animals that live there.
Produces various crops to sell at market. In order to have enough room to grow these crops, they
Farmhand Farmer
will often live on the outskirts of cities or in remote mountain villages.
Fishes in seas and rivers. Skilled in the operation of small boats and knowledgeable about various
Fisherman Fisherman
fish and their habitats.
Uses many different ways to attempt to predict people's futures for a price. Some have paranormal
Psychic Fortune Teller
intuition, while others are simply scammers and con artists taking advantage of people's fears.
Forges heavy metal into various products. Typically refers to those who don't make weapons or
Smith Blacksmith
armor.
Brewer Brewer Proficient in using fermentation to create many different alcohols.
Harlot/Gigolo Prostitute Often seen standing on city streets at nighttime, offering a good time to those who pay enough.
Artist Painter Paints wonderful works of art. Many of them make their own paints.
Live and beg on street corners for alms. Often surprisingly good at watching people and tend to
Tramp Beggar
know seedier areas quite well.
Familiar with the heraldry of various families and organizations. As it is taboo to duplicate a coat of
Heraldic Scholar Heraldist arms from one family or organization to another, the nobility often relies upon them when creating
a new coat of arms.
Bone Craftsman Bonecarver Craftsman who uses animal bones, fangs, and claws to make ornate jewelry.
Shopkeeper Merchant Buys and sells goods in order to make a profit. Good at negotiating and managing money.
Digs into the earth in order to find various useful minerals. As mines are quite dangerous, they are
Miner Miner used to dealing with hard work and harsh environments while also being sensitive to the dangers
around them.
Separates the meat of animals into different cuts and can produce processed meats like ham and
Meatpacker Butcher
sausage as well.
Assists pregnant women with childbirth, protecting the health of both mother and child. They
Midwife Midwife
know the usefulness of disinfection and are keen on determining the health of others.
Plays musical instruments and can perform various famous songs. Some are even part of their own
Musician Musician
musical troupe. The Bard class covers many of the same skills needed for this profession.
Able to process stone, from digging it out of the quarry to processing it for building materials or
Stonemason Mason
artist sculptures.
Librarian Librarian Manages and maintains libraries full of books, both public and private.
Logger Lumberjack Earns money by cutting down trees and processing them into lumber for buildings.
Repairs magitech items and relics from the Magitech Civilization period in order to function again.
Preservationist Restorer
The Artificer class covers many of the same skills needed for this profession.
Understands multiple languages and acts as a mediator between multiple people who don't share a
Interpreter Linguist
language. Also knowledgeable about cultural differences and innuendo.
Undertakes tasks such as cargo handling and simple construction. Most work on day-to-day
Manual Laborer Teamster
individual contracts until the job is done.
Leather Craftsman Leatherworker Knows how to maintain tanned hides, as well as use them to make a variety of goods.
67
Part 2 Optional Rules
of the player, but the random result may end up taking the
character's background in a completely unexpected direction,
What follows is a table meant to randomly select one of allowing for interesting role-playing opportunities to arise.
the 72 Work Skills from the table above. While Work Skills Since there are two tables, it is recommended that one
are meant to be chosen according to the character's table be used on a 1d roll of 1 - 3 while the other is a roll of 4
background, this table allows players to determine a Work - 6. From there, another 2d will be rolled, one determining
Skill at random. This does take some choice out of the hands the row and the other the column of the table.
Table B
1 2 3 4 5 6
1 Tailor Doctor Apothecary Nurse Navigator Noble
2 Herdsman Barber Housekeeper Butler Perfumer Performer
3 Hunter Farmer Fisherman Fortune Teller Blacksmith Brewer
4 Prestidigitator Prostitute Painter Beggar Heraldist Bonecarver
5 Merchant Miner Butcher Midwife Musician Mason
6 Librarian Lumberjack Restorer Linguist Teamster Leatherworker
68
This rule gives additional rewards to the PCs, but the GM can use it when they want to offer various items in
monsters appearing in the battle will be stronger. exchange for risk, or when they want to enhance a particular
monster.
The Treasure Drop rule makes a monster that appears in Treasure Points Estimate Chart
the scenario appear stronger than it originally was. Total of the PC's
Treasure Points
However, as a reward for eliminating the monster, the PCs Adventurer Level
will be rewarded with additional loot. Which item they get is 8 or less 1
determined at random, but all of them are valuable and will 8 – 12 1–2
help them, whether they use them or sell them! 12 – 16 2–3
The Treasure Drop rule proceeds as follows. 16 – 20 3–4
20 – 24 5–6
24 – 28 5–6
28 – 32 6–8
32 – 36 8 – 10
36 – 40 10 – 12
40 – 44 12 – 15
44 – 48 15 – 18
48 – 52 18 – 25
52 – 56 25 – 35
56 – 60 35 – 50
60 – 75 50 – 65
69
Part 2 Optional Rules
70
Do not Enhance the Monster, but use it as Part of the
Reward
When a monster with a treasure enhancement ability is The GM can give treasure points as part of the reward
defeated, the PCs automatically gains the corresponding without specifically enhancing the monster. This can bring
treasure points. lottery-like fun, not knowing what you will get.
Treasure points earned can be used up during the scenario The Treasure Drop table is designed so that an average of
in the manner described in the next section. They cannot be about 1,000 gamels per treasure point appears. However, the
carried over from one scenario to another. items PCs get may not always be useful for them. If PCs think
they are not useful, they can sell them. In other words, their
value will be halved.
Considering this, the number of treasure points to be given
as a reward should be converted to about 600 to 700 gamels
per point. Also, the amount of treasure points should be
Earning Treasure Points means that additional loot can be limited to at most half of the total reward to have stable gamel
obtained from the monster, or treasures can be acquired from income. For example, if the total reward is 4,000 gamel, GM
the chests it guarded, etc. should give 3 treasure points + 2,000 gamel as coins.
PCs can spend the Treasure Points earned by defeating
the monster as it is and roll on the "Treasure Drop Table" on Treasure Drop Table A1 (1 point)
the next pages to obtain the corresponding item. 1d 1 Category/Classification
PCs may win more than one treasure by assigning it to 1 Wand of Endurance Class-Specific Items
more than one table. All players should consult with each 2 Disturbing Scarecrow I Adventure Tools
other to decide which table to use and how to use it. 3 Mystic Ink Adventure Tools
When using the Treasure Drop Table A, first roll 1d and 4 Snake Arrow Ammunition
use A1 for the 1-3 result and A2 for the 4-6 result. Then roll 5 Wall Base Adventure Tools
1d to determine the sub-table to be used. And finally, roll 1d 6 Smaltier's Ability-Enhancing Bracelet* Accessory: Hand
to determine the row. 1d 2 Category/Classification
The timing of the acquisition of this treasure during the 1 Frenzy Drink Potions
scenario depends on the GM's instruction. In principle, the 2 Fairy Drop Class-Specific Items
PCs should use the amount of Treasure Points the monster 3 Magisphere (Large) Class-Specific Items
had immediately after defeating the treasure-enhanced 4 Auto Looter Adventure Tools
monster, but if the GM has their own idea, they may delay the 5 Northern Needles Adventure Tools
timing or limit the consumption of Treasure Points to just 6 Telescope Adventure Tools
some of the Treasure Drop Tables. 1d 3 Category/Classification
Treasure Points cannot be carried over from one scenario 1 Magitorch Adventure Tools
to another; the GM should, at the latest, instruct the players to 2 Message Rouge Adventure Tools (Consumables)
use all their Treasure Points to acquire treasures at the end of 3
Bonding Sunlight Charm
Adventure Tools (Consumables)
the session. (+1)
Bonding Moonlight Charm Adventure Tools (Consumables)
4
(+1)
5 Sunglasses Accessory: Face
6 Weapon Holder Accessory: Back
Here are some examples of how the treasure drop rules
can be used. 1d 4 Category/Classification
Ability-Enhancing
1 Accessory: Hand
Bracelet*
Adjust the Power of the Bosses in the Scenario 2 Arbalest Crossbow A
If the monster you want to appear as a boss is weak or has 3 Bloomhead Bolt (12) Ammunition
monotonous abilities, it may not function well as an obstacle, 4 Breast Armor Nonmetallic Armor A
and the climax of the game may not be as exciting as it could 5 Heater Shield Shield A
be. 6 Cymbal Shield Special Instrument/Shield A
This rule can add variation to the boss's abilities and
1d 5 Category/Classification
increase the threat level. 1 Glass Buckler Shield B
2 Soliferrum Thrown Weapon A
As a Bonus Boss in the Scenario 3 Halberd Axe A
If you can arrange a monster as an obstacle in a place that 4 Shellbreaker Mace A
is not related to a condition for clearing the scenario, and if 5 Chain Stick Wrestling A
the monster is guarding a treasure, it can function as a bonus 6 Chalk of the Lost Adventure Tools
boss in the scenario. 1d 6 Category/Classification
If the PCs have enough strength, they can challenge strong 1 Dinojaw Axe A
enemies reinforced by these rules or avoid unwanted dangers. 2 Normal Lance Spear A
3 Rising Sun Flail A
4 Fast Bow Bow A
5 Jezail Gun B
6 Smart Carbine Gun B
*Corresponding ability values are determined at random
71
Part 2 Optional Rules
72
Treasure Drop Table C (3 points) Treasure Drop Table D (4 points)
1d 1 Category/Classification 1d 1 Category/Classification
1 Fine Leather Nonmetallic Armor S 1 Thermal Mantle Accessory: Back
2 Stone of Vigilance Adventure Tools 2 Longbarrel Gun A
3 Arm Catcher Axe A 3 Tiger Band Nonmetallic Armor S
4 Precision Tool Set Class-Specific Items 4 Assegai Thrown Weapon S
5 Stable Sight Adventure Tools 5 Brigandine Metal Armor A
6 Wig of Chills Accessory: Head 6 Goat's Foot Crossbow S
1d 2 Category/Classification 1d 2 Category/Classification
1 Scorpion Tail Flail A 1 Accel Brogue Wrestling S
2 Chekan Warhammer S 2 Magic Cosmetics Adventure Tools
3 Lynx Vest Nonmetallic Armor S 3 Horn of Magic Detection Adventure Tools
4 Dragonslayer Sword A 4 Keen-Flash Glasses Accessory: Face
5 Careless Tag Adventure Tools 5 Holy Parrot Accessory: Head
6 Watchful Doll Accessory: Ear 6 Tiny Armor* Class-Specific Items
1d 3 Category/Classification 1d 3 Category/Classification
1 Trackless Boots Accessory: Feet 1 Surveyor's Wand Class-Specific Items
2 Alarm Gong Adventure Tools 2 Reflector Shield Shield A
3 Escape Marbles Adventure Tools (Consumables) 3 Sharp Arms Wrestling S
4 Hoplite Shield Shield S 4 Minor Curse Rebellion Accessory: Neck
5 Mighty Brittle Shield B 5 Smaltier's Ankle Sleeves Accessory: Feet
6 Anti-Magic Potion Potion 6 Dragon Scale Nonmetallic Armor S
1d 4 Category/Classification 1d 4 Category/Classification
1 Medicine of Dreams Potion 1 Mako Stone (15 pts.) Class-Specific Items
2 Repair Tape III Repair Tools 2 Mask of the Fearless Accessory: Face
3 Permanent Ice Fragment Adventure Tools 3 Blade Skirt Accessory: Waist
4 Pointed Hat Accessory: Head 4 Excellent Rapier Sword S
5 Night Goggles Accessory: Face 5 Mithril Shield Shield S
6 Linkpearls Holder (for 2) Accessory: Ear 6 Temsgard's Chain Star Flail A/Thrown Weapon A
1d 5 Category/Classification 1d 5 Category/Classification
1 Crystal Necklace Accessory: Neck 1 Bolt Swarm Crossbow S
2 Amulet Of Light Accessory: Neck 2 Grand Partner Shield S
3 Inverness, a Beautiful Star Accessory: Back 3 Puzzling Sign Adventure Tools
4 Little Wing Accessory: Back 4 Scorpion Crossbow S
5 Black Belt Accessory: Waist 5 Sunlight Charm (+3) Adventure Tools (Consumables)
6 Golden Spurs Accessory: Feet 6 Moonlight Charm (+3) Adventure Tools (Consumables)
1d 6 Category/Classification 1d 6 Category/Classification
1 Mithril Fingers Wrestling S 1 Tongues Earpiece Accessory: Ear
2 Daemon's Crystallized Blood Plate Adventure Tools 2 Modified Weapon Holder Accessory: Back
3 Double Eel Flail S 3 Droplet Bracelet Accessory: Hand
4 Grand Partner Shield A 4 Ring Of The Mind Accessory: Hand
5 Efreet's Whisker* Staff B 5 Rainbow Ring Accessory: Hand
6 Bat's Earrings Accessory: Ear 6 Champion's Buckle Accessory: Waist
*Roll 1d to determine Defense increase (3 points for 1-3, 6 points
*Number of times used should be determined with 2d for 4-6)
73
Part 2 Optional Rules
74
Treasure Drop Table G (10 points) Treasure Drop Table J (20 points)
1d 1–3 Category/Classification 1d 1–3 Category/Classification
1 Windbreaker Surcoat Nonmetallic Armor A 1 Turtle Shell Shield A
2 Gilded Sabaton Wrestling S 2 Material card SS* Class-Specific Items
3 Dead Man's Earring Accessory: Ear 3 Temsgard's Chain Globe Flail S/Thrown Weapon S
4 Troll Buster Mace S 4 Honeymoon Carpet: Static Adventure Tools
5 Full-Metal Armor Metal Armor S 5 Honeymoon Carpet: Moving Adventure Tools
6 Light Boots Accessory: Feet 6 Cattleya Garland Accessory: Head
1d 4–6 Category/Classification 1d 4–6 Category/Classification
1 Golden Mattocks Warhammer B 1 Goddess's Veil Accessory: Head
2 Mimore's Fine Cloth Armor Nonmetallic Armor A 2 Lal-Veine's Monocle Accessory: Face
3 Pointed Hat of Wisdom Accessory: Head 3 Linkpearls Accessory: Ear
4 Smaltier's Eye Guard Accessory: Head 4 Thieves Boots Accessory: Feet
5 Mutual Follow-up Earrings Accessory: Ear 5 Unicorn Horn** Adventure Tools (Consumables)
6 Couse Axe S 6 Sorcerer's Staff Staff S
*Card colors are determined at random.
*Number of times used determined with 1d.
Treasure Drop Table H (12 points) Treasure Drop Table K (25 points)
1d 1–3 Category/Classification 1d 1–3 Category/Classification
1 Unbending Buckle Accessory: Waist 1 Black Rod Staff S
2 Titan Flail Flail S 2 Mithril Plate Metal Armor S
3 Dontrecia's Armor of Perseverance Metal Armor B 3 Combat Maid/Butler Outfit Nonmetallic Armor B
4 Berserker's Sword Sword B 4 Mimore's Finest Cloth Armor Nonmetallic Armor S
5 Temsgard's Chain Star Flail S/Thrown Weapon S 5 Bracelet of Manipulation Accessory: Hand
6 Purifying Holy Symbol Class-Specific Items 6 Crown of Riches Accessory: Head
1d 4–6 Category/Classification 1d 4–6 Category/Classification
1 Sentinel Sword S 1 Lal-Veine's Magic Belt Accessory: Neck
2 Blood Ransom Bow A 2 Smaltier's Windbreaking Cloth Accessory: Back
3 Staff of Control Staff B 3 Lal-Veine's Kneaded Magic Belt Accessory: Waist
4 Lancaster Gun S 4 Death Scythe Axe S
5 Destroyer Sword A Dontrecia's Great Armor of
5 Metal Armor A
6 Daemonthresher Flail S Perseverance
6 Lal-Veine's Downlooker Accessory: Feet
Treasure Drop Table I (16 points) Treasure Drop Table L (40 points)
1d 1–3 Category/Classification 1d 1–3 Category/Classification
1 Lal-Veine's Shoulder Strap Accessory: Back Blood Squeeze or Avenger
2 Shock Hammer Warhammer A 1 Bow S
Bow*
3 Balzer's Magic Sword Sword A 2 Mana Coat or Mana Coat+* Nonmetallic Armor B
4 Fistulosum Special Instrument/Staff A Powered Plates or Dontrecia's
3 Metal Armor S
5 Molder Mace A Stiff Armor of Perseverance*
6 Horn of the Muse Special Instrument 4 Total Reflector Shield S
1d 4–6 Category/Classification 5 Ring of Righteous Belief Accessory: Hand
1 Carnage Gun S 6 Executioner's Blade Sword S
2 Mana Cartridge XX Adventure Tools 1d 4–6 Category/Classification
3 War Mage Staff Staff A 1 Green Belt Accessory: Waist
4 Everchanging Clothing Clothing Mace S or
2 Power Capper or Heart Tracker*
5 Scavenger Hat Accessory: Head Warhammer S
6 Immovable Rod Adventure Tools 3 Curse Rebellion Accessory: Neck
4 Lal-Veine's Mana Ring Accessory: Hand
5 Dragon Arrow or Quarrel** Ammunition
6 Lal-Veine's Feather Crown Accessory: Head
*Either one can be obtained at random.
**PCs choose whether to get an arrow or quarrel
75
Part 2 Optional Rules
In Sword World 2.5, PCs act as adventurers. They seek Daily Events Table
riches and great honor by challenging ruins, Sword 1st 2nd
Event
Labyrinths, and Shallow Abysses. Or they may take on a job Roll Roll
as a handyman, solving mysterious cases and helping those in 1 There was a Festival
need. 2 Attended a Wedding
In any case, their activities are different from those of 3 Attended an Awards Ceremony
ordinary people in that they do not require a regular daily 1
4 Participated in a Contest
schedule. It is common for them to spend several days in an 5 Hunted for Bargains
encampment, including the time to go to and from the ruins 6 Was at the Flea Market
and solve a case. They will need to be on the go continuously, 1 Bumped Into Someone on a Street Corner
adapting. And these tasks are not routine. After fighting 2 Found Favorite Entertainer
dangerous monsters and avoiding nerve-wracking traps, they 3 Adventure Writer Stalking
will need some time to recover their strength. Adventurers do 2
4 Fights Lead to Friendship
not often have to get involved in such eccentric and
5 An Old Friend Paid a Visit
complicated incidents. And the rewards for their adventures
6 Loved One Moved Away
are likely to be high enough to allow them to relax for a while.
It is common for adventurers to have a fairly long "off" 1 Party! Party! Party!
period between adventures. Here are some examples of how 2 Feeding Stray Cat
adventurers spend time, or what they experience, during these 3 Was Lost in Thought
3
"off" periods. 4 Worked Hard at Part-time Job
The player and GM can choose them arbitrarily or 5 Played Along with the Kid
randomly to add color to their daily lives and make them 6 Donated
more real. It will help players to deepen their character and 1 Volunteer at a Food Distribution Center
roleplay. Assistance with the Demolition of
2
Abandoned Buildings
4 3 Heavy Rain
4 Fell Down Spectacularly
The Daily Events Table is a table of what happened in 5 Was Sick in Bed
between adventures, and the player and GM should consult 6 Enjoyed Your Hobbies
with each other and decide how these events affect the 1 Did a Lot of Reading
characters. The events can be chosen arbitrarily or randomly 2 Took a Gamble
decided by rolling 2d (if the result is not suitable for the PCs, 3 Painted a Picture
5
they can reroll the dice). 4 Tried to Cook Elaborate Dishes
It is best to use the table only once, between adventures. 5 Hard Puzzle
6 Worked Out
1 Learned a New Trick
2 Collected Goods
3 Was Out at Sea
6
4 Climbed a Mountain
5 Rode Around on a Manabike
6 Appreciated a Play
76
This is the description of each event in the "Daily Events Donated: Did you give to a beggar or donate to an orphanage?
Table". The details should be decided by the player and the ✰Lose any money over 1 gamel.
GM. The part after "✰" affects the PC’s inventory. It is applied Volunteer at a Food Distribution Center: Volunteering at the
only when the event is selected at random. Or the GM may Temple's Food Distribution Center, you were blessed by the
never apply it. smiles on everyone's faces. After doing something good, you
feel refreshed.
There was a Festival: Whatever the scale, there was some kind Assistance with Demolition of Abandoned Buildings: You
of festival, and you enjoyed it. decided to help demolish an abandoned house in your
Attended a Wedding: There was a wedding of family neighborhood. The house had been abandoned, probably
members or friends, and you attended it. after a fire or something, and all the furniture and belongings
Attended an Awards Ceremony: You, or your relative or had been left behind. It was a bit like a treasure hunt.
acquaintance, received an award and attended the ceremony. Heavy Rain: You got soaked to the skin in the heavy rain.
