
Items & Equipment
The individual strengths and abilities of characters make them unique and often powerful. Still, the Items and Equipment they use amplify these powers or abilities, making them truly formidable Heroes. Items and Equipment are essential cards in any player’s deck and offer a wide variety of effects to take your character’s customization and effectiveness to a whole new level. Items are defined as either Equipment or Treasures. As mentioned previously in the Arena Format rules, a character may have a total of five (5) equipped Items: 1 Weapon, 1 Armor, 1 Shield, and 2 Treasures. There is no limit to the number of Items a player may own, nor is there a limit to the number that a player may own of any specific item.
There are some instances where a Lore Master may include items or equipment that do not have physical card representations. In these scenarios, these items must be tracked appropriately so that they are both available to use for players when they are supposed to be, and that they can be applied correctly when being used. For example, if your Lore Master creates a weapon that does not have a card representing it, and your Hero has equipped this item, even though there is no physical card attached to your Hero, they would not be able to equip another weapon unless a special ability or effect allows the character to do so.
When determining which items are available to players and how they acquire them, the Lore Master should consider the overall player level and how these items affect gameplay. When playing campaigns at lower levels, players will encounter low-level items such as "Bastard Swords" and "Tower Shields" as standard equipment amongst knights and warriors. Examples of item availability:

Item’s EXP value 0-3: Depending on item quality > common, everyday items, or standard issue equipment. These items are regularly available in most areas.

Item’s EXP value 4-6: Uncommon, limited by area or influence. These items are more elusive, especially the 5 or 6 EXP Value named or magical items.

Item’s EXP value 7-8: Rare or Legendary, known by name, usually only looted from characters with similar EXP values or acquired as a Lore Master reward. These items are often unique and limited in the number a player can use and include in their decks. Most 7 or 8 EXP Value items are Epic.

Item’s EXP value 9+: Mythical items and story-related. These items are only awarded through storyline quests, defeating specific characters, or by Lore Master discretion. The rarest of the rare, these items are specifically unique and powerful, sometimes offering abilities so powerful that they are a threat. Epic status is expected with these items.

When a card is played, and it has the “Equip” ability, this card is intended to enter play attached to a character card you control. However, when a card instructs you to "attach" a card to a character or object, this is not the same as being “Equipped.” To determine whether a card is “attached” or “equipped” is based on whether the card has the “Equip” ability, or if it specifically mentions in the effect that it is equipped to the character.
"Attach" refers to attaching the card to the object, usually through another ability or effect, but does not change the object's status. Equipped cards are considered attached to the character, but not all attached cards are considered equipment. It is important to call out this distinction, an example being an effect which states, “This character gets +1 ATK for each card attached to it...” vs “This character gets +1 ATK for each Item they have equipped.”
Unless stated otherwise, once a card is attached to an object, it remains attached to that object until it is moved, removed from play, or the card can no longer attach to the object. Attaching cards to characters or objects requires an action to be performed in most cases, and this means that when determining the order of operations in which events occur, the timing of the action, effect, or ability is taken into consideration as it normally would be.


For an image-only gallery of all Item cards, please see below. For a complete gallery of game cards, please visit the Gallery / Card Library

Items & Equipment Descriptions
The following section provides full profiles of the game’s Item cards, separated by Alignment. This information is useful for Lore Masters and Campaign format adventures, but the Card text and rulings are important as well. Any errata or updates to a card's ruling will be included in its full profile before.
This helps explain how to read each of the following descriptions:
Please click on an Alignment tab, one of the expanding sections below to view the Item's game information:
The signature arm guards of a Chaotic mage, these arm bands protect the wearer by generating a small barrier that repels magical energy. These arm bands are popular with mages because the more energy the wearer expels the stronger the barrier becomes. Arcane Deflectors function by residually pulling magical energy from the surrounding environment to power itself, and the more energy that is available, the stronger the barrier. This works cohesively with Mages who are constantly expelling magical energy as part of their tactics and abilities. |
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[+1 AC]
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This specific look and style of magical robe was originally predominant during the early eras of Havokk, prior to the High Mages of Dullahan restricting the use and right to use Chaotic magics. The mages who were practicing these forms of magic either stopped to stay in the order or left to follow their own path – the latter kept their signature robes as distinct sigil of their path and purpose. In Current Havokk, this tradition continues and those who specifically practice Chaotic magic wear these robes to enhance their own abilities and attune their mastery of Chaotic magic. |
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[+1 AC]
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One of the signature abilities of the Chaos mage is their ability to distort and disrupt reality around them. As any individual Chaos mage begins to break down reality around them, they can concentrate these fragments of existence into powerful glass-like shards, retaining the power and energy of the space they occupied. Chaos mages will harness these shards as a weapon or a shield, often resembling a flurry of glass shards or crystals surrounding the user. |
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[Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.
