Equipment

Players generate the stats on the items they find!

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


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

Equipment comes in many shapes and sizes. There are several slots of equipment:

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

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

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

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

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

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

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

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

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

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

Axes add 1 bonus damage per 1, because they’re good at wild, unpredictable amounts of damage. Axes can add their damage to ' and ' Skill Gems and choose the higher of  or  '''to add to critical strike damage. '''Axes can be both two and one handed. Staves increase your Block by 1, because you can block attacks with them. In addition you can protect allies, much in the same way a shield user can. Staves can add their damage to ' and ' Skill Gems and choose the higher of  or  to add to critical strike damage.Staves can only be two handed. Maces reduce the of enemies you stun by 6 per tier, because it’s easy to stun people when you hit them on the head with a mace. Maces can add their damage to ' and ' Skill Gems and choose the higher of  or  '''to add to critical strike damage. '''Maces can be both two and one handed. Swords increase critical range by 1, because they’re sharp and pointy. Swords can add their damage to and  Skill Gems and allow you to add half of your  and half of your  to crit damage. Swords can be both two and one handed. Daggers increase critical range by 1, because they’re sharp and pointy. Daggers can add their damage to ' and Skill Gems and allow you to add half of your ' and half of your  to crit damage. Daggers are one handed. Bows '''are ranged. They make you Lucky with rolls''' because they give you the freedom to react to circumstances quickly. Bows can add their damage to  Skill Gems and  to add to critical strike damage. They are two-handed. Claws increase  by 4 per tier, because they’re badass. Claws '''can add their damage to ' and ' Skill Gems and choose the higher of ' or ' to add to critical strike damage. '''Claws are one handed. Sceptres increase the duration of all elemental threshold effects (shock,burn and freeze) by 1 turn, because magic. Sceptres can add their damage to ' and ' Skill Gems and choose the higher of  or  '''to add to critical strike damage. '''Sceptres are one handed. Wands convert all damage to an element of your choice and increase your total  by 2 per tier because they’re efficient at channelling magical energy. Wands are ranged and are one-handed, allowing the use of shields. Wands can add their damage to ' and ' Skill Gems and choose the higher of  or  to add to critical strike damage. Spears and Polearms allow you to be Lucky with and  rolls, because every fantasy game should have Spears and Polearms. Spears and Polearms can add their damage to ' and ' Skill Gems and choose the higher of  or  to add to critical strike damage. Two handed weapons have increased base damage compared to their one-handed counterparts. In addition, two-handed weapons can have twice the magical mods (2 for magic, and 4 for rare) to balance the fact that you lack an offhand item slot.
 * 1 handed 1 per tier. 2 handed 3  per tier
 * 3 per tier
 * 1 handed 1 per tier. 2 handed 3
 * 1 handed 1 per tier. 2 handed 3  per tier.
 * 1 handed 1 per tier.
 * 3 per tier.
 * 1 handed 1 per tier
 * 1 handed 1 per tier
 * Wands shoot a projectile of an element of your choice when used as a weapon to attack.
 * 1 handed 1 per tier
 * 1 handed 1 per tier. 2 handed 3

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

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

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


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

Armour
Armour comes in four types:


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

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


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

Shields increase your Block by 1.

Boots

 * Metal boots - increase by 2.
 * Leather boots - increase by 2.
 * Cloth boots - increase by 10

Helm

 * Metal helms increase by 2.
 * Leather helms increase by 2.
 * Cloth helms increase by 10.

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

Amulets come in six types:
 * Onyx amulets add 2 to . +2 per tier.
 * Lapis amulets add 5 . +5 per tier.
 * Amber amulets add 5 . +5 per tier.
 * Jade amulets add 5 . +5 per tier.
 * Coral amulets add 10 . +10 per tier.
 * Paua Amulets add 2 . +2 per tier.

Rings come in four types:
 * Coral rings add 10 . +10 per tier.
 * Paua rings add 2 . +2 per tier.
 * Iron rings add 1 to attacks. +1 per tier.
 * Onyx rings add 2 . +2 per tier.