Participated in a Contest: There was some kind of contest, Fell Down Spectacularly: You fell. You were lucky that you
and you participated in it. ✰Roll 1d. On 6, you won. You get were not seriously injured.
a prize of "Adventurer level x 50" gamels. Was Sick in Bed: Fever, headache, stomachache, or all of
Hunted for Bargains: You went around to various stores them. Whatever the cause, it was a terrible break.
looking for bargains. ✰You can buy any one item with a base Enjoyed Your Hobbies: You’ve enjoyed hobbies to the fullest
price of 10,000 gamel or less at a 10% discount. (If you have not chosen a hobby in particular, choose one of
Was at the Flea Market: You’ve sold unwanted items at a flea the following 12 items from 5-1 onward).
Did a Lot of Reading: You read a lot. You either gained new
market. ✰You can sell any one item at 80% of the base price.
knowledge or enjoyed the continuation of a story you are
Bumped Into Someone on a Street Corner: You bump into
interested in.
someone on a street corner. It may be a beautiful girl or a
handsome young man, or it may be someone who is outright Took a Gamble: You went to the gambling hall. ✰You gained
swearing. You may apologize to each other, and that may be or lost “Adventurer level x 20 x (1d - 4)” gamels.
the end of it, or it may be a fateful encounter. Painted a Picture: Your hobby was oil painting. How did it
Found Favorite Entertainer: You liked a certain street turn out?
entertainer so much that you started going to see them Tried to Cook Elaborate Dishes: You put a lot of time and
whenever you had free time. Throwing applause and cheers effort into it. When it was done, you served it to everyone.
relieves your stress, and you become an acquaintance. The Hard Puzzle: The puzzle you started with a lighthearted
approach was surprisingly difficult. You had to spend a lot of
smiles of your friends are precious. ✰You lost the
time on it.
"Adventurer level x 50" gamel.
Worked Out: It's the muscles that support the adventure! You
Adventure Writer Stalking: The writer aspires to write about
worked hard on yourself.
your adventures and has been following you around for days.
Learned a New Trick: You've expanded your stash of tricks.
If they weren't so beautiful... You’ll find a request and you’d
They will come in handy someday.
get rid of them as soon as possible.
Collected Goods: Bought and collected many hobby goods.
Fights Lead to Friendship: You had a quarrel with an
adventurer belonging to the same guild over a trivial matter. ✰Lost "Adventure level x 50" gamels.
They are so stubborn that they can't back down. Is there any Was Out at Sea: Did you play on the beach or enjoy fishing?
chance for you to make up? Anyway, it was the sea.
An Old Friend Paid a Visit: An old friend you had not seen Climbed a Mountain: Because that's where the mountains are.
for a long time paid a surprise visit. You talked for a while, Rode Around on a Manabike: You had felt plenty of wind.
feeling nostalgic. Appreciated a Play: Theater, opera, circus, etc.
Loved One Moved Away: A family member, friend, or close
associate has suddenly moved away.
Party! Party! Party!: This was the only way to get rid of the
gloom. Drinking and singing parties every day. ✰You lost
"Adventurer level x 100" gamel.
Feeding Stray Cat: You found a cute stray cat and fed it. Roll
1d, on 4 to 6, was very friendly.
Was Lost in Thought: Sometimes, you like to think things
over slowly. In this quiet time, you took your time to think.
Worked Hard at Part-time Job: You are not at ease if you
don't work. ✰You get an income of the "Adventurer level x 10
x 2d" gamel.
Played Along with the Kid: It was a child of an acquaintance
or a child you happened to meet in an alley. For a while, you
played with them.
77
Part 2 Optional Rules
The Advanced Combat rules described hereafter are Most of the rules remain the same as for Simplified
intended for those who are familiar with Sword World 2.5. Combat (see CR I, p. 118) and Standard Combat (see CR II,
They will allow you to reproduce a wide variety of combat p. 48), except where those rules are explicitly changed or
situations by managing the battlefield in two dimensions while added to in this part of the book.
at the same time greatly increasing the tactical potential of the
game.
Identical Coordinates
It is possible to have several characters at the same
coordinates in Advanced Combat. Generally, melee attacks
and "Range: Touch" spells and effects will only affect
characters (or sections, for that matter) located at the same
coordinates.
In addition, a character summoned or created by a spell
or effect with "Range: Touch" is considered to have appeared
at the same coordinates as the caster that performed the
summoning or creation.
78
single character with a small mark, then circle the character to the players can fully grasp what is going on. Then the GM can
show the skirmish area to make it easier to understand. If you gradually introduce more and more detail, referring to the
have a large table, you can use pawns or character figures and following rules and annotations as necessary until everyone
represent skirmish areas with coasters or paper plates. In a has become used to the changes.
conference room, magnets and a whiteboard may be useful. What is important in a TTRPG is not to blindly follow the
Anything that can represent "characters" and "skirmish circles" rules but to keep the game moving smoothly, with everyone in
is fine. Just try to depict the battlefield as clearly as possible. agreement regarding which rules are in play. Rules are just a
tool to support gameplay; they are not the entire game itself.
Battlefield Clarification
The GM should reveal the details of the battlefield where
combat will occur. As mentioned above, using a sheet of
paper, a whiteboard, or other physical representation, is
recommended. If the battlefield has specific terrain or
obstacles, the GM should draw attention to them, though it
could just as easily be featureless.
The GM should limit the overall size of the battlefield as
appropriate. For example, if the encounter happens as the
party is entering a room, only the room where the party is
located and the room being entered need to be represented
on the map.
Initial Placement
When an encounter occurs, the GM determines the
distance between Factions, which is usually between 5 and 30
meters. This guideline is based on the "Combat Opening
Recommended Distances Guide" (this table is the same as the
79
Part 2 Optional Rules
We will describe what a character can do during their turn. which will affect how far they can move on the battlefield and
However, the only difference between Simplified Combat and what actions they can perform. It's important to note that
Standard Combat involves movement. characters taking a Full Move will receive a -4 penalty to their
Evasion checks for the round, just like in Standard Combat.
80
distance traveled, and it should be clear to both sides when a Blocking Movement by Enemy Characters and Melee
character moves through an area where movement can be If a hostile character or skirmish obstructs a character’s
blocked by opponents or skirmishes. path, their movement may be forcibly stopped regardless of
the movement type (see p. 84).
Minor Actions During Movement
With Advanced Combat, a character can take Minor When a Character Cannot Move
Actions during their movement. When they do so, the player As a rule, a character cannot move when in melee.
needs to show at which coordinates the character performed Additionally, movement may be restricted due to various
each Minor Action. This allows that character to target magical effects. In such situations, the character can take
another character with a Minor Action effect using "Range: Major and Minor Actions as if moving with a Limited Move.
Touch" whilst moving through the coordinates of an ally.
However, if you do this to an enemy character, a skirmish is
immediately created, and no further movement is possible.
81
Part 2 Optional Rules
Independent Characters Transition To Melee (Caution) Independent characters may attempt to escape from a
Conscious characters will transition from being skirmish by their own movement, but they may be blocked by
independent to being in melee in one of the following ways: enemies. However, if the total number of allied characters in
1. They move to the skirmish center point and declare their the skirmish exceeds twice the number of hostile characters
intention to join the melee. (regardless of their "in melee" or "independent" state), then the
2. Their coordinates coincide with an independent hostile independent character can escape from the skirmish without
character, and a melee attack or "Range: Touch" spell or effect fear of being blocked.
is made on them (this is an action that creates a new skirmish
immediately followed by "Combining Skirmishes" (see p. 86)).
3. The independent character's movement is blocked by an
enemy character. In Advanced Combat, the treatment of spells and effects
4. The independent character blocks the movement of an that affect an area is basically the same as in Standard Combat.
enemy character. However, there are some new rules arising from the two-
5. The independent character attacks an enemy character with dimensional nature of the battlefield. Wide Area effects are
a melee attack or "Range: Touch" spell or effect (only if the circular, whilst the area of effect of "Area: Line" and "Area:
enemy character can act of its own volition, i.e., if the enemy Breakthrough" is a rectangle 2m in width.
character is stunned or otherwise unable to act, it will remain In addition, although the rules are the same for shielding,
independent, and its coordinates will not change). the battlefield extends two-dimensionally, so the effect of
positioning becomes more significant.
Note: No Automatic Pull Into Melee at the Beginning of
the Turn Range
In Standard Combat, a character in the independent state In Advanced Combat, the distances for ranged attacks,
is automatically drawn into melee at the start of their own turn. spells, and effects are handled in meters. Generally, the range
In Advanced Combat, however, that rule does not exist. is expressed as "Range: X (Ym)" and the “Ym” part is used.
Independent characters start their turn as independent.
Wide-Area Effects
GM Guide: Proactively Eliminate Independent Spells and effects that affect a large area are described as
Characters "Target: X area (Ym radius)/-" In Advanced Combat, the
Characters who cannot act on their own, such as those "Radius: Ym" determines the circular area of effect. The area
who've fallen unconscious or been put to sleep, are removed of effect extends to the circumference of a circle Y meters in
from melee and become independent characters. However, radius.
their coordinates are still considered to be in the center of the The part after the "/" ("Space," "All," or the number of
skirmish. targets from "5" to "20") is applied in the same way as in
If the coordinates of the skirmish's center point are Simplified Combat and Standard Combat.
changed while the character is immobile in a melee situation,
the character becomes independent. The character's own Characters in Skirmish
coordinates will not change, but the center point of the If a wide-area effect includes a skirmish:
skirmish will shift. Each character in a melee will be the target if the skirmish
center point is included in the range.
Characters In Melee Becoming Independent Each independent character will be a target if their unique
Characters who cannot act on their own, such as those coordinates are within range.
who've fallen unconscious or been put to sleep, are removed
from melee and become independent characters. However, Line and Breakthrough
their coordinates are still considered to be in the center of the Those effects with "Area: Line" and "Area: Breakthrough"
skirmish. are certain to affect the specified target character. At the same
If the coordinates of the skirmish's center point are time, they may affect any of the characters in the direction of,
changed while the character is immobile in a melee situation, and within the area, of the effect, with a 50% probability (1-3
the character becomes independent. The character's own on 1d roll for each). This is applied to all characters within the
coordinates will not change, but the center point of the area of effect.
skirmish will shift. Breakthrough and Line in Advanced Combat have an area
of effect of 1m on either side of a straight line connecting the
Leaving the Melee - Escape starting point and the target to the end point, for a total width
In principle, a character in a melee cannot move. of 2m. Any character with coordinates within this elongated
However, a character that has declared preparation to leave rectangle can be caught in the effect.
the melee on their previous turn may move in any way they
wish. Stray Shots
If the number of characters in a skirmish (or the number When targeting a character in a skirmish from outside of
of sections) of the player's own Faction that is in melee exceeds it with a Ranged Attack or "Area: Shot" spell or effect, a stray
twice the number of characters in the skirmish belonging to shot will occur if there are other characters at the same
the enemy Faction (regardless of the latter’s "in melee" or coordinates. The target must be selected at random from all
"independent" state), then that character can leave the skirmish relevant characters at the same coordinates in the skirmish
immediately by moving out of the skirmish area.
82
Shielding Shielding Diagram
To use a ranged attack, spell, or effect, the line of sight to
the target must be free of obstructions. Skirmishes and hostile
characters will shield any targets behind them, preventing line
of sight from being drawn beyond the shielding character(s).
Shielded by a Skirmish
For characters outside of a skirmish, the skirmish will
shield any characters beyond it. To shoot through a skirmish,
the Combat Feat [Hawk Eye] is required. However, shooting
directly into the skirmish does not require any Combat Feats.
Whether or not shielding occurs is determined by drawing
a straight line from the character to the target across the
battlefield. If the line just intersects the circular area of a
skirmish, it is treated as if shielding has been established.
If a character is shooting from inside of a skirmish, other
characters are not shielded by this skirmish.
83
Part 2 Optional Rules
When a character tries to move, if there is a hostile Movement Blocking with Characters Outside the Skirmish
character or skirmish in their path, they may be interfered with
and may not be able to complete the desired move.
Outside of Skirmish
Characters outside of a skirmish seeking to block another's
movement cannot specify any coordinates lying within the
skirmish as the blocking point.
Multi-Section Monsters
A character can block a monster's movement if it has up
to twice as many sections as the blocker, but not more.
However, several characters can succeed, whereas one cannot.
If the number of characters is at least half as many as the
number of monster sections, and all the characters can reach
the coordinates where they want to block it using just a
Limited Move, then it is possible to block the monster's
movement. A character outside a skirmish cannot specify a
location within the skirmish as a blocking point and, therefore,
cannot aid a character in the skirmish in making a block.
Skirmish Occurrence
If a character is blocked, a skirmish is usually formed by a
melee attack or other Action by the active character. However,
even if no Action, including a melee attack, is taken, then a
skirmish is automatically formed at the end of the active
character's turn, and then both the active character and the
blocking character will be in melee.
84
opponents (excluding the character who wants to move), then
the character cannot leave.
A character in a skirmish can block a hostile character who However, a character in the independent state can still use
tries to move through the skirmish or who is independent in "Area: Breakthrough" spells and effects. In this case, their
the skirmish and tries to leave it. In this case, the active movement cannot be blocked.
character is moved to the center point of the skirmish and is
counted as being in melee. GM Guide: Passing Skirmish, Retreat, and Departure
When in a skirmish, the range of possible movement In Advanced Combat, there are three types of movement
blocking actions by independent characters is different from that involve a path from inside a skirmish to outside it (without
those in Standard Combat. first preparation for leaving): "passage," "retreat as an
independent," and “departure from melee.” “Passage” is a
Blocking Possibilities via Faction Comparison movement that starts from outside the skirmish, enters it, and
If a character tries to move through a skirmish, determine then exits from the opposite side. "Retreat as an independent"
which Faction they belong to. If that Faction (whether its is when a character in the independent state moves out of a
members are in melee or independent) numbers more than skirmish during their turn. "Departure from melee" is when a
twice the size of the opposing Faction, then the character's character in melee moves out of the skirmish area. (Note:
movement cannot be blocked. For example, say there are 3 "Retreat as an independent" is a new case, appearing only in
characters from Faction A and 2 from Faction B in melee. Advanced Combat).
Two more characters from Faction A wish to move through In all cases, the difference lies in whether the moving
part of the skirmish, and Faction B wants to stop them. In this Faction-member can be blocked by another character in the
case, Faction A has 5 characters opposed by Faction B's two, skirmish area or not. This can happen if the moving Faction
so Faction B cannot block those characters' movements. outnumbers the opposing Faction by a factor greater than 2:1
in terms of the number of participants (or sections).
Blocking by an Independent Character (Caution) In the case of "Passage" and "Retreat as an independent,"
A character in the independent state can only block within the person moving should be counted in this calculation,
its own Limited Move range and within the skirmish. Once a whilst "Departure from a melee" counts only those characters
move is blocked by such a character, the coordinates of the other than the one trying to depart.
blocking point become the center point of a new skirmish. This means that it is important to engage melee first when
Then an immediate "Combining Skirmishes" event happens trying to stop a large monster with many sections. If such a
(see p. 86). monster moves first, it will be difficult to stop it (since you will
Characters in melee can also jointly obstruct the not be able to gain a 2:1 advantage while you are not in melee).
movement of an independent character. In this case, no new It is also important to note the difference that only the
skirmish is created, and the independent character changes its number of characters engaged in the melee state counts
coordinates to the existing skirmish center point, where it towards the size of the Faction wishing to move, while the
enters melee. There is a possibility of skirmish expansion due blocking Faction includes both melee and independent
to an increase in the number of people in melee. characters.
The table below summarizes the above. Whether the
Independent Characters Blocking Movement active character is in melee or not is the deciding factor.
Blocking Restrictions
A character in a skirmish cannot obstruct the movement
of another character who has prepared to leave the melee
during their previous turn.
If a character wants to move out of a skirmish and the
number of enemies in the skirmish (whether in melee or
independent) is more than twice the number of their
85
Part 2 Optional Rules
86
Continuation of Melee State No Merger Occurs
All the characters that were previously in a state of melee The skirmishes will not combine and remain in their
in separate skirmishes are now in melee within the new original form.
skirmish area. Their coordinates become the center point of
the new, combined skirmish. No Shielding When Inside
There is no shielding for those in either skirmish,
Continuation of Independent State regardless of which skirmish they are in.
When skirmishes merge, independent characters remain
independent and maintain their original coordinates. They do Direct Interference is Not Possible Between Warring
not become engaged in melee, nor do characters that were in Factions
melee become independent (all remain the same). Whilst in melee, characters of one Faction cannot directly
interfere with (e.g., melee attack) characters in another
Becoming Independent or Moving Out of Skirmish skirmish. They still can be the target of ranged magic or effects
When skirmishes merge, the center point or size of the (assuming it can reach them, of course).
skirmish may change, and a previously independent character
may be moved out of the skirmish area. Conversely, a Independent Characters Belong to One Skirmish Only
character that was previously outside the skirmish may Whether or not a character in melee can directly interfere
become independent inside it. with an independent character is determined by whether the
character in melee is in the same skirmish as the independent
character or not.
Independent characters with coordinates in two skirmish
If multiple skirmishes overlap, but their centers are not areas can be directly interfered with by characters in either of
within range of each other, they are handled as follows. them.
87
Part 2 Optional Rules
The rules governing situations involving invisible A character who is incapacitated due to being unconscious
characters, reduced efficiency if blocking movement whilst or through other causes, and is not expected to recover from
underwater, and the inability to block movement against such incapacitation, is excluded from the battlefield.
"Area: Breakthrough" effects are the same as those in Standard
Combat. Exclusion Basics
Exclusion from the battlefield means that the character is
Invisible Characters completely removed from the fight. A character that is
The process for invisible characters is the same as in removed for any reason will not return to the battlefield.
Standard Combat. Conversely, a character must not be excluded from the
battlefield if there is a possibility that they will recover. To take
Cannot Be Blocked an extreme example, if [Quick Resurrection] (see CR III, p.
Invisible characters can move without being blocked. 143) is cast, and there is a possibility of receiving its benefits,
However, if their invisibility is canceled by moving, then they even a dead character cannot be excluded from the battlefield.
become visible and can therefore be blocked A character excluded from the battlefield is treated as
completely absent. They do not interfere with the battle, nor
Invisible Characters Can Block Movement, but Skirmish are they affected by it in any way. They are not considered
Occurs Automatically when counting the number of characters (or sections)
An invisible character can block the movement of another involved.
character. In this case, a skirmish breaks out immediately If a character survives on the battlefield, the winner's
without waiting for the end of the turn. Faction will decide what to do with them after the combat is
over. They may be healed or carried to a safe place if they are
Underwater Combat allies. If they are enemies, it is completely up to the victors to
In underwater combat, as in Standard Combat, the decide whether to take them as captives, kill them, or leave
condition of whether the blocking of movement is allowed or them where they lie.
not is changed from a "2:1" advantage to "1:1".
Exclusion of Monsters and NPCs
Area: Breakthrough Decisions to exclude monsters or NPCs are left to the
Range of Effect GM. If they remain, the players must consider the possibility
In Advanced Combat, "Area: Breakthrough" affects a 2m that the monster or NPC will return to the battlefield. For
wide rectangle that extends to its full range as its area of effect example, if a monster with the "Area: Breakthrough" ability
(see p. 82). falls unconscious but remains on the battlefield, it will prove
As with Standard Combat, "Area: Breakthrough" can be quite dangerous should it recover. The reason is that the
executed either "to the target, in the direction of the target" or monster is in an unconscious state, and after it recovers, it
"to the target, ending at the target". The area of effect has a could suddenly use its “Area: Breakthrough” ability. To avoid
width of 1 meter on each side of the line joining the two points. this risk, it may be prudent to continue to attack the monster,
reducing its HP and ensuring its death by making it fail a
Cannot Be Blocked Death Check.
“Area: Breakthrough” effects cannot be blocked. GMs should avoid putting unnecessary stress on players.
Unless there is a special monster that requires specific rules
Breakthrough from Independent State (as in the previous example), or unless the GM wants to add
In Advanced Combat, characters remain independent some extra challenge, monsters should be automatically
while in a skirmish at the start of their turn. And if they are declared dead when their HP reaches 0. The GM should then
independent, they can use "Area: Breakthrough" effects. As remove it from the battlefield to ensure smooth game
mentioned in the previous section, such effects cannot be progress. Remember, in TTRPG combat, the goal is not for
blocked and can extend beyond a skirmish area. the GM to win against the players; it's a collaborative game
If "Area: Breakthrough" is used in the independent state, where everyone works together to create an exciting story.
"Exclusion Near Starting Position" (see CR III, p. 116) cannot GMs should think about monster tactics but refrain from
be used. overstepping the bounds of fun.
88
should discuss it carefully and confirm whether there really is Terms: Dominant and Dependent Characters
no possibility of them returning to the battlefield. The terms "dominant character" and "dependent
The GM may reject the request if there is a possibility of character" are used in the following explanations. A
recovery in subsequent rounds based on information that the "dependent character" is one that is the focus of this section
player does not know. However, this is for the purpose of and is subject to a stranding effect, e. g., a character that is
recovering PCs. Refusing to do so just to finish the game as being entangled or constricted.
quickly as possible will only damage the trust between GM A "dominant character" is one who applies such a stranding
and players and should be avoided. effect to the dependent character.