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The signature outfit of Mialee, the Jade Shadow. The Emerald color represents the Nelven Emerald Mines, where Mialee escaped from. Being trained by and then leaving the Assassin’s guild, her outfit was designed to be sleek, offer mobility, and easily concealable – embracing the tactics of stealth and subterfuge she uses to help the innocents of Havokk. |
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[+1 AC]
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A weapon brandished by elite Ytaxian warriors, the Nexxusite Scythe is a large weapon using a sharpened sickle-shaped blade made of condensed and highly powerful Nexxusite crystal. The weapon can channel energy and transfer it through the weapon, part of why it is a preferred weapon of elite warriors – the energy transfer is enough to destroy weapons and items attached to their enemies, making them easier to defeat. |
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[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
[+3 ATK, +2 DMG]
Action:[Swift Action]: Instead of the equipped character dealing attack damage, you may discard an Item attached to the opposing character and deal X damage to them, where X is the EXP value of the discarded Item. Ongoing: At the beginning of your turn, deal 2 unavoidable damage to the equipped character if they are not a Chaotic alignment character. |
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Pushing Stones were designed to assist Squirks with moving items and cargo that were physically too large for them to move themselves. These Nexxusite-infused devices create a special field that creates an invisible force that pushes outward from the thrown or activated stone. Since their creation, they have been found to be incredibly useful as self-defense devices, being used to repel foes or create small temporary shields. Each unit of Pushing Stones comes with three charges before it needs to be resupplied or replaced. |
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This weapon is the manifestation of Barbatos, and bound to it is the ancient Elder Dragonkind of wind and sea. Currently in Captain Shank's possession, this mythical weapon is a curved, ornate scimitar with a large blade and a caged handle. The top edge resembles a crashing wave, with carvings depicting a powerful storm running down each side of the blade. The caged handle is made of metal but is shaped into a coral reef. The wielder may control the flow of water and manipulate it to propel themselves. They can also create waves and forcefully direct them at their enemies. |
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[+3 ATK, +2 DMG]
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Captain Shank lost one of his hands in battle and replaced it with a custom-made “claw arm.” The claw arm weapon mounts on Shanks' left limb and has an attached large, serrated claw at the top like a hook, but the blade itself has been fashioned into a Shark-shaped curvature. Along the mounted section of the Claw arm are teeth extracted from Shank’s fallen enemies. Whenever Shank engages in a duel or battle and defeats an enemy, from the strongest enemies, he will extract a tooth to mount. Among Sharkmen, this is a sign of dominance and strength, and Shank, who was previously persecuted before his pirate career, is determined to prove his worth. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Chaotic characters only.]
[+1 ATK, +1 AC]
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An item commonly used by rogues, ninjas, scoundrels, and also as a defensive measure or escape tactic, these small orbs contain a chemical mixture that rapidly expels smoke in all directions. Each unit is for one usage, as the capsules destroy themselves in use. To activate, the user only needs to crush the capsule by any means: throwing it, holding it in their hand, stepping on it, etc. |
Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Action:[Swift Action]: Discard from play when an opponent is attacking a character you control. Deal 1 damage to each attacking character. Prevent all attack damage that would be dealt to characters you control this turn. Banish after use. |
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A heavy coat, and the signature fashion of Captain Shank. This worn coat is black, with gold lining. There are patches with Captain Shank’s jolly roger on them sewn to each sleeve at the shoulder. Each shoulder pad has three small spikes that have been added in a single row and are shaped to resemble a shark’s tooth. The coat itself is made of a thick material. Because of Shank’s large stature and strength, he has incorporated a chain metal lining into the coat, providing him with protection against small blades and some piercing weapons. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC]
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The physical manifestation of Ytaxia’s essence on Havokk. This small remnant of Ytaxia’s energy is still so powerful, even as a fraction of its full power, this bloom was able to spread and influence Havokk by introducing it to Chaotic energy and birthed Chimeraxion. The bloom resembles a flower in shape but is a Nexxusite crystal in form. The petals emit Chaotic energy and, over time, have changed the landscape surrounding the bloom’s location, as well as being able to change the physical properties of beings. Guarded heavily by Chimeraxion itself, this mythical item is in the ruins of Agnememnon, at the center where the Order of the Remnant now calls their base of operations. |
Card Rules Text: [Gambit]: When this card is discarded from your hand from an effect or as part of an ability, Banish it. Return it to your hand at the beginning of your next turn.
[Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
[Chaotic characters only.]
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Mialee, the Jade Shadow, created and wields this special dagger variation and uses it in her work as a vigilante. Taking guidance from Grigor during her time in the Assassin's Guild, he specialized in poisons and paralytic agents. When leaving the Assassin’s guild, Mialee swore to only take lives if she had to, so when wielding this weapon, she has since customized it to apply non-lethal doses to incapacitate enemies instead of killing them outright. The dagger is a long, thin blade with a pointed tip. The handle has a wave-shaped guard with a mounted emerald on each side. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Toxic 2]: Place 2 Toxic counters on the character dealt damage. At the end of each turn, deal 1 unavoidable damage to each character with a Toxic counter, then remove one of those counters from each character with one.
[+2 ATK, +1 DMG]
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A weapon of Squirk design, originally this was intended to be a magical amplifier and control rod, but instead the inconsistency of Chaotic energy created what are now sold as a “Wand of Chaos.” A medium-sized rod about 1 meter in length (roughly 3 feet) adorned with a metal grip surrounding a Nexxusite crystal at the top. The stored Chaotic energy reacts differently to all manner of objects, and so the effect is “chaos” when blasted from the rod. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK] Action: Roll a d6 and do the following based on the result: 1 - Discard a card. 2 - Draw 2 cards. 3 - Deal 1 damage to a character you don't control. 4 - A character you control gets +2 AC until end of turn. 5 - An opposing character gets -2 AC until end of turn. 6 - Heal 1 damage from a character you control. |
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Ytaxian standard equipment, this medium-sized shield is comprised almost entirely of condensed Nexxusite. A bulky formation of crystal, these shields offer a reasonable amount of protection to the wielder, but their primary functionality is activated in the hands of a Ytaxian specifically. These beings can draw Chaotic energy from the shield to repair themselves or create weapons, or activate their abilities. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
[Chaotic characters only.]
[+2 AC]
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After the Ytaxian Bloom had spread enough Chaotic energy to influence significant change and create Chimeraxion, he used a nearby formation of Nexxusite and jungle vegetation to birth what Order of the Remnant members refer to as the “Ytaxian Genesis Ark.” Roughly translated from an ancient phrase spoken by Chimeraxion, this device acts as a growth pod for Ytaxian beings. Being able to grow a complete Ytaxian being or regenerating an existing one, these devices are the main source of Ytaxian population growth on Havokk. |
Card Rules Text: [Chaotic characters only.]
Emergence tokens, create a Chaotic token Character card with the following stats:
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An ancient mage and the first mortal archbishop of Elder Dragonkind, Armanos, Archaos was tasked with creating weapons and tools to decimate the living. Archaos specialized in the dark magics of the Void and created many horrors inflicted on Havokk’s inhabitants. During the events of the Elder Dragonkind War, Archaos was slain, but not before cursing a powerful staff he was working on. This relic of dark power can transfer the wielder’s energy into a powerful cursed blast that enfeebles victims. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK, +2 DMG]
[Dark Characters only.]
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Medium-weight leather, shaped and fashioned into a bodice or jerkin-style armor. Various-length spikes are fitted to the armor, sometimes spikes with slightly serrated grooves worked into them. Standard equipment and commonly used by Assassins, Rogues, Fighters, and other professions that involve physical confrontation. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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Dark-aligned beings will often curse or deface objects originating from the light or associated with it, but those who are truly devoid of good will desecrate an object, filling it with the energy of the Void and turning it into a beacon of death and dark forces. Those possessing these objects are plagued or cursed in many ways, depending on who created the desecrated object. Most of these objects are taken from churches or places of worship, as the inversion of beliefs only further fuels the dark intentions and magics corrupting it. |
Card Rules Text: [Anima 5]: When you play this card, you may pay (5) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.
