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Keywords are unique identifiers given to items to denote any special abilities they may have. Typically, these are reserved for custom items, materials, or event loot. The item’s lore will list out the keyword(s) it has, and what each keyword does.
Do note, keywords are NOT required to be read in order to understand the combat system. This page is a master list of all of the potential keywords available to serve for ease of access, as well as potentially give inspiration for uniqueness in your custom items!
All items have a rarity (Common, Uncommon, Rare, Legendary, Artifact). Each rarity bears the ability to house a maximum number of Keywords, as follows.
Common - 0 Keywords
Uncommon - 1 Keyword
Rare - 2 Keywords
Legendary - 3 Keywords
Artifact - 4 Keywords
Silvered - Once per turn, when touched by a Transformed: Deal 1d4 damage to them.
Superior - The Gear gains +X to its effectiveness against the mundane, where X is its Rarity Tier. (Uncommon Weapon gets +1 to damage rolls, Rare Armor gives +2 extra AC, etc.)
Unique - This item has an original ability(s) not tied to a keyword.
Cursed - This item has a unique magical deficit.
Magebane - The Gear gains +X to its effectiveness against mages/magic, where X is its Rarity Tier.
Beatdown (Melee Only) - Every consecutive hit adds +1 damage (max +3).
Blooddrinker (Melee Only) - On hit against target over half HP, regain 1d4 HP.
Striker (Melee Only) - Once per turn, you can use this weapon to attack with a Bonus Action if the Main Action attack with the weapon missed.
Sighted (Range Only) - Increases attack range by 10 blocks.
Multidraw (Range Only) - Once per turn, use a Bonus Action to target a second, different enemy.
Rending - On hit against a target wearing Armor, give -2 AC for this encounter. Deficit cannot exceed target’s Unarmored AC value.
Piercing - Rolls against Unarmored AC to determine hits (Shield AC still applies).
Enfeebling - On hit, the enemy’s next dice roll subtracts 1d2. Doesn’t stack.
Hemorrhaging - On hit, if the target is not bleeding, they suffer Bleed I.
Spiked - Once per turn, at the start of your turn, an enemy grappler suffers 1d4 damage while grappling you.
Turtle - Enemy ranged attacks roll as if your AC is 2 points higher.
Bracing - Once per round, as a Reaction, halve one instance of incoming mundane damage (rounding up).
Heavy - MS is halved (rounding up), but if moved against your will, halve the maximum amount of blocks that you would be moved (rounding down).
Slick - You have advantage to any checks made to escape a grapple.
Durable - This armor cannot be broken through mundane means, nor damaged to reduce its AC value by more than 2 points.
Camouflage - When making a check related to hiding, you can add +2.
Patched - This armor negates the piercing effect of AGI-based Light Melee attacks.
Cuffed - Can be worn without occupying a hand.
Barbed - Once per round, when a melee attack misses you, use a Reaction to counterattack with the shield, dealing 1d4 damage on hit.
Towering - When Bracing, all enemies gain disadvantage to attack you until the start of your next turn.
Secure - This shield cannot be disarmed through mundane means.