89
Part 2 Optional Rules
better starting position, but of course, Hide checks and For example, if the maximum number of skirmish
Danger Sense checks are still made each round, and any participants is set at 7, it will not be possible to have more than
failure will result in a missed opportunity for an ambush. 7, counting all characters in both the melee and independent
This process is also used when enemies that have PC-like states.
character sheets want to surprise the PCs. The number of participants should be determined by the
In the following table, you will find bonuses and penalties GM in the range from 2 to 20, based on the size of the
for the Hide checks of the Faction attempting an ambush and battlefield and referring to the "Skirmish Range Table" (see p.
the Danger Sense checks of the opposing Faction. The bonus 81).
to the Danger Sense checks is added separately for each If a character is removed from the battlefield (see p. 88),
combination. For example, if there are two characters, one at they are also removed from the headcount. As a result, a new
5m and the other at 25m from the enemy, then the Danger character can join the skirmish if the number of participants
Sense checks to gain a +4 bonus because the closest enemy is falls below the limit.
within 10m.
If the surprise attack fails, immediately progress to the No Entry Principle
normal combat initiation process (including Initiative checks). A character outside an overcrowded skirmish cannot
move through that skirmish as that will cause it to exceed its
Bonuses And Penalties for Surprises limit if they are to enter. For example, if the number of
Condition Modification participants in a skirmish is 7 and 6 characters are already in
Within 10m Danger Sense +2 the skirmish, then a monster with 2 sections cannot enter (or
11 – 20m Danger Sense +2 pass through) that skirmish.
21 – 30m No changes This restriction also applies to characters who have
More than 31m Danger Sense -2 mastered the Combat Feat [Shadow Sneak], characters who
Wide field of view Hide check -2 are completely invisible or hidden from others, and characters
Poor footing, easy to who attempt to use the “Area: Breakthrough" effect.
Hide check -2
make noise
Check Done By Moving Faction -4 Exceptions
Full Move As mentioned above, as long as characters move normally
(Whatever it is)
Normal Move No changes (including flying - remember that the Sword World 2.5
Limited Move / No Hide check +2 Made By Moving combat rules ignore differences in altitude), they cannot move
Move Faction into skirmish areas if that would cause the participant limit to
be exceeded. However, it is possible that the number of
participants in a melee may exceed the limit due to some
moves or actions.
If you are using these optional rules, movements, and
These rules are used to limit the number of participants actions that are exceptions, include the following.
(number of sections) when the battlefield is constrained, and
the characters create a skirmish there. 1. Shapeshift and Transformation That Increase Number of
These rules are not recommended in situations where Sections: Some monsters can perform a shapeshift that
Advanced Combat is not fully understood. It is not necessary increases their number of sections. Such can be performed
to use them at all if the battlefield is spacious and scenarios without considering the number of participants.
are prepared in advance so that each expected combat can be 2. [Teleport] (see CR III, p. 136) and similar effects: If the
adequately handled. movement is made with a spell and is unaffected by shielding
Advanced Combat should be used only when you fully or blocking, it is possible to enter a skirmish already at the
understand it and are confident in setting a battle in a small participant limit.
room or on a bridge to give some tactical interest and obstacles 3. Summoning: The effects of summoning characters, such as
that can be exploited. the various [Summon Fairy] spells (see CR II, p. 160), can
cause them to appear within the skirmish and thus exceed the
Skirmish With a Limited Number of People participant limit.
A skirmish is defined as a melee in which the participating 4. Forced Movement: If a character is forced to move by
characters are moving around with each other. Therefore, the another character and the end point of the move is in a
size of the skirmish is defined by the number of people skirmish, the character will be forced to enter that skirmish
concerned. This is to model the fact that the more people regardless of any limit.
involved, the more space they will need to fight.
Basically, the maximum number of participating As a result, a skirmish in which the number of participants
characters will be restricted if the size of the skirmish is exceeds its limit will be considered an “Overcrowded
physically constrained, such as on a narrow bridge or indoors. Skirmish”. Please refer to the next section for more
information on Overcrowded Skirmishes.
Number of Participants
When limiting the number of people (number of sections) Overcrowded Skirmishes
that can be in a skirmish, do not make any distinction between An Overcrowded Skirmish refers to a skirmish where the
“in melee” and “independent”, but count "all characters in the number of people in a restrictive area exceeds its limit.
skirmish area".
90
Examples of Overcrowded Skirmishes
Overcrowded Skirmishes can occur in the game in the Action Within Overcrowded Skirmish
following cases. In an Overcrowded Skirmish, there are basically no
restrictions on Actions other than movement. Characters can
1. Excess Number of People Due to Exceptions: As explained take the same Major and Minor Actions as in a normal
in the previous section ("Exceptions"). skirmish. However, they cannot "Prepare to Withdraw".
2. Newly Formed: Even on a battlefield where the GM has set Can Always Leave Overcrowded Skirmishes with Full Move
a limit on the number of participants in skirmishes, that does When a character (whether in melee or independent)
not apply when the skirmish is first formed. If a character has leaves an overcrowded skirmish, they can do so without having
multiple sections, they will still be pulled into the skirmish to prepare for it with an Action. However, they can only leave
regardless, even if that would exceed any limit. by using a Full Move. No preparation to leave is required, and
the move can be made immediately.
3. Combining Skirmishes: Overcrowded skirmishes can be This does not depend on the number of characters in the
formed by combining skirmishes. This can happen even if a two Factions. Even the side with the smaller number of
skirmish to be combined is already overcrowded. characters (number of sections) can leave an Overcrowded
Skirmish immediately (with a Full Move). On the other hand,
In an Overcrowded Skirmish, Everyone is Drawn into even if the number of characters in a Faction is more than
Melee twice those in the opposing Faction, they can still only leave
If a character in an Overcrowded Skirmish performs any the Overcrowded Skirmish by using a Full Move
Action, they enter the “in melee” state if they were
independent at the beginning of their turn.
They are left in an independent state if they are
unconscious or otherwise unable to act.
91
Part 2 Optional Rules
These rules expand the Fellows Action. This will allow possible actions. The player or GM managing the Fellow may
Fellows to assist the PCs more extensively in their adventures. choose any one to be the Fellow's action.
92
Part 3 Items
93
Part 3 Items
Each item in the item inventory and the icons attached to Some of the items have special price columns.
the items have the following meanings.
The fields described here are common to each general XX+: There is a range of prices, with "XX" being the lowest
items list. Please refer to their descriptions for specific fields price.
and major categories of items. XX/YY: Different prices, grades, and types are available.
Formula like YY x Z: The price of this item varies depending
Name and Magic Icon on the number of times it is used and other factors. The price
The "Name" column shows the name of the item. is determined by the formula written there.
If the name is prefixed with , then, the item is a magic XX + YY reputation: It is a renowned item (see CR II, p. 112)
item. It can be detected by spells such as [Sense Magic] and and requires a reputational fee in addition to money to obtain.
[Mana Search]. Not for Sale: Not sold to the public. Players must find or pick
it up in a scenario prepared by the GM to obtain it. The item
Stance can still be sold for half of the indicated price.
The "Stance" column indicates whether the item is hand-
held or not, and if so, whether it is one-handed or two-handed. Notes
The "Notes" column contains a summary or notes about
1H: The item is held in one hand. the item and, if necessary, a reference to the detailed data.
2H: The item is held in both hands.
-: No hands are needed to use the item. The item can be used ※Details p. XXX: If the item needs to refer to detailed data,
directly from the state where it is stored as luggage. Such items the page XXX will be mentioned.
that appear to be hand-held can be used even when the hands ※X (Annotation instructions outside the table): When
are occupied (e.g., with a weapon equipped or something else several items in classification are annotated together with the
is held in hand), and the hand-held item will continue to be same annotation, there are cases in which the annotation
equipped or held even after the item is used. outside the column is indicated by ※ and a number, like ※
For example, various types of potions fall into this 1.
category. In such cases, the corresponding annotation is listed
immediately after the column in the general list data for each
Price category.
The “Price” field indicates the price of the item in G
(gamels). When a PC buys from a merchant, they pay the
amount indicated in the "Price" column.
This is now the general list of weapons. The following are Name
fields that appear only in this list of weapons and fields that Edged and Bludgeoning Weapons
require a more detailed explanation. For most weapons, the icons are noted after the name.
This indicates whether the weapon is an edged weapon or
Categories and Ranks a bludgeoning weapon, and in some cases, depending on the
Weapons in this list have four ranks, B, A, S, and SS, for monster, this weapon type may affect the game, for example
each category. To equip and use A- and S-rank weapons, PC by causing resistance.
must have the [Weapon Proficiency A/**] and [Weapon The presence of both icons means that the weapon can be
Proficiency S/**] corresponding to the weapon category. In used as either type. Unless otherwise noted in the detailed
order to equip and use SS-ranked weapons, PC must acquire data, the user can choose which type of weapon to use each
[Weapon Mastery]. time an Accuracy check is performed.
Some weapons fall into neither category and do not have
Weapons with Multiple Categories this written on them. In particular, all guns have no such
Some weapons can have more than one category. Each categories.
time they are used by a character, they will be treated as
weapons in the category of the character’s choice. For Stance
example, a weapon in both sword and thrown weapon The “Stance” field for weapons is more subdivided than
categories must be used as a sword for a melee attack or a “1H” and “2H”.
"thrown weapon" for a ranged attack. The weapon's [Weapon
Proficiency/**] will determine whether the weapon's damage 1H†: Allows either one or two hands to wield. Data for the 2-
will be increased or not. handed stance is included immediately below. “Stance:1H† “
94
shows data for one-handed use, and the data of “Stance: 2H” This field is left blank for weapons that do not cause
shows data for two-handed operation. damage on hit.
2Hᵴ/2Hᵱ: Some two-handed weapons can be used in two In addition, this field is omitted for guns, whose power
ways, “slashing” and “piercing,” and such weapons are listed depends on the used magitech spells on the bullets.
with these two types of data. Wielder must state which method
of attack is to be used prior to performing the Accuracy check. Crit Value
1HR: When the equipped person is riding (see CR III, p. 85), This is the Critical Threshold for when the weapon hits
this data should be referred to. and the Power Table is used.
1H*/2H*: These weapons can be used as thrown weapons.
However, the data in the melee weapon category is for when Add’l Dmg
the weapon is used as a melee weapon, not a thrown weapon. If there is a “+value” here, that number of points will be
Using the weapon in a melee attack should not be considered added as Extra Damage when determining the calculated
a thrown weapon attack. damage.
1HW: This is a one-handed weapon, but it can be used with
a "Stance: 1H/2H" item in its hand. It is also possible to use a Range
“Throw” with such a weapon equipped. However, such For ranged weapons, this column indicates the range
weapons cannot be equipped with other weapons. distance for that weapon.
1H#/2H#: Does not use the hands but is still treated as a 1H
or 2H weapon for restrictions, bonuses, and combat feats. Notes
Due to space limitations, the Notes column of the weapon
Point! About 1H/2H
is not self-explanatory.
Some combat feats use either “1H” or “2H” stances. In
Some annotations refer to common features. The
principle, if the stance starts “1H…” then consider it
descriptions are given below.
applicable for 1H combat feats. Same with “2H…”.
Of course, this does not apply when there is an exception
Silvered: Weapons made of silver can give damage to
in the individual explanation of the combat feat (for example,
monsters with the [Normal Weapon Immunity] and may deal
[Dual Wielding] clearly states that weapons with “1H#” are
more damage to characters with silver weapons as their weak
not allowed). Also, when a stance is specified in detail, such as
points.
“1H*”, other Stances are not applicable.
Defense +1: When equipped, the character's Defense is
Not only for the combat feat but also for various effects, if
increased by 1 point. Even if multiple weapons with this effect
only “1H/2H” is mentioned, it should be treated as if all
are equipped, the effect is not cumulative, and only one of
Stances that include it in their names are applicable, in
them is applied.
principle.
If a weapon with this effect is used for an attack, the effect
of the Defense increase will remain.
Min STR
Slayer + X (Classification Name): Weapons annotated with
This means the minimal strength of the weapon; a "Slayer + X (Classification name)" are those that cause "+X"
character cannot equip a weapon with a minimal strength that Extra Damage when they hit a character that corresponds to
exceeds its own strength (in the case of the Fencer class, half (Classification name). Multiple classification names may be
of it, rounded up). specified, in which case, all of them increase Extra Damage.
Type Weapon (Type Name) +X/MP Cost Y: Weapons with
Accuracy this annotation deal specified type of damage indicated in
This is the bonus (positive number) or penalty (negative (Type Name) for 10 seconds (1 round) by consuming Y points
number) on the Accuracy check when attacking with that of MP. This means that the Extra Damage will be increased
weapon. A “-” indicates neither. by +X points. If a weapon of this type receives Fairy Weapon
enhancement (see CR II, p. 243), the type given by the
Power and Power Table enhancement should be the same effect as on the weapon but
The following is the power of the weapon and the will be only active by paying the Y MP Cost. In this case, Extra
corresponding power table used to determine the calculated Damage will be added as usual. It is impossible to give an
damage of the weapon. additional type to a weapon with a different type.
95
Part 3 Items
These are swords, daggers, or other weapons that attack primarily by cutting or stabbing with their blade.
Scabbard
Swords can be put in the scabbard and can be stored with a Minor Action.
B-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30
Stiletto 1H 2 - 2 0 0 0 1 2 3 4 4 4 4 ⑩ - 40
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50
Kukri 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 60
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 80
Epee 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 90
Katzbalger 1H 7 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 100
Rapier 1H 8 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 110
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 190
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 370
1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Long Sword 440
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ -
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 340
1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ -
Bastard Sword 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790
Zweihander 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 860
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ - 1,020
Weakness Revealer 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 7,660 ※Details p. 125
13,000 (Not
Berserker's Sword 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - ※Details p. 125
for Sale)
A-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820
Main Gauche 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620 ※Details p. 125
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 880
Schiavona 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 990
Defender 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 1,770 ※Defense +1
Talwar 1H 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,210
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 1,450
1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Flamberge 1,580
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Dragonslayer 2H 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2,760
Balzer's Magic Sword 1H 16 +1 21 1 2 3 4 6 6 7 8 9 10 ⑩ +1 16,000 ※Details p. 125
Destroyer 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ +1 15,000
96
S-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150
Excellent Rapier 1H 10 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 4,580 ※Silvered
Mithril Sword 1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 7,500 ※Silvered
Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 5,750
1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 ⑩ -
Claymore 8,00
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 14,000
1H† 20 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1
Executioner's Blade 30,000 ※Details p. 125
2H 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1
SS-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Angel Feather 1H 2 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ +1 40,000
Moon Pillar 1H 10 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 48,000
1H† 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1
Hyperion 57,000
2H 20 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +3
Geister 2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 ⑩ +3 83,000 ※Details p. 125
97
Part 3 Items
This weapon has a heavy blade attached to the end of the handle. Either way, it is a weapon that uses the weight concentrated at
the tip to strike through and generally has very high power.
B-Rank Axes
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Sickle 1H 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑪ - 40
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90
Bhuj 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - 240
1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 ⑪ -
Battle Axe 360
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ -
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ - 410
1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 ⑪ -
Heavy Axe 440
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ -
Bulova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 490
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 950
A-Rank Axes
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630
Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 840
2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ -
Long Axe 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ -
Arm Catcher 2H 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 2,480 ※Details p. 126
2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Halberd 1,080
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Dinojaw 2H 24 - 49 4 6 7 10 10 12 12 13 14 15 ⑫ - 1,200
2Hᵴ 28 - 48 4 6 7 9 10 12 12 13 13 15 ⑪ -
Glaive 1,350
2Hᵱ 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
S-Rank Axes
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300
1H† 14 - 29 2 3 4 6 7 8 9 9 10 10 ⑪ -
Conning Shaft 5,900 ※Details p. 126
2H 14 - 39 4 5 6 7 8 10 11 11 12 13 ⑪ -
1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ -
Mithril Axe 8,000 ※Silvered
2H 18 - 43 4 6 7 8 9 10 11 12 13 14 ⑪ -
2Hᵴ 26 - 51 5 7 8 10 10 12 12 13 15 15 ⑪ -
Couse 10,500
2Hᵱ 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Voulge 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ - 13,400
2H 17 +1 42 4 6 7 7 9 10 11 12 13 13 ⑪ +1
Death Scythe 26,000 ※Details p. 126
2H 17 +1 52 5 7 8 10 11 12 12 13 15 15 ⑪ +1
SS-Rank Axes
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Rimahawk 1H* 8 +1 29 2 3 4 6 7 8 9 9 10 10 ⑪ +3 50,000
ᵴ 20 -1 55 5 7 10 10 11 12 13 14 16 16 ⑪ - ※Silvered ※: Details p. 126
Urgosh 64,000
ᵱ 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ - (including the peculiarities of Stance)
2Hᵴ 27 +1 62 5 9 10 11 13 13 14 16 17 18 ⑪ +3
Agahast 65,000
2Hᵱ 27 +1 57 5 8 10 11 11 12 13 15 16 17 ⑩ +3
Dynast 2H 40 -1 90 7 10 12 15 18 19 21 23 25 26 ⑪ +3 83,000
98
It is a weapon with a sharp blade attached to the end of a long handle. It is mainly used as a piercing weapon. Many of them can
be used both with one and two hands.
B-Rank Spears
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 110
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Spear 170
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Long Spear 220
2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
1H† 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1
Rainbow Spear 9,000 ※Details p. 127
2H 15 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1
A-Rank Spears
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 880
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460
1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Ahlspiess 480
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Normal Lance 1,200
1HR 20 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Parasol Spear 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 600 ※Details p. 127
1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Pike 1,750
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
S-Rank Spears
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1,990
1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩ -
Mithril Spear 7,930 ※Silvered
2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
1H 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Heavy Lance 8,280
1HR 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
1H† 30 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Corsesca 12,800
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩ -
SS-Rank Spears
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Eclair 1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ +1 61,000 ※Details p. 127
1H† 17 - 42 4 6 7 7 9 10 11 12 13 13 ⑩ +1
Tri-Lux 54,000
2H 17 +1 47 4 6 7 9 10 11 12 13 13 15 ⑩ +3
1H 25 - 45 4 6 7 9 10 10 11 12 13 14 ⑩ +1
Fatal Lance 67,000
1HR 25 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ +1
Ductus Lancair 2H 30 - 65 5 9 10 12 13 14 15 17 18 18 ⑩ +3 68,000
99
Part 3 Items
This is a bludgeoning weapon with a heavy part attached to the tip of the handle. It is not suitable for cutting down an opponent
with a single blow, but it excels in accuracy and boasts stable power.
B-Rank Maces
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20
Light Mace 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 120
Heavy Mallet 1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 220
1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ -
Heavy Mace 330
2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑫ -
Maul 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑫ - 440
Ogre Maul 2H 30 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 640
Hollow Hammer 1H 1 +2 0 0 0 0 1 2 2 3 3 4 4 ⑫ - 7,000 ※Details p. 127
A-Rank Maces
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 460
Pallas's Maraca
1H 9 +1 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 1,360 ※Details p. 127
S-Rank Maces
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Bludgeon 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 1,360
Mithril Mace 1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑫ - 7,200 ※Silvered
Troll Buster 2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ - 10,800
1H† 23 +3 33 3 4 5 6 8 8 10 10 10 11 ⑫ +1
Power Capper 38,000 ※Details p. 127
2H 23 +3 43 4 6 7 8 9 10 11 12 13 14 ⑫ +1
SS-Rank Maces
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Bloody Lily
1H 14 +3 34 3 4 5 6 8 9 10 10 11 11 ⑫ +1 50,000
100
Most staves are long and two-handed weapons and can be used as implements for Truespeech Magic and Spiritualism Magic.
Because they are the sorcerer's favorite items, many of them have special effects.
B-Rank Staves
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - 110 ※Defense +1
Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - 140 ※Defense +1
Staff of Control ※Defense +1 ※Details
2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 14,840
p. 128
Efreet's 500 x
2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - ※Details p. 128
Whisker Uses
Battle Mage ※Defense +1 ※Details
2H 9 +2 19 1 2 3 4 5 6 7 7 8 9 ⑫ +1 7,500
Staff p. 128
A-Rank Staves
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Mana Staff 2H 3 +1 13 1 2 3 3 4 4 5 6 7 7 ⑫ - 6,800 ※Details p. 128
Fistulosum 1H 5 +2 10 1 1 2 3 3 4 5 5 6 7 ⑫ +1 16,100 ※Details p. 128
Leech Staff 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 7,000 ※Details p. 128
※Defense +1
War Mage Staff 2H 14 +2 29 2 3 4 6 7 8 9 9 10 10 ⑫ +1 15,000
※Details p. 128
S-Rank Staves
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
Sorcerer's Staff 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 ※Details p. 128
Black Rod 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 ※Details p. 128
SS-Rank Staves
Name Stance Min STR Acc. Power ③④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Aeon 2H 8 +1 38 3 5 6 7 8 10 10 11 12 13 ⑫ +3 78,000 ※Details p. 128
Uroboros 2H 14 +2 49 4 6 7 10 10 12 12 13 14 15 ⑫ +3 136,000 ※Details p. 128
101
Part 3 Items
It is a bludgeoning weapon with an iron ball or weight connected to the end of its handle. Although difficult to handle, it has the
greatest potential for destructive power.