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A monstrous creation and the signature cowl of Zhakul, this cloak is made of sewn-together skin and flesh from various beings. Zhakul, the ancient deity of the Void and bound to Havokk, has been a menace throughout Havokk’s collective history. As time and his victim count go on, Zhakul takes and replaces pieces of this tattered cloak from his enemies (living or not). This tribute to pain and suffering only empowers him and his convictions. The cloak itself has powerful dark properties. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC]
[Dark characters only.]
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A shield commonly used amongst the ranks of Scarred Warriors; this rudimentary shield is used more for intimidation factors than it is defensively useful. Comprised of sewn and woven skin, bones fashioned together, and remnants of living beings, it has some defensive capability but is assembled as smaller-scale shield types, such as a buckler or targe. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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When Aribus and Zhakul were seeking out their champions for the Void and then formed the Chancellors of the Void, they sought only those who were truly willing to dedicate themselves to the darker path. Broken and angry, Rhogar Oathbreaker answered this call, and with it came the armor and equipment of darkness. Mantle of the Black Knight is one of Rhogar’s signature items, and as a dark paladin of the Void, Rhogar wields this relic rewarded for his service with brutal efficiency, empowering him to fulfill his master's will. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC] |
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A weapon designed as a claw, worn over the hands in the style of an armored gauntlet. The overall design can vary depending on the user, but generally, the main variations of this equipment are either long, serrated knives affixed to the end of each finger or pointed and sharpened claws. Often having spikes or blades attached to the sides and guard of the gauntlets, these weapons are used by dark warriors, monks, fighters, and assassins to give even their physical blows more impactful damage. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK]
[Dark characters only.]
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A standard weapon used amongst thieves, scoundrels, assassins, and rogues. A dagger coated with various poisons and paralytic agents. Can be used in melee attacks or thrown as a projectile weapon. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Toxic 2]: Place 2 Toxic counters on the character dealt damage. At the end of each turn, deal 1 unavoidable damage to each character with a Toxic counter, then remove one of those counters from each character with one.
[+2 ATK, +1 DMG]
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Arm bracers made of bones extracted from the most devout of Lylath’s followers. This dark item weakens the effects and power of the light in its vicinity. The bones, taken from priests and Saints who worship Lylath, are carved with runes of the Void and empowered with dark energy to weaken the effects of healing on nearby characters, while also dampening their power as well. Wearing this item makes the wearer feel vile and unclean. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+1 AC]
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The signature shield of Rhogar Oathbreaker, this dark relic was one of the gifts passed onto Rhogar when he submitted himself to Aribus and the Void. Shatterskull is the remnants of his shield from a prior life but bound to it and coursing through it is warped, twisted flesh, and the souls of enemies slain by Rhogar. With each soul he consumes, the terrible shield grows more monstrous features, such as extra fangs, teeth, and eyes. The more dark power Rhogar feeds to the shield, the more it empowers him and defends him. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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Aribus bestows his faithful servants with powerful relics and tools that empower them, but the most fearsome of any Chancellor of the Void’s arsenal is the Voidstone. These dark items are concentrated Nexxusite crystals cursed with dark magics to emit vile energy. Instead of spreading magical energy and enriching the environment, Voidstones draw life and energy from everything around them until all that is left is empty husks and hollow frames, ready to be filled with Void energy. As the Void spreads it continues to draw energy and spreads like a plague. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Anima X] (X is equal to the number of players.): When you play this card, you may pay (X) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.
[Dark characters only.]
+X AC until end of turn, where X is the [Anima] cost paid. |
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A variation of Voidstone, these smaller devices are used to provide temporary boosts of strength, speed, or health, and can even cure illnesses and diseases when applied. This reliquary-type of object’s usage comes at a heavy cost: to use the device you must expend energy from it, which means your own if you are not taking it from others. These devices were first seen and created by Dark Emperor Raxxus, who used these to extend his life and dark reign over Havokk for a time. Since then, these items effectively act as Void “stimulants” providing temporary boons or used as disruptive combat devices. | |
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A long, black sword with deadly power. This weapon has existed since the first evil, Zhakul, rose upon Havokk. The sword is a manifestation of Hatred, Malice, and the Void’s eternal desire to eradicate the living. The sword is comprised of an obsidian metal which appears to be indestructible. The blade leaves a dire wound on any victim of its strikes, felling those of weaker stature instantly and inflicting grievous wounds on stronger characters. Rhogar Oathbreaker is the current owner of Tyrfing. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK, +2 DMG]
[Dark characters only.]
