This is posting is intended for Equipment and Artifacts, Potions and Scrolls; and mercenaries. Lots of my cards are based on
GimmeYerGolds 225 edition or
inspired by Sjeng, so take a look!
Those first four weapons are mainly so that i can add them to my treasure deck. They shall cost between 20

and 80

.



I think if i ever ever in my life update the sling again, i will use GimmeYerGold's picture from his 225 edition.
A little bit stronger already:

GimmeYerGold has a really cool picture for that in his 225 edition. Currently i am thinking if i should just copy it.
Here is my offer of two-dice-weapons; 80

to 150


Yes. That flail is new.


I hope that separates the hand axe sufficiently to be worth a second look. The two yellow dice make it better than the short sword or the Spear, by roughly 10%.


wagenerandi, auf Flickr
The Spear is the most expensive of the three weapons, as I regard the diagonal ability to be VERY valuable.
And some flavor add on. The torch is less good in attacking, super for treasure hunting, but to be discarded after the quest. So that makes it a bit expensive to use. The base game variant is quite a bit stronger in attack, but ok, in the two dice range no-one cares i guess.
The Rapier has a very fluffy extra rule, and quite strong. It will have a price at least like the Broad Sword, maybe more. The buckler which is belonging to the rapier, is a less-good shield with only one shield symbol on the die and maybe the same price like the shield.




Notably until now i didn't use the no-wizard symbol. This is not a failure, it's in express.
Big thanks to GimmeYerGold for the Longsword and the Mace, and to Slev for the Halberd.
As always, if someone is interested in printing resolution or probably downloading all of it, just click on it.








I decided to cut the very last step because there is too much power creep involved for my taste. So the last two weapons are these:




With that, the overview looks like this:

you can find the pure-white special rules in the cards.
First three cards are done. They are all helmets.



So those cards can give you the ability to reroll a

in defense, or they can give you additional dice.
I invented a new symbol, that one:

which is pretty much self explanatory once you read one of those cards.
I place the dice or the reroll symbol right on top next to the title, so that you can stack your cards like that:

Well. You can't stack three helmets on top of each other. But you can stack cards.
The buckler, with artwork from Talhoffer's Fechtbuch which originates somewhere in the renaissance or even later. The normal Shield, with the same function as the original. And the big shield (how is that thing called?) that allows one walrus reroll and an additional white die. With artwork from Gary Chalk.



The Buckler is the only defense item with a special rule, so that the intended card stacking will be no problem.
Now, base armor:
Leather, because it is just cool. It adds a reroll to the base defense. Second, Chain mail. Two whites. Third, Scale mail. Two whites and a walrus reroll. Fourth. Plate Mail. 3 Whites.
Leather and Scale are both Gary Chalk art, for the Scale i even copied the boundary extension on one part of the picture.




If you have all items, you have 5 whites in defense and two walrus rerolls. that is roughly 5.7 whites. If you manage to get three walrus rerolls, it is roughly like 5.9 whites. Target achieved:
* No Power creep in the defense sector
* more than double the options
* No angry forum because of only white dice used!
The Wizard can have this alternative:


Then the basic wizard has a leather armor and this robe, a buckler and a rapier.
He may like to exchange his Cloak of Protection with the Wizard's Cloak. Rapier / Buckler will at some point in time be exchanged with some Artifacts that enhance his magic; like the wand of magic. Until he found them, he is well served.
Borin's Armour is in good base game tradition at the same strength like the plate mail, but without movement penalty. Other than the cheap plate mail, it is just so good manufactured, that Cynthia's men can do acrobatics in it. Even the Wizard.


The answer to "why buy the toolkit"


...and the toolkit. I was thinking about adding another variant of it so we have one bad and one good, but, naaah.

Besides, my standard dwarf has the same rule, plus the addition "If you use a toolkit, you may reroll this test."
And a collection of shoes. Some had been artifacts, but i want them to be equipment.
Function: Money sink. Frustration reduction.
Elven boots. They wear off quite fast if used with plate mail, besides. Then, good standard shoes so you don't have to soil your sandals. Then, the better variant.



I feel that my equipment collection is pretty complete now.
Artifacts add a lot to the story, if placed well, with a proper watchdog, and a good quest around them. This may be the part of my card deck that moves the most and possibly is never stable. They shall never be best in class, as we found out elsewhere, they never break the system if they are just a little bit less good than their 1500-gold-equipment-pendants. For the wizard they may be the only way to get a decent statline. I think the worst original artifact is orc bane, placed at the end of the questbook without fitting story; when nearly everybody has something better already a long time. One of the best is definitely the Spirit Blade, placed in the middle of a triple of quests and having an entire quest pack unfolding after it was found.
Potions - we have a lot of potions available already. Most of the work will be to translate their text into the symbol system; but i don't intend to change a lot. To have a potion's deck is definitely better than to draw them directly from the treasure deck: That way you can offer the Heroes to buy some between the quests. More gold sinks are always good.
Scrolls are the easiest. Copy and paste the discard function of my spells above. Done. As it is so easy to have that deck, i will have one.
Mercenaries would fit here or to the monsters. If i place them here i have everything in one place that Heroes can spend gold on or use.