B-Rank Flails
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 90
1H† 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ -
Flail 240
2H 10 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 280
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Heavy Flail 340
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Balanced Pendulum 2H 22 - 42 4 6 7 7 9 10 11 12 13 13 ⑩ - 7,780 ※Details p. 129
A-Rank Flails
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Percussion Flail 1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 1,380 ※Details p. 129
Temsgard's Chain Ball 2H* 10 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 2,400 ※Details p. 129
1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ -
Rising Sun 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩ -
1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Goedendag 1,540
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Temsgard's Chain Hammer 2H* 22 -1 52 5 7 8 10 11 12 12 13 15 15 ⑩ - 4,800 ※Details p. 129
Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 2,600
S-Rank Flails
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Double Eel 1H 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑨ - 3,300
Temsgard's Chain Star 2H* 15 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 13,000 ※Details p. 129
Jail Impact 1H 19 -1 29 2 3 4 6 7 8 9 9 10 10 ⑨ - 5,100
Daemonthresher 1H 24 -1 34 3 4 5 6 8 9 10 10 11 11 ⑨ - 12,000 ※Details p. 129
Temsgard's Chain Globe 2H* 28 -1 63 5 9 10 11 13 13 15 17 17 18 ⑩ - 19,500 ※Details p. 129
Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ - 12,500
SS-Rank Flails
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Silver Comet 1H† 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑨ +1
59,000
2H 15 - 45 4 6 7 9 10 10 11 12 13 14 ⑨ +3
※1: Type Weapon (Fire) +3/MP
Quadblaze 1H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ +1 69,000
Cost 3
Tyrant 2H 38 - 73 5 9 10 13 15 16 17 19 20 21 ⑩ +3 78,000
102
Warhammers have both a pointed pick and a hard hammer head at the end of the handle and can be used as an edged weapon
or a bludgeoning weapon, with the choice of piercing with the pick or striking with the hammerhead. On the other hand, they are
generally weak in terms of balance and have poor accuracy.
B-Rank Warhammers
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 60
Piercing Pick 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 380 ※Details p. 129
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 250
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 440
Golden Mattocks 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1 11,880 ※Details p. 129
A-Rank Warhammers
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 600
Unpiercing Pick 1H 8 -1 18 1 2 3 4 5 6 6 7 7 8 ⑨ - 1,450 ※Details p. 129
2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
Bec-De-Corbin 1,800
2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 1,680
Shock Hammer 1H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 15,700 ※Details p. 129
S-Rank Warhammers
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 2,600
Bec-De- 1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ -
10,300
Faucon 2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 ⑩ -
Heavy Anchor
2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ - 12,000
SS-Rank Warhammers
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Eversio 1H* 8 -1 33 3 4 5 6 8 8 10 10 10 11 ⑨ +1 57,000
1H† 19 - 29 2 3 4 6 7 8 9 9 10 10 ⑧ +1
Rosenhagen 70,000
2H 19 - 39 4 5 6 7 8 10 11 11 12 13 ⑧ +3
Gaiacleaver 2H 35 -2 85 6 9 11 14 17 19 21 22 23 24 ⑩ +3 88,000
103
Part 3 Items
The Grappler class can only attack with weapons of this Improves Kicks
category, such as punches and kicks. Wrestling weapons have Weapons that “improve kicks” are equipped on the legs.
several characteristics that are not found in other weapons, The arms can still be used for other purposes (such as
and that affects how they are used in the game. equipping other weapons or using items). The wielder cannot
have more than one weapon with this characteristic on its legs
Grappler only at the same time.
Weapons marked “Grappler only” can only be used by These weapons are similar to those improving punches in
Grappler. Accuracy checks with them cannot be made with terms of being a set of two.
the Fighter or Fencer classes.
Improves Throws
Improves Punches Strengthens the Throw weapon, replacing the values of
As a general rule, weapons that “improve punches” are Throw with those of the weapon. Like a Throw, an attack with
handled as a set for weapons for both arms. Except for special this weapon can only be made with both hands.
items that are clearly marked as being for one arm only, all
purchases, sales, processing, etc. are done as a set for two Punch, Kick, Throw, Tail, Bite
arms. It is not possible to “buy only for one arm at half price”. These are used directly by the body and do not need to be
equipped as a weapon. However, the Throw cannot be used
if the user has a weapon other than the Stance: 1HW in their
hand, or if the user is carrying another item. Tail and Bite
require the corresponding body part.
B-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Punch 1HW 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ -
Kick 1H# 0 -1 5 0 1 1 2 2 3 4 5 5 5 ⑫ -
Throw 2H 0 - 10 1 1 2 3 3 4 5 5 6 7 ⑫ - ※1
Cestus 1HW 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑪ - 40 ※1, ※2
Spiked Boots 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑪ - 160 ※1, ※3
Tail 2H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - ※Tail is needed
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - ※Bite is needed
Iron Knuckles 1HW 5 +1 5 0 1 1 2 2 3 4 5 5 5 ⑪ - 100 ※1, ※2
Solid Heels 1H# 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 240 ※1, ※3
Iron Boxers 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 230 ※1, ※2
Shin Guard 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 390 ※1, ※3
Shin Plate 1H# 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑪ - 580 ※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
104
A-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Easy Grips 2H 1 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 360 ※1, ※4
Hard Knuckle 1HW 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 440 ※1, ※2
Power Wrist 1HW 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 460 ※1, ※2
Stomper 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 620 ※1, ※3
Chain Stick 1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 630 ※1, ※2
Power Anklet 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 900 ※1, ※3
Hard Kicker 1H# 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑪ - 1,290 ※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks ※4: Improves Throw
S-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Tonfa 1H 5 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 2,600 ※1, ※2
Mithril Fingers 1HW 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 3,120 ※1, ※2 ※Silvered
Accel Brogue 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 3,980 ※1, ※3
Sharp Arms 1H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 4,440 ※1, ※2
Mithril Shoes 1H# 10 -1 30 2 4 4 6 7 8 9 10 10 10 ⑪ - 7,000 ※1, ※3 ※Silvered
Gilded Sabaton 1H# 15 -1 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 10,600 ※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
SS-Rank Wrestling
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Whirl Catcher 2H 5 +2 20 1 2 3 4 5 6 7 8 9 10 ⑪ +3 40,000 ※1, ※4
Hands Of Glory 1HW 10 +1 30 2 4 4 6 7 8 9 10 10 10 ⑪ +1 45,000 ※1, ※2, ※Defense +1
SS-Rank Wrestling
Groul: This is a steel hand armor with
a wolf's head. It is a very intimidating
weapon. Its shape is also effective in
repelling attacks from weapons.
105
Part 3 Items
106
This is a shooting weapon that shoots arrows using strings. It can shoot every round, but each time it uses an Arrow (Ammunition).
Can only be used with the Marksman class.
B-Rank Bows
Add'l
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Range Price Notes
Dmg
Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 2(20m) 60
Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 2(20m) 120
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 2(20m) 170
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 2(20m) 220
Bold Assertor 2H 22 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 2(20m) 7,770 ※Details p. 130
A-Rank Bows
Add'l
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Range Price Notes
Dmg
Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 2(30m) 610
Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 2(30m) 780
Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 2(30m) 1,200
Blood Ransom 2H 9 +1 24 2 3 4 5 6 7 7 8 9 10 ⑩ +1 2(30m) 14,000 ※Details p. 130
S-Rank Bows
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑨ - 2(40m) 5,100
Composite Bow
2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2(40m) 9,800
※Slayer +2 (Humanoid,
Avenger Bow 2H 17 +1 37 3 5 6 7 8 9 10 11 12 12 ⑩ - 2(40m) 32,000
Barbarous)
SS-Rank Bows
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Hitmaker 2H 12 +3 37 3 5 6 7 8 9 10 11 12 12 ⑩ +3 2(40m) 50,000
※Type Weapon (Wind)
Le Indalia 2H 18 +1 43 4 6 7 8 9 10 11 12 13 14 ⑩ +3 2(40m) 62,000
+2/MP Cost 1
Hand Sticker ※Slayer +3 (Humanoids,
2H 24 +1 49 4 6 7 10 10 12 12 13 14 15 ⑩ +3 2(40m) 67,000
Barbarous)
Eight
2H 30 +1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +3 2(60m) 68,000
Mambo
107
Part 3 Items
A crossbow is a shooting weapon using an elastic launching device consisting of a bow-like assembly called a prod, mounted
horizontally on the main frame called a tiller. It can be fired every round, but each use consumes a Quarrel (Ammunition) and can
only be used by the Marksman class.
The value in the “Add'l Dmg” column for Crossbows replaces the character's Strength modifier. In other words, Extra Damage
is determined by “Marksman level + Weapon-specific Add'l Dmg”, and the character's own Strength modifier is not applied.
B-Rank Crossbows
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Light Crossbow
2H 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ ±0 2(30m) 160
Normal
2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ ±0 2(30m) 260
Crossbow
Heavy Crossbow
2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 2(30m) 530
A-Rank Crossbows
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Bowgun 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ ±0 2(30m) 800
Repeater Crossbow 2H 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ ±0 2(20m) 1,600 ※Details p. 131
Arbalest 2H 10 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 2(40m) 1,000
String Bow 2H 13 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ +2 2(30m) 1,880 ※Details p. 141
Thami 2H 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ +2 2(50m) 1,280
Cranequin 2H 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑪ +3 2(40m) 1,500
S-Rank Crossbows
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Bolt Swarm 2H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ ±0 2(20m) 4,800 ※Details p. 131
Goat's Foot 2H 7 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ ±0 2(50m) 3,950
Scorpion 2H 13 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ +2 2(40m) 4,970
Despair 2H 19 - 44 4 6 7 8 10 10 11 12 13 14 ⑩ +3 2(50m) 6,260
Ballista 2H 25 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +5 2(50m) 9,200
SS-Rank Crossbows
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Zagran 2H 8 +1 43 4 6 7 8 9 10 11 12 13 14 ⑩ +5 2(30m) 56,000
Calvaria 2H 14 +1 49 4 6 7 10 10 12 12 13 14 15 ⑩ +6 2(30m) 67,000 ※Details p. 131
108
Guns can only be used with Marksman class, and Artificer the magazine up to its Max Magazine wielder needs to use
class is required to shoot bullets. The power of the weapon is Major Actions. Bullets for reloading are limited to those
determined by the magitech spell that enhances the bullet. found in the Gun Belt and other storage devices.
Guns deal magic damage instead of physical.
Stance:1H Guns and Holster
Max Magazine The 1H Guns come with a holster, and the character can
Each Gun has a Max Magazine, and each time the wielder store it with a Minor Action.
shoots, the bullets loaded in the gun are consumed. To reload
B-Rank Guns
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Matchlock 1H 1 3 - ⑪ - 1(10m) 360
Toradar 2H 5 3 - ⑩ - 2(30m) 800
Jezail 2H 10 3 - ⑩ +1 2(50m) 1,200
A-Rank Guns
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Derringer 1H 1 2 +1 ⑩ - 1(10m) 600
Smart Carbine 2H 5 4 -1 ⑩ +2 2(30m) 1,200 ※Details p. 131
Tempest 2H 10 6 - ⑪ +2 2(30m) 2,000
Longbarrel 2H 15 1 +1 ⑩ +4 2(50m) 3,500
S-Rank Guns
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Bullet Shower 1H 5 4 +1 ⑩ - 1(10m) 8,000
Lancaster 2H 10 2 +1 ⑩ +2 2(60m) 14,500
Carnage 2H 15 4 - ⑪ +4 2(40m) 17,000
SS-Rank Guns
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Masquerade 1H 5 4 +2 ⑩ +2 1(10m) 50,000
Choreadora 2H 10 3 +2 ⑩ +4 2(40m) 55,000
Full Fire 2H 15 8 +1 ⑩ +4 2(30m) 60,000
Desperado 2H 20 2 +3 ⑪ +6 2(60m) 80,000
A-Rank Guns
Smart Carbine: This gun was designed
to be handled with one hand while
mounted on a horse or manabike.
During the Magitech Civilization
Period, it was often used by guards.
109
Part 3 Items
Shooting weapons use arrows, quarrels, and bullets to attack. Each weapon has specific ammunition. They are generally consumed
each time they are used, but some can be recovered and reused.
110
This is the general list of armor. The following are fields Defense
that appear only in these lists, or that require a more detailed Indicates how many points of physical damage is reduced
explanation of the same field. when the armor is equipped. Armor and shield defenses are
added together.
Categories and Ranks
Like weapons, each category has ranks of B, A, S and SS. Notes
To equip A- or S-ranked armor, you must have [Armor Grapplers may equip and Grappler Only
Proficiency A/**] or [Armor Proficiency S/**] corresponding For armor with “Grapplers may equip” Grapplers can
to the armor category. [Armor Master] is required to equip SS make Evasion checks with.
rank armor. For armor with “Grappler Only”, only Grapplers can
make Evasion checks with.
If a Grappler class is equipped with armor that does not
Min STR have one of these annotations, the Grappler class can neither
Minimal strength of the armor. attack (make Accuracy check and Extra Damage with it) nor
perform Evasion checks.
Evasion
This is the bonus (positive number) or penalty (negative Magic Damage -3
number) on Evasion checks when the armor is equipped. A Some armor has the annotation "Magic Damage -3". This
“-” indicates neither. Armor and shield defenses are added type of armor reduces by -3 magic damage dealt to the wearer.
together. However, it does not reduce poison, disease, curse, or psychic
damage.
Nonmetallic Armor is lightweight armor that uses little or no metal. It is easy to move, but its defense is generally low.
111
Part 3 Items
112
This is heavy armor made of metal. Although highly defensive, some of them affect movement.
113
Part 3 Items
A shield is held in the hand and used to defend against In other cases, use X value. Their data is as follows.
attack.
Mount Protection
Stance Some of the category Shields are annotated with "Mount
In the data of the shield, there is a “Stance” column that Protection." If a jockey has a shield of this type, its Defense is
indicates how many hands are required to use the shield. also applied to all mount’s sections. In this case, the mount's
Defense is not increased by [Armor Proficiency (A/S)/Shield].
Unique Element of the "Shield" Tables If the shield itself is enhanced, its enhancement should also
Shields Usable as Weapons be added.
If a shield that can be used as a weapon is used in an attack,
the wearer gets the second Y Defense value listed (X/Y).
B-Rank Shields
Stance Min
Name Evasion Defense Price Notes
STR
Buckler 1H 1 +1 0 60
Glass Buckler 1H 1 +1 0 1,060 Accuracy +1, cracks on fail Evasion check (Details p. 135)
Round Shield 1H 8 - 1 100
Kite Shield 1H 13 +1 1 500
Tower Shield 1H 17 - 2 600
Asteria's Defense 1H 6 - 2 40,000Earth, water/ice, fire, wind types damage -3 (Details p. 135)
Flaming Shield 1H 13 +1 1 7,900 The password puts the shield on fire and increases Defense (Details p. 135).
Calvaria 1H 14 - 3 67,000It can switch between crossbow and shield forms. (Details p. 135)
Balzer's Magilight It stores mana when the wielder is hit by the sword and deals damage to 1 Character when it is
1H 16 - 2 6,000
Shield released (Details p. 135)
Mighty Brittle 1H 20 +2 4 3,000 Character Defense 0 on the automatic failure of an Evasion check. (Details p. 135)
A-Rank Shields
Stance Min
Name Evasion Defense Price Notes
STR
Mirror Shield 1H 5 +1 0 870 Can be used as a mirror (Details p. 135)
Target Shield 1H 7 +1 1 680
Cymbal Shield 1H 8 +1 1 1,020 Generates “Rhythm:⮭ or ⮯” when used as Shield (Details p. 141)
Heater Shield 1H 10 - 2 1,000
Spiked Shield 1H 13 +1 2/0 1,800 Can be used as a weapon
Knight Shield 1H 15 - 2 1,250 Mount Protection
Great Wall 1H 20 -1 3 1,800
Great Barrier 2H 30 +1 3/3 3,300 Can be used as a weapon
Temsgard's Light It is interconnected with “Temsgard's Chains” and dramatically improves their usability
1H 10 - 2 7,000
Dock (Details p. 135)
Reflector Shield 1H 16 +1 2 4,200 Reflects “Area: Line” (Details p. 135)
Temsgard's Heavy It is interconnected with “Temsgard's Chains” and dramatically improves their usability
1H 20 -1 3 8,000
Dock (Details p. 135)
Name Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value Add'l Dmg
Spiked Shield 1H 13 -2 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Great Barrier 2H 30 - 40 4 5 6 7 9 10 11 11 12 13 ⑫ -
S-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Mithril Shield 1H 8 +1 2 4,700 Silvered
Hoplite Shield 1H 15 - 4 2,900
Grand Partner 1H 18 - 3 4,800 Mount Protection
Blade Killer 1H 22 - 4/2 7,300 It can be used as a weapon
Turtle Shell 1H 5 +2 1 19,200
Total Reflector 1H 16 +1 3 28,800 Reflects “Area: Line” and “Area: Shot” (Details p. 135)
Name Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value Add'l Dmg
Blade Killer 2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ -
SS-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Half Moon 1H 6 +2 2 33,000
Glorious 1H 15 +1 5 47,000
Paladin's Pride 1H 21 - 6 54,000 Mount Protection
Eternal Lord 1H 24 - 7 65,000
See the next page for description of the shields.
114
Adventurer Set Hand Mirror 1H 50+
Small: 50G, Cosmetic: 100G, Full-
Name Stance Price Notes length: 150G
Adventurer Backpack, Waterskin, Blanket, 6 Torches, Flat Hand 50 + 20 Gives +1 bonus to the wielder’s
- 100 1H
Set Tinderbox, 10m Rope, Small Knife Mirror reputation Disguise check (see CR I, p. 103)
Containers Clothing
Name Stance Price Notes Name Stance Price Notes
Bag - 8 Fabric Change of
- 10+ One week's worth of clothes.
Belt Pouch - 15 Leather Clothes
Waterskin - 20 Leather Underwear - 3+
Backpack - 50 Leather Casual Wear - 6–8 Shirt 6G, Skirt 7G, Pants 8G
Swimwear - 20+
Camping Equipment 20 + 10
Name Stance Price Notes Swimsuit - Swimming checks +1
reputation
Tableware Set - 12 Cup, Plate, Bowl Snowsuit - 80+ Top and bottom included.
Blanket - 40 80 + 15
Cooking Fluffy Snowsuit - Water/Ice damage -1, Agility -6
2H 50 Frypan, Pan, Cooking Spoon reputation
Utensil Set Riding Outfit - 100+ Top and bottom included.
Easy-to-use 50 + 5 Gives +1 for cooking-related action Stylish Riding 100 + 10
2H - Riding checks +1
Cooking Set reputation checks. Clothes reputation
250 for 4 people, 300 for 5 people, 350 Robe/Dress - 100+
Tent - 250+
for 6 people Everchanging Can change in any cloth (Details p.
- 18,000
Lighting Equipment Clothing 137)
Torches and Lanterns light up 2-3 areas (10m radius). Work Animals
Name Stance Price Notes Name Stance Price Notes
Set of 6. Lasts 2 hours each, even if Donkey - 800
Torch 1H 5
dropped. Mule - 1,000
Box of flint and kindling. Ignites in 10 Packhorse - 1,500
Tinderbox 2H 20
minutes. Camel - 2,000
Flammable 20 + 5
2H Ignites in 5 minutes.
Tinderbox reputation Miscellaneous
Oil - 20 Lantern oil. Burns 12 hours. Name Stance Price Notes
A small pot containing flint and a Writing Quill 1H 2
Hu Lamp 1H 100
mechanical spark. Ignites in 1 minute. 50 + 10
Light Quill Pen 1H Writing speed +10%
Quick-Light 100 + 20 reputation
1H Starts in 30 seconds.
Hu Lamp reputation Ink - 3
Shuttered lantern. Destroyed when Paintbrush 1H 5+
Lantern 1H 40
dropped. Light 50 + 10 Gives +1 bonus to the action check
1H
40 + 10 Paintbrush reputation when painting
Sturdy Lantern 1H Can withstand falls of 3m.
reputation Oil Paints - 10+
Brush 1H 5+
Adventurer's Tools
Paint 20+
Name Stance Price Notes
Handkerchief size: 4G, Wrapping size:
Rope - 10 10m long, 1G for each additional 1m. Cloth - 4 – 10
10G
Small Hammer 1H 10 Cannot be used as a weapon.
Parchment - 5 Bundle of 5 sheets.
A small hammer that can be used as a
Blank Book - 30 20 pages.
Good Quality 10 + 5 weapon (Mace/thrown weapon), same
1H Sketchbook - 50 10 pages.
Small Hammer reputation as a B-rank weapon Mallet, when the
need arises. Stuffed Small: 30G, Medium: 50G, Large:
- 30 – 75
Toy/Doll 75G
Grappling
- 10 Grappling Hook Broom 2H 30+
Hook
Piton - 20 Set of 10. 2G for each additional piton. Magnifying
1H 100
Glass
Small Knife 1H 20 Cannot be used as a weapon.
Razor-Sharp 20 + 5 Can be used as a weapon: B-Rank Hourglass - 120+ 3-minute measuring time.
1H Tea Set 2H 60+ Pot, tea strainer, and 4 cups.
Knife reputation Sword, Min STR 1, Power 1
Cosmetics Set 1H 100+
B-Rank Shields Mighty Brittle: This is a large shield of the Temsgard's Light Dock: This is a shield that can
Glass Buckler: It is made of a transparent Magitech Civilization Period, which was be used with Temsgard's weaponry to
material that allows the wearer to launch attacks equipped with a curse due to a flaw in its demonstrate its true value.
and merges precisely even from behind the process. It has high Defense, and some warriors Reflector Shield: A square shield with a
shield, without blocking the view of the wearer. seek for it because of the rare conditions for polished surface, it has the power to repel some
The material is fragile and can be easily activation of the curse. magical effects.
cracked. Temsgard's Heavy Dock: This is a heavier,
Asteria's Defense: Asteria's Defense: Graceful A-Rank Shields larger shield that can be used with Temsgard's
circular shield blessed by the Goddess Asteria. Mirror Shield: A small, 50cm diameter shield weaponry to demonstrate its true value.
Flaming Shield: A shield that can be covered in made of polished, reflective metal.
flames by a password. Cymbal Shield: It is a round metal shield, but S-Rank Shields
Calvaria: (see p. 108) can also be used as a percussion instrument. Total Reflector: A square shield with a polished
Balzer's Magilight Shield: This is part of Balzer's Spiked Shield: A large circular shield with surface, it has the power to repel many magical
Magitech Arms. The mana taken attacks is deadly spikes attached, for when the offense is effects.
stored and released as a light that strikes the the best defense.
enemy.
115
Part 3 Items
116
The user sprinkles the potion using the Major Action, and the
sprinkled character automatically receives the effect. Of
As a general rule, potions are only effective when drunk course, it is also possible to sprinkle the potion on oneself to
with a Major Action. To the potions that restore HP or MP, obtain the effect.
the character's “Ranger level + Intelligence modifier” can be When a character with multiple sections is affected by a
added to the amount restored. The Ranger can also assist potion, the affected character selects one of its own sections to
others in drinking the potion, which will also add the same be affected.
amount of recovery. However, this help cannot be done A character who has mastered the combat feat [Potion
during combat. Master] can use it with Minor Action only once per round
Potions annotated with “can be sprinkled” can be when they are the target.
sprinkled on other characters with “Target: 1 Character”, All potion effects are of the poison type.
“Range: Touch.” Such potions can also be used in combat.
Crit Add'l
Name Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
Value Dmg
Healing Potion - 20 1 2 3 4 5 6 7 8 9 10 - 100 Restores Power 20 HP
Healing Potion +1 - 20 1 2 3 4 5 6 7 8 9 10 +1 200 Restores Power 20+1 HP
Treat Potion - 30 2 4 4 6 7 8 9 10 10 10 - 500 Restores Power 30 HP
Magic Perfume - 600 Restores MP. Details CR I, p. 303. ※can be sprinkled
117
Part 3 Items
These are essential or useful items for adventurer classes, held in hand or equipped as accessories.
Mako Mako stone that automatically MP refills
Charge Crystal - 500 per point
(Details p. 139)
Name Stance Price Notes (1-5 pts.)
1H, 2H, R Back,
100 or Arrow Case Waist, 20 Holds 12 Arrows/Quarrels. ※1
Magical Hand, L Used to cast Truespeech Magic,
weapon price Other
Implement Hand, Spiritualism Magic
+ 100 Back,
Other Arrows are automatically refilled with
Wand of 1 curse damage to self and target (Details Replenishing Waist, 600
1H 700 MP consumption (Details p. 139) ※1
Endurance p. 139) Arrow Case Other
Back, Holds 24 Arrows/Quarrels. Requires
Surveyor's "Area: Line" spells can be cast from any
1H 4,200 Quiver Waist, 100 [Weapon Proficiency A/Bow or
Wand start and end point. (Details p. 139)
Other Crossbow]. ※1
Familiar's Defense +3/+6 (Details p.
Tiny Armor - 2,120/6,120 Back,
139)
Gun Belt Waist, 20 Holds 12 bullets. ※1
Various different golem materials
- 50+ Other
Enchanted… (Details p. 139)
Feet,
Strongly Various reusable golem materials Bullet Slinger 40 Holds 12 bullets. ※1
- 100+ Other
Enchanted… (Details p. 139) Back,
Golem Various items used to strengthen the Waist, Holds 24 bullets. Requires [Weapon
- 100+ Bullet Pouch 100
Enhancing golems (Details p. 139) Feet, Proficiency A/Gun]. ※1
Items Other
Magical Set of wire, skeleton keys, and other
- 500 Skeletal undead material (Details p. 139) such tools. If you don't have it, the some
Bones Scout's Tools - 100
Changes the given command of a Golem Scout’s checks will be modified with a
Command - 100
or undead (Details p. 139) penalty of -4.
Stone
Scout's Tools that add +1 to Scout
Holy Symbol Any 100 Used to cast Divine Magic Precision Tool
- 2,500 Technique check breaks on automatic
1/Day Specialized Divine Magic spell 0 Set
failure (Details p. 139)
Portable MP. Removes penalties for casting
2H, Back 9,120 For 2 MP, adds +2 to the Disable Device
Shrine outside of the sphere of influence. Mechanized 1H 7,080 check, which also works as Scout's Tools
(Details. p. 139). Fingers (Details p. 139)
Allows ignoring the increase of MP cost
Purifying Holy A Disable Device check can be
Any 13,800 due to different continents and regions Key Of
Symbol - 100 attempted on magically closed locks and
(Details p. 139) Unlocking
doors. (Details p. 139).
Fairy Tamer's
Any 50+ Used to cast Fairy Magic Apothecary's Stabilizes herb recovery (1d+4 on Power
Gem 2H 200
Tools Table roll) (Details CR III, p. 235)
The leather case holds up to 4 Fairy
Gem Case Any 100+ +1 for recovery of herbs to self (Details
Tamer's Gems. Gems sold separately Magic Pipe 1H 1,360
p. 139)
200 + 20 Requires Level 3 Fairy Tamer. Jewelry
Ornate Jewelry Any Musical
reputation made with 6 Fairy Tamer's Gem. 2H 100+ Used to play spellsongs and finales
Instrument
Substitutes for mako stone for [Summon
Fairy Drop - 1,000 Akane's Flute 2H 200 Flourish Value -1 (Details p. 139)
Fairy] (Details p. 139)
Pet - 100+ Pets can help sing spellsongs.
Magisphere Any 200 Used to cast magitech Statue of a 1,000 + 50 Can postpone the return of a rented
(Small) -
Noble Jockey reputation mount once (Details p. 139)
Back, Statue of a
Magisphere Waist, 500 Used to cast magitech 3,000 + 200 Can postpone the return of a rented
(Medium) Truly Noble -
Other reputation mount once (Details p. 139)
Jockey
Magisphere Back, R Hand, L
1,000 Used to cast magitech
(Large) Other Hand,
Alchemy Kit 200 Allows use of Evocations
Mako Stone Waist, and
- 100 per point Can substitute MP cost
(1-5 pts.) Other
Mako Stone Increases range of Evocations (Details p.
- 200 per point Can substitute MP cost Card Shooter 1H 1,500
(6-10 pts.) 139)
Material Card - 20 – 20,000 Consumed by Evocations
Mako Stone - 300 per point Can substitute MP cost
(11-15 pts.) ※1: All of these together can only be equipped up to two at a time. If two items
of the same name are equipped, the number of ammunitions that can be stored
Mako Stone - 400 per point Can substitute MP cost in them can be combined.
(16-20 pts.)
A character who has acquired the combat feat [Special Instrument Proficiency] can equip and use instruments belonging to this category. If they are also weapons
or armor they can be equipped and used by a character who also has acquired [Weapon Proficiency X/**] or [Armor Proficiency X/**] of the corresponding category.
Name Stance Price Weapon/Armor Category Notes
Cymbal Shield 1H 1,020 Shield A Generates Rhythm when used as a shield (Details p. 141).
Pallas's Maraca 1H 1,360 Mace A Generates Rhythm when used as a weapon (Details p. 141).
Percussion Flail 1H 1,380 Flail A Generates Rhythm when used as a weapon (Details p. 141).
String Bow 2H 1,880 Crossbow A Generates Rhythm when used as a weapon (Details p. 141).
Fabled Lute 2H 9,200 - Reduce Rhythm by one from Spellsong and Finale consumption (Details p. 141).
Fistulosum 1H 16,100 Staff A Increase Spellsong targets when used as an instrument (Details p. 141).
Horn of the Muse 2H 16,900 - Generates additional Rhythm (Details p. 141).
118
This is a list of Golem materials and Golem Enhancing Items for the Golem created by the PCs. For more information on these
items, please refer to Core Rulebook II (see p. 87 and 412) and Core Rulebook III (see p. 433).
This is a list of prices for strengthening and improving weapons and armor. For detailed rules, please refer to Core Rulebook II
and Core Rulebook III. These prices are highly dependent on the rank of the weapon or armor. For armor enhancements, they
have restriction of categories they can be applied to.
119
Part 3 Items
Adventure Tools
Name Stance Price Notes
Signal Hand Flag Set 2H 50 Used for flag signals (Details p. 142)
Sun Lantern 1H 120 Lantern that illuminates all areas (20m radius) (Details p. 142)
Pole of Trap Detection 2H 150 Makes it easier to spot traps (Details p. 142)
Hearing Tube 1H 300 +1 to Listen checks (Details p. 142)
Daemon's Blood Plate 1H 400 Determines the threat level of the Shallow Abyss (Details p. 142).
Lover's Flute 1H 400 Produce a sound that can be heard by a specific “Lover's Receiver” (Details p. 142).
Disturbing Scarecrow I/II/III - 777/2,220/7,770 Can use [Taunting Strike I] (Details p. 142)
Mystic Ink - 800 Writing disappears. It can be read with Keen-Flash Glasses (Details p. 142).
Wall Base - 900 Supports Great Wall. Defense +2 (Details p. 142).
Auto Looter - 1,000 Automatically rake up loot (Details p. 142)
Northern Needles - 1,000 The needle in the box always points north (Details p. 142)
Telescope 1H 1,000 Telescope with 5x magnification (Details p. 142)
Magitorch 1H 1,000 Brightly illuminates 10m in front of the wielder (Details p. 142)
Chalk of the Lost 1H 1,200 When you pass in front of it again, it emits light to let you know (Details p. 142)
Hanger of the Sun God - 1,300 Wet clothes dry in one hour. (Details p. 142)
Smoke Grapher 1H 1,700 Reproduce short-duration images with smoke (Details p. 142).
Bayonet - 1,960 Gives the gun the ability to attack at close range (Details p. X142XX)
Effect Cartridge - 2,000 Decrease the MP of magitech use by 1 point (Details p. 142)
Repel Candle - 2,130 Weakens the unique skills of the animals (Details p. 142)
Stone of Vigilance - 2,480 Makes noise when touched by anyone other than the owner (Details p. 142)
Sighting device for a crossbow, using 2 MP, increases Accuracy check by +1 (Details
Stable Sight - 2,500
p. 142)
Careless Tag - 2,800 Lost-and-found packing tags that make a loud noise when misplaced (Details p. 142)
Alarm Gong 2H 2,840 It instantly awakens everyone that hears it (Details p. 142)
Permanent Ice Fragment - 3,000 Cools beverages, destroying it causes 10 fire magic damage (Details p. 142)
Daemon's Crystallized Blood Plate 1H 3,200 Determines the threat level of the Shallow Abyss (Details p. 142)
Magic Cosmetics 2H 4,000 Allows applying perfect makeup. +2 to Disguise checks (Details p. 142)
Horn of Magic Detection 1H 4,000 It glows red when it senses the magic power contained in an object (Details p. 142)
Puzzling Sign 1H 4,880 Baffle intelligent enemies (Details p. 142)
5,200/17,200 (+50
Mana Cartridge - Give or add MP to magitech (Details p. 142)
reputation)
Great Daemon's Crystallized Blood Plate 1H 6,400 Determines the threat level of the Shallow Abyss (Details p. 142)
Careful Auto Looter - 9,600 Automatically rake up loot (Details p. 142)
Detoxification Spoon 1H 10,000 Immunity for all poisons with success value 17 or less (Details p. 142)
Fairy Lantern 1H 10,000 Its light is invisible to those who have soulscars (Details p. 142)
Immovable Rod 1H 19,000 Fixes in place with a password (Details p. 142)
2,000 – 120,000 (Not
Honeymoon Carpet: Complete - A magic carpet that can fly carrying up to two people (Details p. 142)
for Sale)
Honeymoon Carpet: Static - 20,000 (Not for Sale) Magic flying carpet that moves very slowly (Details p. 142)
Honeymoon Carpet: Moving - 20,000 (Not for Sale) Magic flying carpet that is difficult to control (Details p. 142)
120
Accessory Ruby
Nullifies a Fortitude and Willpower check for
Name Price Notes 2,000 effects that cause sleep can be changed from a
Glasses failure to success (Details p. 153).
Magitech Civilization Period branded product.
Smaltier's 250+ Equipping 3 or more items increases Vitality Taste Sensitize taste buds, +2 to Herbology check (Details
Accessories 2,000
(Details p. 150). Piercing p. 153).
Ancient Magic Civilization branded product. Night
Lal-Veine’s 500+ Equipping 3 or more items increases Spirit (Details 3,000 Can see in darkness (Details p. 153)
Jewelry Goggles
p. 150).
Keen-Flash 4,000 +1 to Insight and Search checks (Details p. 153).
Accessory: Head Glasses
Name Price Notes When recovering from 0 HP or less to 1 or more,
Mask of the 4,520 an additional 10 points of HP are recovered (Details
Hairpins 3+ Beads: 3, Gemstones: 6, Silver: 100 Fearless p. 153).
Hat 7+ Knitted Fabric: 7, Leather: 15, Silk: 100
Turban 10 A belt-like cloth hat used in hot regions Waterfowl 6,000 Gives bonus for all checks against poison and
A circular piece of headwear, especially Mask disease (Details p. 153)
Circlet 20+ A single character can be additionally guaranteed to
adorning the forehead. Keen
Helmet 20 A hard or padded protective hat. 7,200 be hit by Line and Breakthrough effects (Details p.
Glasses 153)
Veil 40 Made of fine lace
Knowledge check package can be retried in When the Monster Knowledge check fails, the level
Headband of 200 + 10 Hunter's 9,600 of the target is known. On success, +1 is added to
half the time. Requires Level 3 Sage (Details Eyes
Concentration reputation the Accuracy check (Details p. 153)
p. 151).
Toupee 300 Able to hide baldness Smaltier's 12,000 Energy magic damage -4 (Details p. 153)
Lightning-Bolt When thrown, deals Power 20 + 5 lightning Eye Guard
1,500 Lal-Veine's 20,000 Make the monster's weak point 4 points lower
Hairpin magic damage (Details p. 151).
When thrown, it deals Power 20 + 5 fire Monocle (Details p. 153)
Salamander 1,500
Hairpin magic damage (Details p. 151).
Accessory: Ear
Snowflake When thrown, deals Power 20 + 5 water/ice Name Price Notes
1,500
Hairpin magic damage (Details p. 151). Earrings 2+ Beads: 2, Gemstones: 5, Silver: 100
Reckless Allows using [Reckless Counter] (Details p. Ring Earring 8+ Made of metal. Silvered: 100
2,000
Headband 151). Earmuffs 10+ Protects ears from cold weather
Allows evading heavy damage once (Details Earplugs 20 Block out sounds.
Safety Helmet 2,000
p. 151). Lover's Hear the sound of a particular Lover's Flute
100
Wig of Chills 2,500 +1 to Danger Sense checks (Details p. 151) Receiver (Details p. 154).
+1 to Monster Knowledge checks (Details p. Recording Continuously records an hour's worth of sound at
Pointed Hat 3,000 1,600
151) Earrings all times (Details p. 154).
Repeats caster's Divine Magic with Magic Golden Resistance +2 vs. Spellsongs and Finales (Details p.
Holy Parrot 4,106 2,000
Power 0. Cannot be hidden (Details p. 151) Earplugs 154).
Smaltier's MP recovers 1 point when receiving HP
6,000 Smaltier's Listen check can be performed from 10m farther
Headband recovery effects (Details p. 151) 2,200
Listening (Details p. 154).
Decorated with plenty of jewelry, custom Device
Crown/Tiara 10,000+
orders only.
Watchful +2 for Accuracy with an [Aimed Shot] (Details p.
When using the power table for healing 2,800
Crown of the Doll 154)
10,000 magic, even double 1s will recover the Magic
Saint Power of HP (Details p. 151). Linkpearls Multiple Linkpearls can be equipped at the same
3,000
Holder time (Details p. 154).
Pointed Hat of +2 to Monster Knowledge checks (Details p.
12,000 Bat's
Wisdom 151) 3,500 Able to act even when blind (Details p. 154).
Earrings
For a monster with rare loot, action check,
Scavenger Hat 18,000 Tongues Understand a specific spoken language, even if not
or loot roll +2 (only once) (Details p. 151) 5,000+
Earpiece fluent (Details p. 154).
Cattleya 20,000 Increases Fairy Magic Range (Details p. 151)
Garland The body becomes covered with stone and
Stone Man's 6,640 increases Defense in exchange for body movement
Rarely make healing magic hyper-effective. Earring
Goddess's Veil 20,000 (Details p. 154)
Women only (Details p. 151)
When healing multiple targets, you can roll Lal-Veine's 7,500 Get “Accessory section: Other” (Details p. 154)
Crown of 25,000 for each target and then distribute the results. Golden Chain
Riches Men only (Details p. 151). Dead Man's 10,640 Misleads the undead into believing that the wearer
Lal-Veine's Can make additional Major Action (Details Earring is undead (Details p. 154)
60,000
Feather Crown p. 151). Mutual Immediately after the partner's double 1s, they can
Follow-up 12,000 roll 10 on the next roll. Price for a set (Details p.
Accessory: Face Earrings 154)
Name Price Notes Talk to another even over long distances (Details p.
Mask 2 Only covers the mouth and nose Linkpearls 20,000 154).
Beard Beads 3+, natural stones 6+, gemstones, and silver
3+ Accessory: Neck
ornaments 100+.
Disguise 10+ Wooden: 10, Party: 60, Metal: 100 Name PriceNotes
Fake Necklace 5+ Beads: 5, Gemstones: 8, Silver: 100
20 Causes inappropriate laughter and loss of dignity
Moustache Choker 10+ For loyal servants.
Glasses 150 Correct eyesight by some amount. Necktie 10+ Popular in the late Magitech Civilization.
Monocle 200 Similar to glasses requiring a special order A long necklace without clasps; has negative
Lariat Necklace 10+
Sunglasses 1,000 Special glasses made of ancient materials connotations in some regions
Irritating Muffler 15+ Protects neck from cold weather.
2,000 Defense +1 attracts ranged attacks (Details p. 153)
Mask Squealing 1,500 Can make animal noises (Details p. 156).
Choker
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122
Accessory: Foot Accessory: Any
Name PriceNotes Name Price Notes
Toe Ring 5+ Beads: 5, Gemstones: 8, Silver: 100 Braid 1+ Simple hair braid. White: 1, Another color: 3 each
Trendy Shoes 15+ Shoes with careful decoration Ribbon 1+ White: 1, Another color: 3
Boots 20+ Ankle-length leather boots. 25 for knee-length When equipped on the “Section: Head”, it can hide
Anklet 20+ Metal. Silver: 100 Bandanna 5+ the horns of the Nightmare under normal
Upright Can sleep or be unconscious standing (Details p. conditions.
500
Leggings 162) Scarf 7+ Rectangular cloth, mainly used by women
Skanda Piercing 8+ Gemstone: 8, Silver: 100
2,000 Movement +5 (Details p. 162). It cannot be a weapon, just a decorative chain.
Boots Chain 30+
Can stand on the surface of the water (Details p. Colored: 35+
Water 2,000
Spider Sandals 162) Displacer 5,000 Get “Accessory section: Other” (Details p. 164).
+2 to Spot Trap check for foot triggers (Details p. Gadget
Protective 2,000
Sandals 162). Sign of Control the growth of the ability score to some
10,000
Valor extent (Details p. 164)
Trackless 2,800 Leave no footprints (Details p. 162)
Boots
Golden +5 movement to mount (Animals, Mythical Beast)
3,000
Spurs (Details p. 162)
Smaltier's Reduced penalty when getting up from being prone
4,500
Ankle Sleeves (Details p. 162)
Silent 5,000 Hide checks +2 (Details p. 162)
Shoes
Lucky Makes it easier to dodge the Line and Breakthrough
10,080
Feathers effects (Details p. 162)
Light Boots 11,600 Cannot fall prone (Details p. 162)
Thieves 20,000 Teleport 2m (Details p. 162)
Boots
Lal-Veine's Magic Power +1, always in a poor footing state
28,000
Downlooker (Details p. 162)
123
Part 3 Items
①Name ④Appearance
The name of the special item. Effects of multiple special How an item looks.
items with the same name at the same time will not
accumulate. ⑤Category (Rank) / Item Class
Magic items are marked with a icon. The item's category.
For weapons and armor, there is a special item labeled
②Base Price “Category (Rank)” with the category and rank indicated.
This is the base price (G) when purchasing an item. When
you sell an item, the price is half of this price. ⑥Summary
This is a summary of the effects of the item.
③Popularity
Shows how well-known the item is, the lower the better. ⑦Era
Roll against these numbers, with an Appraise check (see Shows the era in which an item was created.
CR I, p. 108) to learn item data. If the item was purchased
legitimately for a given price, the data will be known without ⑧Effect
the need for a check (the shopkeeper will tell you the data). The effect of the item is described in detail.
124
Weakness Revealer Base Price: 7,660
Dagger with magic characters engraved on the
Popularity 12 App. Category (Rank) Sword B
blade
Summary A hit reveals the monster's weak point. Era Ancient Magic Civilization
If the attacker is hit by this weapon, the monster's weak point is If the character who hit the target has learned the
considered to be known until the end of the session. combat feat [Weakness Exploit], its effect is applied.
Effect
The weak point revealed applied only to the wielder’s hits (in the case of
a multi-section monster, it is applied to all sections).
125
Part 3 Items
126
Rainbow Spear Base Price: 9,000
Popularity 10 App. Colorful patterned spear Category (Rank) Spear B
Summary Enhanced wielder when hits Era Magitech Civilization
If an attack with this weapon hits during the turn, the wielder This weapon cannot be a Fairy Weapon (see CR II, p. 243).
should roll 1d at the end of their turn and consult the table on the 1d Effect Ref. MP Cost
right (even if they hit more than once during the turn, they roll only 1 [Enchant Weapon] CR I, p. 225 2
once). The magic effect in the table is given to the wielder with 2 [Fire Weapon] CR I, p. 227 2
"Resistance: Can't". The wearer is forced to expend the specified MP. 3 [Blink] CR II, p. 131 10
Effect If they cannot pay it, the excess is dealt as fixed damage to HP. If 4 [Icicle Weapon] CR II, p. 136 2
wielder is already under the effect specified in table, whether by this 5 [Protection II] CR II, p. 137 3
weapon or not, MP will not be consumed. The effect given by this 6 [Sonic Weapon] CR III, p. 140 2
weapon cannot be canceled by the wielder’s will and has a success
value of 20. If the wielder no longer has this weapon equipped, all
effects given by this weapon will be immediately canceled.
127
Part 3 Items
128
Balanced Pendulum Base Price: 7,780
A striking weapon with a pendulum-shaped weight
Popularity 10 App. Category (Rank) Flail B
at the end of a long handle
Summary Accuracy check +1 during [Cleave] Era Magitech Civilization
Effect If a combat feat [Cleave] is declared during an attack with this weapon, a +1 bonus is given to Accuracy checks.
Temsgard's Chain Ball Base Price: 2,400
Temsgard's Chain Hammer Base Price: 4,800
Temsgard's Chain Star Base Price: 13,000
Temsgard's Chain Globe Base Price: 19,500
Popularity 12 App. An iron ball with a chain Category (Rank) Flails A – S
Summary Major Action is required to re-equip after the attack Era Magitech Civilization
Temsgard was a region that was famous for the production of Even if it is used as a thrown weapon, the chain still remains
weapons during the Magitech Civilization Period, and a series of in wielders hand and they can return it to their hand without
weapons named the "Temsgard Chains" were made there. All of them need to walk to the coordinated of an attack to pick it up (of
have long chain with iron balls connected to it, and the iron balls are course, this is done with Major Action). If wielder holds the
Effect used for striking attacks. The chain is over 10 meters long and can be chain in their hand, the range is fixed to "1 (10m)" even if the
used as a thrown weapon. range is extended by the effect of combat feat [Throwing II]
Once used in an attack, only the chain remains in the user's hand. etc. If they let go of they chain at the time of the throw (of
To use it again on mating, it must be pulled back and reequipped with course, they will not be able to return to the ball), wielder can
a Major Action. extend range to throw the weapon.
Daemonthresher Base Price: 12,000
Popularity 8 App. Flail with chain and handle Category (Rank) Flails S
Summary Affects Daemons Era Magitech Civilization
If this weapon hits a daemon, the monster must immediately make a If the check fails, the monster falls prone regardless of
Fortitude check, where the Target Number is the same as the success value a number of sections. In addition, the monster suffers a
Effect
of the attacker's Accuracy check for that attack. -1 penalty to the Evasion check for 18 rounds. This
penalty is cumulative.
129
Part 3 Items
130
Repeater Crossbow Base Price: 1,600
Popularity 0 App. A crossbow with a firing box Category (Rank) Crossbow A
Summary Can fire 4 Quarrels in a row Era Current
This crossbow is equipped with a mechanism that fires a series of The Difference in
Number of Hits (Max)
shots by turning a noddle rather than pulling a trigger. Success Value*
Up to four Quarrels can be loaded and fired at the same time, and +1 - +2 1
all can be fired in a single Shooting Attack. +3 - + 5 2
When firing with this crossbow, the player declares in advance how +6 - +9 3
many of the loaded Quarrels will be fired. Even if multiple quarrels 10+ 4
are fired, the target of the shooting attack is limited to a single *Success value of own Accuracy check - Success value of
character, and only one Accuracy check is made. The number of hits target's Evasion check.
Effect is determined by how much the success value exceeds the success
value of the Evasion check of the attack target (automatic success Loading up to four Quarrels to this weapon is possible in a
applies the success value +5 rule). The number of hits is determined single Minor Action, but the Quarrels to be loaded must be
by the number of "Quarrels" declared at the time of firing. If more the same. If the wielder wants to replace a Quarrel that has
than one hit, the damage is calculated and applied to each one. already been loaded, they can dump all the loaded Quarrels
on the ground in a single Minor Action. The quarrels can be
picked up again and reused, one at a time, with a Major
Action).
This weapon cannot be used with [Aimed Shot].
131
Part 3 Items
132
Snake Arrow Base Price: 900
Arrow with a pattern reminiscent of serpent scales
Popularity 8 App. Category (Rank) Ammunition
engraved on the shaft
Accuracy check +2, inflicts poison damage and mild paralysis on
Summary Era Ancient Magic Civilization
the opponent
This is an arrow that can be shot with Bow. When shot, it instantly takes the The arrow (snake) repeats biting at the beginning
form of a snake and flies toward its target in a wiggling, stitching motion. of the target's turn until it is removed. If more than
Shooting with this arrow gives a +2 bonus to the Accuracy check. one is attached simultaneously, a Fortitude check is
The arrow (snake) does not cause normal damage when it hits. Instead, it made for each, and damage is dealt with according to
immediately inflicts 3 points of magic damage, and at the same time, it attaches the number of failed attempts. The penalties and
itself to the target. duration are not cumulative.
Effect
The attached snake bites with poisonous fangs again at the beginning of the The target can remove attached arrows (snakes)
target's turn. Each time target takes damage from the snake, it must make a with a Minor Action (or Major Action, see CR I, p.
Fortitude roll with Target Number 22 and suffer 3 poison magic damage on 140). Even if several arrows (snakes) are attached to
fail. At the same time, the target is mildly paralyzed and cannot declare any the target, they are all removed with a single action.
Minor Action or active combat feats (or similar abilities) for the next 10 seconds
(1 round). Both the damage and the effect are of poison type.
Bloomhead Bolt (12) Base Price: 1,000
Popularity 0 App. Quarrel with a trick arrowhead Category (Rank) Ammunition
Summary Power +10. 100G for 1 Bolt. Era Current
This is a quarrel that can be shot with Crossbow. The arrowhead has a tiny blade deployed by a spring upon impact, inflicting a
Effect
severe wound. If shot, the Power is increased by +10.
Magic Arrow/Quarrel Base Price: 1,400
Popularity 0 App. It can be an arrow or quarrel Category (Rank) Ammunition
Summary Deals magic damage can be retrieved if not hit Era Current
Ammunition that can be shot with a Bow or Crossbow. Attacks with this can be retrieved and reused if it does not hit the target.
arrow or quarrel are treated as if they are done with a Magic Weapon and Bulletproof Armor (see CR II, p. 244) and
Effect
dealing magic damage. Unbending Buckle (see p. 162) can reduce this arrow
The arrow or quarrel loses power if it hits its target. The arrow or quarrel or quarrel damage.
Healing Horn Arrow Base Price: 1,500
Popularity 8 App. Arrows with white arrowheads Category (Rank) Ammunition
Summary Heals target or deals magic damage to Undead Era Ancient Magic Civilization
This is an arrow that can be shot with a Bow and is made Target Classification Effect
from the split horn of a Unicorn (see CR II, p. 391), which Construct, Magitech No effect
can heal instead of dealing damage. The total damage is given as magic damage.
Effect If the arrow hits, its total damage is calculated as usual. Undead Also, it can be increased because of the weak
The target character of the Shooting Attack by this arrow point.
may choose to take the hit without making an Evasion check Others Target's HP is recovered by the total damage.
(in this case, it is not treated as a failed Evasion check).
Dragon Arrow/Quarrel Base Price: 44,800
Popularity 8 App. It can be an arrow or quarrel Category (Rank) Ammunition
Summary Deals fire magic damage in “Area: Line.” Always recoverable Era Magitech Civilization
It is ammunition that can be shot with a Bow or Crossbow. This arrow or skirmish, they can arbitrarily choose to exclude the
quarrel affects all in Area: Line. The damage is fire magic damage. character from the effect.
Effect
If the user has the combat feat [Targeting], for each character in the This arrow or quarrel can be recovered and reused
after the shot.
Blunt Bullet/Slashing Bullet Base Price: 50
Popularity 8 App. Bullets with sharpened/notched tips Category (Rank) Ammunition
Summary Deals bludgeoning or slashing type Era Magitech Civilization
These are bullets that can be shot with Gun weapons. Damage from Shooting Attack using these bullets becomes bludgeoning or
Effect slashing type. When [Element Bullet] is applied to these bullets, the type becomes "bludgeoning and XX" or "slashing and XX" (see
CR III, p. 133).
Green Bullet (12) Base Price: 160
Popularity 8 App. Green Bullets Category (Rank) Ammunition
The bullet that increases [Healing Bullet] efficiency. 16G to
Summary Era Magitech Civilization
buy 1 bullet
It is ammunition that can be shot with a Gun. When this bullet is used to fire [Healing Bullet] or [Treat Bullet], its Power will be
Effect
increased by 10. It can also be used as normal ammunition but will not affect the Power of the spells.
Underwater Bullet Base Price: 210
Popularity 8 App. Bullets with a piece of a pearl on the top Category (Rank) Ammunition
Summary It can be shot underwater Era Magitech Civilization
Effect Ammunitions that can be shot with a Gun. This bullet can be used in water as well as on the ground.
133
Part 3 Items
134
Dontrecia's Armor of Perseverance Base Price: 12,700
Dontrecia’s Great Armor of Perseverance Base Price: 26,400
Dontrecia's Stiff Armor of Perseverance Base Price: 54,800
Popularity 10 App. Rugged plate armor Category (Rank) Metal Armor B – S
Summary Defense +2 for each physical damage Era Magitech Civilization
These armors have a Defense increase by +2 points if the wearer takes This effect is cumulative but disappears when either
Effect more than 1 point of applied damage as physical damage. the wielder’s turn comes or the wielder receives physical
damage whose applied damage is 0.
Powered Plates Base Price: 28,000
A large number of metal plates are attached to the
Popularity 10 App. Category (Rank) Metal Armor S
flexible armor
Summary Evasion check +1 after the fact by consuming 3 MP Era Magitech Civilization
A character equipped with this armor can gain +1 to success value by spending 3 MP after checking the result of an Evasion check.
Effect
This effect can be used only once per an Evasion check.
Anti-Arquebus Base Price: 79,000
Full-body armor composed of flowing curved
Popularity 10 App. Category (Rank) Metal Armor SS
surfaces
Summary Damage caused by Guns is reduced to -5 Era Magitech Civilization
Effect A character wearing this armor can have received damage from a Shooting Attack dealt by a Gun reduced by -5 points.
135
Part 3 Items
136
Total Reflector Base Price: 28,800
Popularity 8 App. Square shield with polished surface Category (Rank) Shield S
Summary Reflects “Area: Line” and “Area: Shot” Era Magitech Civilization
Like the Reflector Shield, the wielder can bounce the effect back to its As with Reflector Shield, the reflection occurs only
originator. In addition to "Area: Line", this shield can also reflect back effects when the effect is actually applied. The "endless
Effect of "Area: Shot" and "Target: 1 Character" back to their originator. In this reflecting" also does not occur.
case, the check with 1d is performed only if the “Area: Line” is reflected
back, otherwise, the effect is automatically given to the effect originator.
137
Part 3 Items
138
Wand of Endurance Base Price: 700
Popularity 10 App. The wand looking like two intertwined arrows Item Class Class-Specific Items
Summary 1 curse damage to self and target Era Ancient Magic Civilization
This wand can be used as a magical implement. If you use this wand to The effect of this wand does not occur if the spell is
cast Truespeech Magic or Spiritualism Magic, the target character and the cast on "Target: X area (radius YYY)/Space". It occurs
caster itself will be damaged by 1 curse fixed damage. If only the caster is when the spell has "/X" or "/All". In the case of "Target:
the target, this effect does not occur. 1 Entire Character” “Target: 1 Character X", if target is
Effect
When a spell targets multiple characters or sections at the same time, the a multi-section character, all sections will be damaged
damage to the caster is the "sum of the number of characters (number of and the caster must receive the corresponding damage
sections)". If the target includes a caster, the caster's portion (1) is excluded for each.
from the calculation.
139
Part 3 Items
140
Akane's Flute Base Price: 200
Popularity 0 App. Flute Item Class Class-Specific Items
Summary Flourish Value -1 Era Current
Effect When playing Spellsong with this flute, the generation of Extra Rhythm can be checked as if the Flourish Value were 1 lower.
141
Part 3 Items
142
Daemon's Blood Plate Base Price: 400
Daemon's Crystallized Blood Plate Base Price: 3,200
Great Daemon's Crystallized Blood Plate Base Price: 6,400
Popularity 10 App. Red and black disks decorated with magic characters Item Class Adventure Tools
Summary Determines the threat level of the Shallow Abyss Era Ancient Magic Civilization
It is a disk of solidified Daemon's Blood that resonates with the threat If the GM’s side is higher, the disk is destroyed, and
lurking inside the Shallow Abyss. It can be held up near the Shallow Abyss the user must simultaneously take the difference in
with a Major Action and is used by chanting the password. The user needs success value as damage to HP and MP. The threat level
to roll “2d + Adventurer level + Intelligence modifier” to obtain the success is not directly known (but when GM calculates the
value. On the other hand, the GM determines the threat level of the Shallow success value, some approximation can be made).
Abyss (generally, the monster level of the strongest monster lurking in the These items are only valid for certain threat levels of
Effect
area is appropriate) and then adds the thread level to 2d to obtain the the Shallow Abyss. Daemon’s Blood Plate up to the 8th
success value. In this case, there is no automatic success on the GM side; in level, Daemon’s Crystallized Blood Plate up to the 13th
the case of double 6s, add 12 to the success value. level, and Great Daemon’s Crystallized Blood Plate up
The success values are compared, and if there is a tie or the success value to the 25th. If the threat level is higher than that, the
of the plate’s user party is higher, the threat level is known. The item itself plate crumbles away without rolling from the GM (but
remains in the user's possession without being destroyed. the user doesn’t suffer damage).
Lover's Flute Base Price: 400
Popularity 8 App. Little silver flute Item Class Adventure Tools
Produce a sound that can be heard by a specific “Lover's
Summary Era Current
Receiver”
The flute is of very simple construction and can only produce a single In addition, there are not so many tone patterns that
note. The flute was originally made for lovers to communicate secretly, and can be set (about 50 tones), and accidents sometimes
the sound it makes can only be heard by those equipped with a specific occur when the wrong person hears the wrong tone due
“Lover's Receiver” (see p. 154). The flute and receiver are usually treated to a mix-up in settings.
as a set, with the same specific “tone” set for each. This way, the sound of The flute can be blown with the Major Action, and
Effect the flute can only be heard by that particular receiver. the sound reaches a distance of about 500 meters. It is
In some cities, it has become a boom for lovers to send each other a set sometimes used by groups of adventurers, or sometimes
of “flute” and “receiver” set to each other. Since their tone setting can be criminals, to prepare several “receivers” with the same
changed as many times as desired and do not have to be done in sets, tone setting to simultaneously communicate a secret
sometimes there will be a lost love who laments that no matter how much alarm.
they call, lover no longer responds (the other party has changed the settings).
Disturbing Scarecrow I/II/III Base Price: 777/2,220/7,770
A small scarecrow that increases in size with a
Popularity 14 App. Item Class Adventure Tools
password
Summary Can use [Taunting Strike I] Era Magitech Civilization
This small scarecrow doll becomes about human-sized at the same It has the same characteristics and resistances as
position (area, coordinates) as the user when the user says the password. magitech monsters. If it remains undestroyed, it can be
Then, it makes a melee attack against "Target: 1 Character" according to the downsized and reused by using the password (with
user's command. This attack does not deal any damage to the target but is Minor Action).
Effect
considered as if [Taunting Strike I] had been declared. This scarecrow can This scarecrow has three grades of rice (I, II, and
be used with a Minor Action and may only be used once per 10 seconds (1 III), each with a different success value of Accuracy
round). This scarecrow has 0 Defense and 1 HP and automatically fails check (14/18/22) and a different price
Evasion, Fortitude and Willpower checks. (777G/2,220G/7770G).
Mystic Ink Base Price: 800
Popularity 12 App. Ink in an inkwell Item Class Adventure Tools
Summary Writing disappears. It can be read with Keen-Flash Glasses Era Magitech Civilization
Effect Letters written with this ink quickly fade away and become invisible. Keen-Flash Glasses can read them (see p. 153).
Wall Base Base Price: 900
Popularity 0 App. Support device consisting of thick steel rods Item Class Adventure Tools
Summary Supports Great Wall. Defense +2 Era Current
This support is attached to the bottom of the Great Wall (see p. 114). It When stored, it has no effect. When deployed, the
can mitigate the impact on the shield by deploying it and grounding it. Great Wall attached to it gains +2 Defense. However, if
Effect This support has two states: retracted and deployed. Storing from the a user holds or has equipped a Great Wall, they can only
deployed state and unfolding from the stored state are both performed by make a Limited Move. Also, the character cannot carry
Major Action. it in baggage while deployed.
Auto Looter Base Price: 1,000
Popularity 8 App. Magitech packed in the box Item Class Adventure Tools
Summary Automatically rake up loot Era Magitech Civilization
A large number of small loot-collecting magitechs appear to efficiently However, since they collect loot without any regard,
Effect collect loot from enemies. The loot can be collected from up to 10 all the loot rolls are just 2d6 and cannot be affected by
characters (sections) in 1 minute. divinations, combat feats, or items.
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144
Effect Cartridge Base Price: 2,000
Popularity 10 App. Rectangular cartridge Item Class Adventure Tools
Summary Decrease the MP of magitech use by 1 point Era Magitech Civilization
This is an item that can be attached to a magitech. Only A magitech with this attached will have its MP consumption
one of these items can be attached to a magitech mount or an reduced by 1 point when operating it (minimum 1). Attaching and
Effect item from the "Magitech Civilization" or "Current" era, and removing an Effect Cartridge to an item or a mount requires 6 rounds
that consumes MP to use or exert its effect. It cannot be used (1 minute). However, a character with 1 or more levels of the Artificer
in conjunction with the "Mana Cartridge" (see p. 146). class can perform both of these actions with a single Major Action.
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Part 3 Items
146
Immovable Rod Base Price: 19,000
Rod less than one meter long with a small rune
Popularity 14 App. Item Class Adventure Tools
engraved on the end
Summary Fixes in place with a password Era Ancient Magic Civilization
This rod can be fixed in space by holding it in hand and It can withstand the weight of nearly one ton and can be used as a
Effect chanting the password. Though it is normally a simple rod, it ladder by attaching a rope or using several rods.
becomes extraordinarily strong after it is fixed in place. A password is needed to release the rod from its space.
147
Part 3 Items
148
Moonlight Charm Base Price: 500/1,500/5,000
Sunlight Charm Base Price: 500/1,500/5,000
Popularity 10 App. Palm-sized charm with crescent moon/sun Item Class Adventure Tools (Consumables)
Summary Bonus to Willpower/Fortitude. It can be used after rolling dice Era Current
Immediately after performing a Willpower or Fortitude There are three types of charms: 500G/1,500G/5,000G, which
check, user can declare they are breaking the charm to gain a give a bonus modifier of +1/+2/+3, respectively. You can only use one
Effect
bonus to their check value. The Moonlight Charm affects charm at a time.
Willpower, and the Sunlight Charm affects Fortitude.
149
Part 3 Items
150
Headband of Concentration Base Price: 200 + 10 reputation
Popularity 8 App. Elongated white cloth headband Item Class Accessory: Head
Knowledge check package can be retried in half the time.
Summary Era Magitech Civilization
Requires Level 3 Sage
A character equipped with this headband can reroll Skill For example, if the first check takes 10 minutes (60 rounds), the
Checks from the Knowledge Check Package in half the time second attempt can be made in 30 minutes, and the third attempt in
Effect required for rerolling (see CR II, p. 43). The time required 3 hours.
for the first check remains the same; the third and subsequent
attempts are also halved for their respective times.
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Part 3 Items
152
Crown of Riches Base Price: 25,000
Popularity 14 App. Crown decorated with gemstones in the shape of a cross Item Class Accessory: Head
You can roll for each target when healing multiple targets and then
Summary Era Ancient Magic Civilization
distribute the results. Men only
The effect of this item appears when the magic that recovers It is also useful when magic such as [Cure Wounds] is used to
HP using a power table such as [Cure Wounds] is cast on damage the undead. The result of the resistances can be determined
multiple targets simultaneously, such as with before the sorting (for example, dealing the most damage to targets
Effect [Metamagic/Targets]. In this case, the wearer can determine that failed resistance).
the amount of recovery for all the targets first and then This effect only works when equipped by male characters.
distribute the result to any targets one by one. This effect is
limited to the case of recovery by Divine Magic spells.
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Part 3 Items
154
Smaltier's Listening Device Base Price: 2,200
Popularity 10 App. Silver, half-moon-shaped ear accessory Item Class Accessory: Ear
Summary Listen check can be performed from 10m farther Era Magitech Civilization
If the wielder wants to make a Listen check for sounds coming from behind a door or wall, they can do so from 10 meters away.
Effect
This item is considered to be one of Smaltier's Accessories (see p. 150).
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Part 3 Items
156
Minor Curse Rebellion Base Price: 4,500
Curse Rebellion Base Price: 40,000
Popularity 13 App. Simple necklace Item Class Accessory: Neck
Summary Damage dealt to Daemons +1/+3; damage taken from Daemons -1/-3 Era Ancient Magic Civilization
Increases any physical or magical damage that the wearer The damage increase/reduction is 1 point for the Minor Curse
deals against Daemon characters. Rebellion and 3 points for the Curse Rebellion. The effects of each
Effect
Also, when the wielder is attacked by a Daemon character, are not cumulative, and only the effect of the Curse Rebellion will be
it reduces any physical or magical damage from the attack. present if both are equipped at the same time.
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Part 3 Items
158
Smaltier's Windbreaking Cloth Base Price: 25,000
Popularity 10 App. Colorful cloth belt Item Class Accessory: Back
Summary +2 to Accuracy check and Evasion check for 10 seconds (1 round) Era Magitech Civilization
This long cloth belt is wrapped around the neck, with two password with Minor Action or during Combat Preparation. This
long strips hanging down the back at the ends. effect can be used only once every 3 minutes (18 rounds).
Effect
The wielder gains a +2 bonus to Accuracy checks and This item is considered to be one of Smaltier's Accessories (see p.
Evasion checks for 10 seconds (1 round) by saying the 150).
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Part 3 Items
160
Coward Belt Base Price: 1,500
Popularity 12 App. White belt with red trim Item Class Accessory: Waist
Summary Propels the wearer 20m Era Magitech Civilization
The person equipped with this belt can propel themselves The wearer also automatically withdraws from the skirmish when
a distance of 20 meters by saying a password with a Major being propelled by this belt.
Action. However, a safe landing is not guaranteed, and the In Simplified Combat, the wearer can only propel backward, and
Effect belt wearer must suffer a 20 points fall damage if they use this the destination is always their own rear area; in Standard Combat, the
function. wearer can propel themselves in any direction, but the distance is not
adjustable. In Advanced Combat, direction is completely arbitrary and
the distance is not adjustable.
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162
Protective Sandals Base Price: 2,000
Popularity 12 App. Leather sandals with shiny blue gemstones on the toes Item Class Accessory: Foot
Summary +2 to Spot Trap check for foot triggers Era Ancient Magic Civilization
These Sandals are sensitive to traps triggered by stepping in against these traps that are triggered by foot triggers.
Effect or tripping on them, such as pitfalls, stepboard switches, and This bonus is cumulative with the Pole of Trap Detection (see p.
trip wires. The wearer gains a +2 bonus to Spot Trap checks 142) (both add sense of discomfort against traps).
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164
SMoSRP - Secret Medicine of Section Regeneration Price.
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Part 3 Items
These items used to rent or carry mounts. For details, please refer to the Core Rulebook III.
Name Price Note
Mount Contract 200+ Allows to rent and carry animal or mythical beast mount (Details CR III, p. 93)
Mount Contract Sphere 200+ Allows to rent and carry magitech mount (Details CR III, p. 93)
Proprietary Mount
0 Allows to carry bought animal or mythical beast mount (Details CR III, p. 93)
Contract
Proprietary Mount
0 Allows to carry bought magitech mount (Details CR III, p. 97)
Sphere
Carry an Animal or Mythical Beast of 3 levels or lower, and return them to their original positions with Minor
Mount Reduction Tag I 100
Action (Details CR III, p. 97)
Mount Reduction Tag Carry an Animal or Mythical Beast of 7 levels or lower, and return them to their original positions with Minor
500
II Action (Details CR III, p. 97)
Mount Reduction Tag Carry an Animal or Mythical Beast of 13 levels or lower, and return them to their original positions with Minor
2,000
III Action (Details CR III, p. 97)
Manabike Storage
10,000 Carry Magitech and use Minor Action to put it in and out (Details CR III, p. 97)
Sphere
These items are used to regenerate disabled sections of Animals or Mythical Beasts or to repair a destroyed magitech. When
used, it regenerates the function of the section and restores HP to 1 point.
Name Classification Price Note
Secret Medicine of Section Regeneration Animal, Mythical Beast Various Regenerates in 10 minutes
Restore Kit Magitech 5,000 Repairs in 1 hour
Mounts with them can be equipped and affect their It is possible to reuse one item between multiple mounts
capabilities. Depending on the classification of the mount, it (section) (e.g., to replace the item used for Horse with
may or may not be equipped. Dowles).
There are weapons and armor, and the mount can equip If a weapon is marked with , the attack on that mount
one of each. In the case of a mount with multiple sections, (section) is treated as if it were made by a Magic Weapon.
each section can equip one weapon and one armor, affecting Armaments with “proprietary mounts only” cannot be
only the section in which it is equipped. equipped on rental mounts. You cannot enhance mount
weapons and armor (see CR II, p. 241).
Mount Weapons
Name Classification Price Note
Big Horn Animal, Mythical Beast 800 Damage +1
Sideblade Magitech 800 Accuracy check -1, Damage +2
Iron Rivet Animal, Mythical Beast 2,000 Damage +2
Flicker Hammer Animal, Mythical Beast, Magitech 3,000 Accuracy +1
Flicker Star Animal, Mythical Beast, Magitech 3,000 + 20 reputation Accuracy +1 ※Proprietary mounts only
Blade Horn Animal, Mythical Beast 5,000 Damage +3
Metal Horn Animal, Mythical Beast 5,000 + 20 reputation Damage +3 ※Proprietary mounts only
Manatite Plating Animal, Mythical Beast, Magitech 15,000 Damage +4
Manatite Horn Animal, Mythical Beast, Magitech 15,000 + 50 reputation Damage +4 ※Proprietary mounts only
Mount Armor
Name Classification Price Note
Leather Barding Animal, Mythical Beast 300 Defense +1
Chain Barding Animal, Mythical Beast 1,000 Defense +2
Anti-Magic Seal Magitech 2,000 Magic Damage -1
Plate Barding Animal, Mythical Beast 3,000 Defense +3
Blank Plate Magitech 3,000 Maximum HP +10
Wind Coat Animal, Mythical Beast 4,000 Evasion +1, Defense +2
Resist Barrier Magitech 8,000 Magic Damage -2
Animal, Mythical Beast,
Gardner Shell 12,000 Evasion -1, Defense +4
Magitech
Magic Expansion Badge I Animal, Mythical Beast 800 Defense +1, Maximum MP +1
Defense +1, Maximum MP +2 ※Proprietary mounts
Magic Expansion Emblem I Animal, Mythical Beast 800 + 20 reputation
only
166
Magic Expansion Badge II Animal, Mythical Beast 2,500 Defense +2, Maximum MP +3
Magic Expansion Emblem Defense +2, Maximum MP +4 ※Proprietary mounts
Animal, Mythical Beast 2,500 + 50 reputation
II only
①Name
The name of the mount. If there is a reference page after
the name, it indicates the page where you can find its monster
data.
③Appropriate Level
The range of levels possible for the mount. The lowest
value is the minimal Rider level needed to handle the mount.
If the value meets the minimum, the mount can be handled
with each value of the mount level equal to the adventurer
level of the jockey.
The higher value is the maximum level, and even if the
jockey's adventurer level exceeds the maximum level, the
value of the mount will be that of the maximum level.
④Intelligence
The Intelligence of the mount. As a general rule, as long
as a jockey can give instructions, the mount will act according
to those instructions but revert to instincts when not
commanded.
If “None” is indicated, the mount has no will and will not
perform any action unless commanded by the jockey.
If “Animal” or “Low” are used, the mount protects its own
life. In most cases, they try to escape from danger or battle.
If “Average” or “High” are used, the mount puts the
jockey's safety before its own life.
⑤Perception
The means of perception the mount has available. The
jockey and mount perceptions are, in principle, independent.
⑥Language
The languages the mount can speak. If the jockey and
mount can speak the same language, communication between
the two is possible.
⑦Weak Point
The weak point of mount. Whether or not the weak point
of the mount is detected is done during the Combat
Preparation by means of the Weakness check (see CR III, p.
108).
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168
Horse Divine Horse
Price: 5,000G/250G Appropriate Level: 1 – 4 Price: 50,000G/5,000G Appropriate Level: 10 – 13
Intelligence: Animal Perception: Five Senses Language: None Intelligence: Animal Perception: Five Senses Language: None
Weak Point: Physical Damage +2 pts. Movement Speed: 30 (4 Legs)/- Weak Point: Physical Damage +2 pts. Movement Speed: 30 (4 Legs)/-
F Style F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) (section)
1 Hoof 3 2d 2 1 22 8 4 3 7 Hoof 10 2d+10 9 8 62 25 11 11
2 Hoof 4 2d+1 3 2 26 9 5 4 8 Hoof 11 2d+12 10 9 68 28 12 12
3 Hoof 5 2d+2 4 3 30 10 6 5 9 Hoof 13 2d+13 12 10 74 31 13 13
4 Hoof 6 2d+3 5 4 34 11 7 6 10 Hoof 14 2d+15 13 11 80 34 15 14
Unique Skills
⏩△Techniques / Prerequisite: [Unique Skill Release]
Can use the [Beetleskin] and [Bear Muscle] Techniques.
Description
A well-traveled war horse that grew into a legendary figure. It has
excellent capabilities when it comes to defending its rider and are often seen
in the service of high-ranking generals and aristocrats.
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Part 3 Items
F Style F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) (section)
5 Tail 8 2d+8 5 8 39 10 8 6 2 Tackle 4 2d+2 3 3 23 9 4 4
6 Tail 9 2d+9 6 9 45 12 9 8 3 Tackle 5 2d+3 4 3 30 11 5 5
7 Tail 10 2d+10 7 10 51 14 10 9 4 Tackle 6 2d+4 5 4 37 13 6 6
5 Tackle 7 2d+5 6 5 44 15 7 7
Unique Skills
🗨Tail Sweep Unique Skills
The monster can use its tail to attack up to 5 targets in the same skirmish. ◯Underwater
This ability cannot be used on consecutive turns. It cannot move outside of the water and cannot act outside of the water,
but it does not suffer any restrictions or penalties for actions in the water.
►Wind Breath [Prerequisite: Unique Skill Release]/Rider Level + The jockey can ride either on the water or underwater while keeping this
Intelligence Modifier/Fortitude/Half mount in the water. In either case, the jockey does not receive any penalty for
It spits mass of wind with “Range/Area: 2(20m)/Shot" to "Target: 1 the action checks for being in the water. Still, as a rule, the jockey cannot
Character.” It deals “Power 10/Critical Threshold 10 + (Rider Level + breathe or speak when in the water.
Intelligence Modifier)” wind magic damage.
5 points of the mount's MP must be consumed to use this ability.
Description
It is a mount that allows the jockey to move freely underwater. It is
Description available for rent at Rider's Guild in some seaside towns.
Dowles are by nature quiet, but some have extremely powerful lungs,
which they can use to exhale air and damage enemies. These are called
Dondowles. Giant Lizard (see CR I, p. 411)
Price: 2,000G/200G Appropriate Level: 2 – 4
Intelligence: Animal Perception: Five Senses Language: None
Mordondowles Weak Point: Physical Damage +2 pts. Movement Speed: 12 (4 Legs)/-
Price: 30,000G/3,000G Appropriate Level: 10 – 12
Intelligence: Animal Perception: Five Senses Language: None F Style
Weak Point: Magic Damage +2 pts. Movement Speed: 20/- Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
2 Bite 3 2d+2 2 2 20 8 5 3
F Style 3 Bite 4 2d+4 3 4 31 10 6 4
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) 4 Bite 5 2d+6 4 6 42 12 7 5
10 Tail 14 2d+15 12 13 84 15 14 12
11 Tail 15 2d+17 13 14 91 18 15 13
12 Tail 16 2d+19 14 15 98 21 16 14 Unique Skills
►Defensive Stance
Giant Lizard takes a stance to protect itself and the jockey, and raises
Unique Skills Defense of itself, the jockey and the passenger by +2 points for 10 seconds (1
🗨Tail Sweep round).
The monster can use its tail to attack up to 5 targets in the same skirmish.
This ability cannot be used on consecutive turns.
Description
►Wind Breath [Prerequisite: Unique Skill Release]/Rider Level + In the central part of the Alfleim Continent, there is a good environment
Intelligence Modifier/Fortitude/Half for breeding scaled Animals and Mythical Beasts, and those with well-
It spits mass of wind with “Range/Area: 2(20m)/Shot" to "Target: 1 developed and hardened scales are sometimes trained mounts.
Character.” It deals “Power 10/Critical Threshold 10 + (Rider Level +
Intelligence Modifier)” wind magic damage.
5 points of the mount's MP must be consumed to use this ability.
Description
And among Dowles, some rare individuals are bred for a long period of
time and grow up to 3m in height, which does not exist in the wild. These are
Mordondowles and have a reputation as powerful mounts that can
accompany Swords of Genesis rank adventurers on their tough adventures.
170
Plain Centipedes in the wild, but presented here are currently used for riding
Dinos (see CR I, p. 413) because larger ones are extremely difficult to teach and ride.
Price: 10,000G/1,000G/500G Appropriate Level: 4 – 6
Intelligence: Animal Perception: Five Senses Language: None
Weak Point: Bludgeoning Damage +3 pts. Movement Speed: 13/- Sky Whale (see CR II, p. 361)
Price: 40,000G/4,000G/1,200G Appropriate Level: 10 – 12
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will Intelligence: Animal Perception: Five Senses Language: Sea Animal
Bite (Head) 6 2d+6 5 3 26 26 7 5 Weak Point: Wind Damage +3 pts. Movement Speed: -/20 (Floating)
4
Kick (Body) 7 2d+5 5 4 34 34 - -
Bite (Head) 7 2d+8 7 5 34 34 9 6 Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
5
Kick (Body) 8 2d+7 6 6 43 43 - - Bite (Head) 13 2d+14 12 10 96 33 13 13
Bite (Head) 8 2d+10 8 7 42 42 10 8 10 Slam (Body) 12 2d+16 12 8 88 31 - -
6
Kick (Body) 9 2d+9 7 9 52 52 - - Tail (Tail) 13 2d+12 13 7 68 25 - -
Bite (Head) 14 2d+16 14 12 109 39 15 14
Sections: 2 (Head/Body) Main Section: Head 11 Slam (Body) 13 2d+18 13 10 98 36 - -
Tail (Tail) 15 2d+13 14 9 77 30 - -
Unique Skills Bite (Head) 16 2d+17 15 14 122 45 16 16
●Head 12 Slam (Body) 14 2d+20 14 12 108 41 - -
►Freezing Breath [Prerequisite: Unique Skill Release]/Rider Level + Tail (Tail) 17 2d+15 16 11 86 35 - -
Intelligence modifier/Fortitude/Half
Spits mass of cold air with “Range/Area: 2 (20m)/Shot” at “Target: 1 Sections: 3 (Head / Body / Tail) Main Section: Head
Character”, dealing “Power 20/Critical Threshold 10 + (Rider Level +
Intelligence Modifier)” water/ice magic damage. Unique Skills
This ability cannot be used on consecutive turns. Also, the Head section ●Head
must spend 5 MP to use it. ►Ultrasonic Attack [Enhance: Unique Skill Perfect Release]/Rider Level +
Intelligence modifier/Fortitude/ Neg
●Body With "Range/Area: 1(10m)/Shot", the target is hit with a highly directional
◯Attack Obstacle = +4 • None ultrasonic blast that paralyzes “Target: 1 Character”. Target will have -2 on all
Dinos' height prevents enemies from attacking them. The Head receives action checks for 30 seconds (3 rounds). This effect is not cumulative.
a +4 bonus to Evasion checks against melee attacks. A character who is deafened (see CR II, p. 71) is immune to this effect.
When the Body falls to 0 HP or lower, this effect disappears. If the jockey has learned [Unique Skill Perfect Release], the range
becomes 2(30m) is set, and the duration is 30 seconds (3 rounds).
Description The Head section must spend 10 MP to use it.
It is a giant animal widely y spread in the cold regions of the Alfleim
continent and is classified as a false-dragon. Their eggs are sometimes brought ●Body
back from the wild, incubated, and grown as mounts. ►Mist Breath [Prerequisite: Unique Skill Release]/Rider Level + Intelligence
modifier/Fortitude/Half
With "Range/Area: 2(20m)/Shot" and “Target: 1 area (5m Radius)/15" is
Plain Centipede (see CR II, p. 356) dealt “Power 20/Critical Threshold 10 + (Rider Level + Intelligence
Modifier)” water/ice magic damage. In addition, a target that fails a resistance
Price: 15,000G/1,500G/500G Appropriate Level: 6 – 8 check suffers a -2 penalty on Accuracy checks and Evasion checks for 10
Intelligence: Animal Perception: Five Senses Language: None seconds (1 round).
Weak Point: Physical Damage +2 pts. Movement Speed: 20 (4 Legs)/- This ability cannot be used on consecutive turns. Also, the Body section
must spend 10 MP to use it.
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
Jaws (Head) 9 2d+8 8 6 56 17 9 7 ●Tail
6 Legs (Body) 8 2d+6 7 6 44 14 - - 🗨Tail Sweep
Legs (Body) 8 2d+6 7 6 44 14 - - The monster can use its Tail to attack up to 5 targets in the same
Jaws (Head) 10 2d+10 9 8 63 21 10 9 skirmish. Accuracy should be rolled once, while damage should be
7 Legs (Body) 10 2d+7 9 8 50 17 - - determined individually if multiple characters are hit. This attack cannot be
Legs (Body) 10 2d+7 9 8 50 17 - - used in consecutive rounds.
Jaws (Head) 12 2d+11 11 10 79 25 12 10
8 Legs (Body) 11 2d+9 10 10 56 20 - - Description
Legs (Body) 11 2d+9 10 10 56 20 - - These flying whales are sometimes used as transportation to Floating
Masses. They have gentle characters, and it is not so difficult to teach them.
Sections: 3 (Head / Body x 2) Main Section: Head However, they do not like to be restrained, so they sometimes fly away when
they find themselves in the company of a jockey whom they do not like.
Unique Skills
●Head
◯Deadly Poison/Rider Level + Intelligence modifier/Fortitude/Neg
If the Jaw attack hits and deals 1 applied damage, it deals additional 2d+6
poison magic damage to the target.
●Body
🗨Decoy Attack I/[Prerequisite: Unique Skill Release]
It gains -2 to Accuracy checks, but the damage is increased by +2 on hit.
If the declared attack is evaded, the enemy receives a -1 penalty to
Evasion checks for the next 10 seconds (1 round). This effect is cumulative
up to -4 but is lost if the target fails an Evasion check even once.
Description
These wild centipedes interfere with railroad tracks. Some of them are
captured, fed, and trained as mounts.
They are difficult to control and are considered to be difficult to master
unless the jockey is familiar with them. There are larger (with more sections)
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F Style F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) (section)
5 Hoof 7 2d+5 6 3 41 23 7 7 Claws (Front) 11 2d+8 11 8 69 24 11 10
8
6 Hoof 8 2d+6 7 5 46 26 8 8 Tail (Back) 10 2d+10 10 8 77 12 - -
7 Hoof 9 2d+8 8 6 51 29 9 9 Claws (Front) 12 2d+9 12 9 76 28 12 11
9
Tail (Back) 11 2d+12 11 9 84 14 - -
Claws (Front) 13 2d+11 13 10 83 32 13 12
Unique Skills 10
Tail (Back) 12 2d+14 12 10 93 16 - -
◯Flight
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to
Sections: 2 (Front / Back) Main Section: Front
both jockey and mount.
Unique Skills
◯Fairy Magic 6 Level [Prerequisite: Magic Command]/Magic Power 9
It can use earth, water/ice, wind, and light types.
Description
It is a Mythical Beast that resembles a raccoon with green body hair.
These ones have established a friendship with Humanoids or one that has
been bred as a mount after coming down to a Humanoid village. They are
not good at attacking but can cast effective Fairy Magic.
172
Gryphon (see CR I, p. 428) Gurangatch (see CR II, p. 395)
Price: 30,000G/3,000G/1,000G Appropriate Level: 7 – 9 Price: 55,000G/5,500G/2,500G Appropriate Level: 11 – 13
Intelligence: Low Perception: Five Senses Language: None Intelligence: Low Perception: Five Senses (Darkvision)
Weak Point: Wind Damage +3 pts. Movement Speed: 20 (4 Legs)/40 (Flying) Language: Sea Anima, Sylvan Weak Point: Earth Damage +3 pts.
Movement Speed: 20(Crawling)/40(Swimming)
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
Beak (Body) 9 2d+11 11 5 58 26 12 9 F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
7 Wing (Wing) 10 2d+8 9 4 39 11 - - (section)
Wing (Wing) 10 2d+8 9 4 39 11 - - Front Legs
14 2d+15 13 14 105 66 14 13
Beak (Body) 11 2d+12 12 7 69 32 13 10 11 (Front)
8 Wing (Wing) 12 2d+9 10 6 47 14 - - Tail (Back) 13 2d+12 14 10 92 23 - -
Wing (Wing) 12 2d+9 10 6 47 14 - - Front Legs
15 2d+16 15 15 118 73 15 15
Beak (Body) 12 2d+14 13 9 80 38 14 12 12 (Front)
9 Wing (Wing) 13 2d+11 11 8 55 17 - - Tail (Back) 15 2d+13 15 11 101 28 - -
Wing (Wing) 13 2d+11 11 8 55 17 - - Front Legs
17 2d+18 16 16 131 80 17 16
13 (Front)
Sections: 3 (Head / Body x 2) Main Section: Head Tail (Back) 16 2d+15 17 12 110 38 - -
●Back
🗨 All-Out Attack
A Tail can deal an additional 8 damage on its next attack. However, any
Evasion check made by this section this turn receives a -3 penalty as a risk.
Description
The Gurangatch is a mythical beast that inhabits both the sea and rivers.
It has the upper half of a crocodile and the lower half of a fish. It roams over
a large territory and violently attacks those it perceives as violating its domain.
However, it is neutral towards those it deems neither enemies nor prey and
not interested in unnecessary prey. The Rider's Guild takes advantage of this
and breeds Gurangatches that cooperate with Humanoids.
Their combat abilities are remarkable, and they can use various useful
spells, especially in water and underwater battles.
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Part 3 Items
●Wing
◯Flight
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to
both jockey and mount. This ability cannot be used if either Wing is reduced
to 0 HP or lower.
Description
An incredibly young dragon, difficult to ride due to its fiery temperament.
Only very skilled jockeys can attempt to ride one of these rare mounts, and
only a few branches of the Riders' Guild even have a Draconet available.
However, they are smart enough to communicate with the jockey,
assuming a common language is used.
174
►**Breath [Enhance: Unique Skill Perfect Release ]/Rider Class Level +
Lesser Dragon (see CR II, p. 396) Intelligence Bonus/Fortitude/Half
Price: 360,000G/36,000G/9,000G Appropriate Level: 13 – 15 It spits elemental mass with “Range/Area: 2(20m)/Shot" to "Target: 1 area
Intelligence: High Perception: Five Senses (Darkvision) (6m Radius)/5.” It deals “Power 30/Critical Threshold 10 + Rider Level +
Language: Trade Common, Arcana, Dragonic Intelligence Modifier” magic damage. The type of Breath is the same as the
Weak Point: Physical Damage +2 pts. Movement Speed: 15/25 (Flying) type selected in [**Immunity]. This ability cannot be used on consecutive
turns.
F Style If the jockey has the Stunt [Unique Skill Perfect Release], the unique skill
Level Accuracy Damage Evasion Defense HP MP Fort Will can change to “Target: 1 Character.”
(section)
Bite (Head) 17 2d+18 15 14 119 84 17 17
Tail (Body) 16 2d+16 13 16 133 30 - - ●Body
13 ◯Mounted = 2 Character [Prerequisite: Unique Skill Release]
Wing
15 2d+14 13 13 84 28 - - Two characters, except for the jockey, can be carried and moved on this
(Wings) x 2
Bite (Head) 18 2d+20 16 15 128 90 18 18 mount (see CR III, p. 92).
Tail (Body) 17 2d+17 14 18 142 36 - -
14 🗨Tail Sweep
Wing
17 2d+16 14 14 90 32 - - The monster can use its tail to attack up to 5 targets in the same skirmish.
(Wings) x 2
Bite (Head) 19 2d+22 17 16 137 96 19 19 This ability cannot be used on consecutive turns.
Tail (Body) 18 2d+18 15 20 151 42 - -
15 ◯Attack Obstacle = Impossible • None
Wing
18 2d+18 15 15 96 36 - - The Head cannot be attacked with melee and ranged attacks. When the
(Wings) x 2
Body falls to 0 HP or lower, this effect disappears.
Sections: 4 (Head / Body / Wings x 2) Main Section: Head
●Wings
◯Flight
Unique Skills Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to
●All Sections jockey and mount. This ability cannot be used if either Wing is reduced to 0
◯** Immunity HP or lower.
Immunity is selected at the time of rental or purchase from one of the
following types: fire, water/ice, wind, earth, lightning, or energy. 🗨All-Out Attack [Prerequisite: Unique Skill Release]
A Wing can ready itself to deal an additional 8 damage on its next attack.
⏩△Techniques However, any Evasion Check made by either of the Wings that used this
Can use the [Strong Blood], [Beetleskin], and [Recovery (7 HP)] ability this turn receives a -3 penalty.
Techniques.
●Head
Description
►Truespeech Magic, Spiritualism Magic 10 Level [Prerequisite: Magic
Command]/Magic Power 14 This dragon has recently grown from a Draconet but is still younger than
500 years old. The few jockeys who can tame these massive beasts are called
“Dragoons,” and the combined combat power is simply unmatched. Whole
◯🗨►Magic Aptitude/Prerequisite: [Unique Skill Perfect Release]
battlefields can be scorched with minimal effort, and even entire counties will
Knows the Combat Feats [Targeting], [Magic Convergence], [Magic
respect dragoons and their mounts.
Control], [Universal Metamagic], and [Wordbreak].
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Part 3 Items
F Style F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) (section)
1 Tackle 3 2d+2 1 3 25 - 3 3 7 Tackle 9 2d+10 9 9 75 - 10 10
2 Tackle 4 2d+3 2 3 25 - 3 3 8 Tackle 11 2d+12 11 9 75 - 10 10
9 Tackle 12 2d+14 12 9 75 - 10 10
Unique Skills
◯Off-Road Handling Unique Skills
Ignore all -2 penalties for poor mobility. ◯Off-Road Handling
Ignore all -2 penalties for poor mobility.
Description ►Grenade Launcher [Enhance: Unique Skill Release]/Rider Level +
It is a small, easy-to-use magitech for beginner riders and is available Dexterity Modifier/Willpower/Half
outside of the Rider's Guild. To use this ability, the mount can only take Limited Move. However, if
the jockey has learned [Unique Skill Release], this ability can be used with
Normal Move.
Manabike Launches a grenade with “Range/Area: 1(10m)/Shot” and “Target: 1 area
Price: 10,000G/1,000G Appropriate Level: 3 – 6 (3m Radius)/5)” It deals “Power 10/Critical Threshold 10 + Rider Level +
Intelligence: None Perception: Mechanical Language: None Intelligence Modifier” fire magic damage.
Weak Point: Magic Damage +2 pts. Movement Speed: 50 (Wheels)/- To use this ability, the jockey must spend 10 MP.
Once this ability is used, it cannot be used again unless the jockey reloads
F Style the Grenade with a Major Action (for game purposes mount has an unlimited
Level Accuracy Damage Evasion Defense HP MP Fort Will number of Grenades).
(section)
3 Tackle 5 2d+4 5 5 40 - 6 6
4 Tackle 7 2d+6 7 5 40 - 6 6 Description
5 Tackle 8 2d+8 8 5 40 - 6 6 A high-performance manabike, these machines can be exclusively
6 Tackle 9 2d+10 9 5 40 - 6 6 purchased from the Riders' Guild. Larger than the standard manabike, it also
had improved operations and durability. It can withstand the rigors of combat
Unique Skills quite well.
◯Off-Road Handling
Ignore all -2 penalties for poor mobility. Skybike
Price: 60,000G/6,000G Appropriate Level: 11 – 13
►Grenade Launcher [Enhance: Unique Skill Release]/Rider Level + Intelligence: None Perception: Mechanical Language: None
Dexterity Modifier/Willpower/Half Weak Point: Magic Damage +2 pts. Movement Speed: -/50 (Flying)
To use this ability, the mount can only take Limited Move. However, if
the jockey has learned [Unique Skill Release], this ability can be used with F Style
Normal Move. Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
Launches a grenade with “Range/Area: 1(10m)/Shot” and “Target: 1 area 11 Tackle 14 2d+14 14 14 120 - 14 14
(3m Radius)/5)” It deals “Power 10/Critical Threshold 10 + Rider Level +
12 Tackle 16 2d+16 16 14 120 - 14 14
Intelligence Modifier” fire magic damage.
To use this ability, the jockey must spend 10 MP. 13 Tackle 17 2d+18 17 14 120 - 14 14
Once this ability is used, it cannot be used again unless the jockey reloads
the Grenade with a Major Action (for game purposes mount has an unlimited Unique Skills
number of Grenades). ◯Flight
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to
Description both jockey and mount.
A Magitech-type mount that can be found on the market and at the
◯High Speed Retreat/Prerequisite: [Unique Skill Release]
Riders' Guild. They are loved by riders as a casual model that combines
To use this ability, the mount can only take Full Move. The jockey and
sufficient travel speed with easy maneuverability.
mount can move as they have Combat Feat [Shadow Sneak] (see CR II, p.
210).
When this ability is used, the mount receives 40 points of fixed damage
at the end of the movement.
Description
The Rider's Guild offers this manabike that can fly powered by manatite.
176
Floating Board Exceed Board
Price: 2,000G/200G Appropriate Level: 1 – 3 Price: 15,000G/1,500G Appropriate Level: 7 – 9
Intelligence: None Perception: None Language: None Intelligence: None Perception: None Language: None
Weak Point: Lightning damage +3 pts. Movement Speed: - /15 (Floating) Weak Point: Lightning damage +3 pts. Movement Speed: - /20 (Floating)
F Style F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) (section)
1 None - - 2 2 20 - 4 4 7 None - - 10 7 60 - 11 11
2 None - - 3 2 20 - 4 4 8 None - - 11 7 60 - 11 11
3 None - - 4 2 20 - 4 4 9 None - - 12 7 60 - 11 11
Unique Skills
◯Maneuverability
If the jockey performs Normal Move with this mount and moves 1 area
(Simplified Combat) or 10m or more (Standard Combat, Advanced Combat),
the jockey gains a +1 bonus to Accuracy and Evasion checks for 10 seconds
(1 round).
Description
It is a Floating Board with increased performance. It has a built-in
mechanism that can shoot a mass of air.
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Part 3 Items
F Style Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section) Legs (Body) 11 2d+10 10 10 90 - 13 12
Legs Scissors
7 2d+5 7 7 65 - 9 8 12 2d+13 12 5 60 - - -
(Body) 8 (Right Scissors)
5
Scissors Scissors
8 2d+8 6 5 50 - - - 12 2d+13 12 5 60 - - -
(Scissors) (Left Scissors)
Legs Legs (Body) 12 2d+12 11 10 90 - 13 12
8 2d+6 8 7 65 - 9 8
(Body) Scissors
6 13 2d+14 13 5 60 - - -
Scissors 9 (Right Scissors)
9 2d+9 7 5 50 - - -
(Scissors) Scissors
13 2d+14 13 5 60 - - -
Legs (Left Scissors)
9 2d+8 9 7 65 - 9 8
(Body) Legs (Body) 13 2d+13 12 10 90 - 13 12
7
Scissors Scissors
10 2d+10 8 5 50 - - 14 2d+16 14 5 60 - - -
(Scissors) 10 (Right Scissors)
Scissors
Sections: 2 (Body / Scissors) Main Section: None 14 2d+16 14 5 60 - - -
(Left Scissors)
Unique Skills Sections: 3 (Body / Right Scissors / Left Scissors) Main Section: None
●Body
►Protective Foam/[Prerequisite: Unique Skill Release] Unique Skills
Within “Range: Touch,” wraps the “Target :1 Character” in foam and ●Body
protects it. The target can be a jockey or a section of the mount itself. ►Protective Foam/[Prerequisite: Unique Skill Release]
The target takes -2 points of physical and magic damage for 10 seconds Within “Range: Touch,” wraps the “Target :1 Character” in foam and
(1 round). protects it. The target can be a jockey or a section of the mount itself.
It has no effect on lightning physical or magic damage. The target takes -2 points of physical and magic damage for 10 seconds
(1 round).
◯Driving Engine It has no effect on lightning physical or magic damage.
When the HP of the Body section falls to 0 or below, Kalkinos cannot
move. It also loses all the abilities obtained in the [Multi-legged Form] (see ◯Driving Engine
below). When the HP of the Body section falls to 0 or below, Great Kalkinos
cannot move. It also loses all the abilities obtained in the [Multi-legged Form]
◯Multi-legged Form (see below).
This mount has two forms: a “Wheeled Form,” which moves with wheels
by deploying its legs, and a “Multi-legged Form,” which moves by retracting ◯Multi-legged Form
its wheels and directly grounding its feet. This mount has two forms: a “Wheeled Form,” in which it moves with
The change between the two forms can be made with Major Action. wheels by deploying its legs, and a “Multi-legged Form,” in which it moves by
When released from the “Mount Sphere” or the “Proprietary Mount retracting its wheels and directly grounding its feet.
Sphere,” characters can choose either form as they wish. The change between the two forms can be made with Major Action.
In the [Multi-legged Form], the following three abilities are obtained. When released from the “Mount Sphere” or the “Proprietary Mount
Sphere,” characters can choose either form as they wish.
◯Underwater Movement/Underwater Suitability In the [Multi-legged Form], the following three abilities are obtained.
It gains “Movement Speed: 15 (Many Legs)/15 (Swimming)".
All sections of the mount are immune to restrictions or penalties because ◯Underwater Movement/Underwater Suitability
of the underwater activities. It gains “Movement Speed: 15 (Many Legs)/15 (Swimming)".
The jockey can ride either on the water or in the water while keeping the All sections of the mount are immune to restrictions or penalties because
mount in the water. In either case, the jockey will not be penalized for being of the underwater activities.
in the water but will not be able to breathe or speak when in the water. The jockey can ride either on the water or in the water while keeping the
mount in the water. In either case, the jockey will not be penalized for being
◯Attitude Control in the water but will not be able to breathe or speak when in the water.
All sections of the jockey and the mount are not subject to any adverse
effects because of the poor footing and cannot be knocked prone. ◯Attitude Control
All jockey and mount sections are not subject to any adverse effects
◯Scissors Continuous Attack because of the poor footing and cannot be knocked prone.
Scissors can attack the same target one more time if the first attack hits.
◯Scissors Continuous Attack
Description Right Scissors and Left Scissors sections can attack the same target one
more time if the first attack hits (separately).
The magitech is a crab-like mount with four pairs of slender legs that
enable it to move freely over rough terrain and poor footing.
Additionally, small wheels are built into the end of the legs, which can be Description
deployed to increase its speed. However, as it can only move in a left and This is a large Kalkinos. The left and right scissors can be operated
right motion, it is not very agile. separately, and each can [Continuous Attack] when in Multi-Legged Form.
The large scissors attached to either side of the body are known for their It is a powerful mount with high durability, but at the same time, it
striking power. requires a skilled jockey.
178
◯Driving Engine
Flying Kalkinos When the HP of the Body section falls to 0 or below, Flying Kalkinos
Price: 150,000G/15,000G Appropriate Level: 11 – 14 cannot move. It also loses all the abilities obtained in the [Flying Form] (see
Intelligence: Servant Perception: Mechanical Language: None below).
Weak Point: Bludgeoning damage +3 pts. Movement Speed: 30 (Wheels)/-
◯Flying Form
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will This mount has two forms: a “Wheeled Form,” in which it moves with
Legs (Body) 15 2d+14 14 15 130 - 16 15 wheels by deploying its legs, and a “Flying Form,” in which it flies.
Scissors The change between the two forms can be made with Major Action.
16 2d+17 15 10 80 - - - When released from the “Mount Sphere” or the “Proprietary Mount
11 (Right Scissors)
Sphere,” characters can choose either form as they wish.
Scissors
16 2d+17 15 10 80 - - - In the [Flying Form], the following three abilities are obtained.
(Left Scissors)
Legs (Body) 16 2d+16 15 15 130 - 16 15
◯Flying
Scissors
17 2d+18 16 10 80 - - - It gains “Movement Speed: -/20 (Flying)".
12 (Right Scissors)
All jockey and mount sections gain a +1 bonus to Accuracy check
Scissors Evasion checks for and against melee attacks.
17 2d+18 16 10 80 - - -
(Left Scissors)
Legs (Body) 17 2d+17 16 15 130 - 16 15 ◯Suspended (Mounted =1)[Prerequisite: Unique Skill Perfect Release]
Scissors It can use its multiple-wheeled arms as a crane.
19 2d+19 17 10 80 - - -
13 (Right Scissors) One character can be suspended and moved as [Mounted = 1 Character]
Scissors (see CR III, p. 91). However, the suspended character gains a -1 penalty on
19 2d+19 17 10 80 - - -
(Left Scissors) all action checks.
Legs (Body) 18 2d+19 18 15 130 - 16 15 Instead of a character, a single object weighing up to 250 kg can be
Scissors suspended instead.
20 2d+20 19 10 80 - - -
14 (Right Scissors)
Scissors ◯Scissors Continuous Attack
20 2d+20 19 10 80 - - -
(Left Scissors) Right Scissors and Left Scissors sections can attack the same target one
more time if the first attack hits (separately).
Sections: 3 (Body / Right Scissors / Left Scissors) Main Section: None
Description
Unique Skills These are large Kalkinos that have the ability to fly. Their legs have been
●Body replaced by support arms for suspending loads, similar to those of the Barba
►Protective Foam/[Prerequisite: Unique Skill Release] (see CR III, p. 384) series.
Within “Range: Touch,” wraps the “Target :1 Character” in foam and Basically, they can either fly or move on land using wheels.
protects it. The target can be a jockey or a section of the mount itself.
The target takes -2 points of physical and magic damage for 10 seconds
(1 round).
It has no effect on lightning physical or magic damage.
179
Part 3 Items
Designer's Notebook
Kei Kitazawa Tanaka Kouji
Finally, a large supplement is now available for Sword After almost a year after the release of Core Rulebook I,
World 2.5. we are pleased to present a large supplement with expanded
The first issue is a "Collection of Items" that everyone wants data.
to have! If you've been eagerly anticipating this book, we apologize
This collection includes items from the rulebook, items for the wait. This book will significantly impact your
from the SW 2.0 era, and new items, creating a truly “Epic character, friends, and enemies. Please check it out.
Treasure Trove.” On the other hand, some of you may feel that this book is
The book was conceived by the entire SW team and then "too early," or you may be overwhelmed by the amount of
converted into data by Kouji Tanaka and Miyuki Kiyomatsu. data. For those people, please take a look at the "Treasure
It was then written and test-played by all team members, with Trove" first. If you find a name, illustration, or effect you like,
special thanks to Miyuki Kiyomatsu for his active feel free to introduce them one by one. It's not necessary to
contribution in the writing aspect. use all of them at once.
Thanks to the cooperation of many people, this book was I would like to thank Miyuki Kiyomatsu, Kei Kitazawa,
completed. With its release, the Sword World 2.5 SNE staff, and editors for their hard work in producing this
environment will be greatly expanded in scope and color. book. Thank you very much.
So, once you've enjoyed the value of this treasury of the
Alfleim Continent, we hope to see you again soon.
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