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A mythical weapon resembling two serpents wrapping around a cylindrical rod, the main headpiece of the rod an ornate mace with spikes. Though it can be used as a weapon, Asclepius’s main purpose is to heal and restore life, as well as create powerful shields and boons. Currently wielded by Olivia of the Guiding light, this powerful artifact is the manifestation of an ancient Elder Dragonkind, Kritikos, the life warden. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK, +2 DMG]
[Light Characters only.]
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Said to be able to cleave a boulder in half with a single slash, this mythical blade has been handed down generationally through the hands of the Templar Order. The weapon holds a unique power that is thought to have been enchanted by the first Templar – the sword can heal allies with a strike against an opponent. This ability, used in tandem with the Templar’s impressive defensive capabilities, ensures they always have a way to protect their ward. By healing the Templar’s allies, he fulfills his purpose to defend, and through the might of the blade, they may still choose to vanquish those who seek to harm. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK, +2 DMG]
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This ornate urn is seemingly a decorative piece at first, but when energy, will, and hope of those faithful to the light fill the urn, they can mend wounds, cure diseases, and otherwise banish any negative effects placed on them. The urn creates an ethereal bath that, when poured over an individual, will restore their body and mind. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Blessed]: When this or another Blessed card enters play under your control and whenever this ability is triggered, Blessed characters you control get +1 ATK /+1 AC until end of turn.
[Light characters only.]
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A musical instrument with tremendous sound and power, the Draco-Harmonicon is one of the mythical Bardic instruments mentioned among bards and songwriters alike. The Draco-Harmonicon is said to channel the destructive power of an Elder Dragonkind, and its magical abilities amplify specific types of music and sound into destructive force. Currently in the possession of Xavier Rift, he uses this instrument with a destructive force he refers to as “Rock.” |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK, +2 DMG]
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Standard issue armor amongst the commanding officers and leaders of the Templar Order. Designed with their ideology to protect at all costs, the armor bestows the wearer with a powerful protective ability that reduces the damage they take from all sources and helps to regenerate their form over time. Built to support a strong defense, this armor is a must-have for any adventurer. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC]
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Granted to those who commit themselves to the act of helping others, healing, and clerical practice, these distinct badges and armor protect these healers from harm, while simultaneously augmenting their power. These items are commonly worn amongst the Order of the Guiding Light, and their unique symbology is recognized as a neutral symbol throughout all of Havokk. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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The signature looks and style of Xavier Rift, this custom leather outfit is half for form, half for function. Never shying away from a confrontation, Xavier’s signature look couldn’t also fall into obscurity and complacency – the black and red ensemble draws attention and stands out in most crowds. These garments were crafted to allow for increased flexibility and mobility over similarly designed ensembles, and the infused magics empower Xavier as he is performing. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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A metal lantern, lit by a magical fire capable of piercing through thick veils of darkness, fog, or mist. Whenever a concealed character comes within a radius of the lantern’s light, they are illuminated and revealed immediately. Even if the light rays themselves have not landed on the concealed character, simply being within range illuminates them and removes and concealments they may have. These lanterns are commonly used in areas where security is paramount. |
Card Rules Text: Ongoing: Characters cannot use or be given the [Hidden] ability. Any characters that currently have [Hidden] lose that ability while this card is in play. |
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A concentrated droplet of light energy, these droplets, known as “Lylath’s Tears,” allow archons to hold a small reserve of light whenever they find themselves in true darkness. While actively performing their Archon duties, the Lylath Tear recharges itself from the excess energy burned off from the Archon, creating a recycling power source. |
Card Rules Text: [Purge]: When you play this card or activate this ability, Banish a Non-Light card from an opponent's discard pile.
[Light characters only.]
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Lylath’s Archons can manifest light into a physical form, taking the shapes of weapons, shields, and armors that assist them in their quest to purge the darkness of the Void from Havokk and the universe. Photon Barrier is a shield, manifested from this light energy to protect the archon, as well as provide an offensive effect triggered by blocking. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Purge]: When you play this card or activate this ability, Banish a Non-Light card from an opponent's discard pile.
[+1 AC]
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Lylath’s Archons can manifest light into a physical form, taking the shapes of weapons, shields, and armors that assist them in their quest to purge the darkness of the Void from Havokk and the universe. Solar Edge is a sword, manifested from this light energy and used as a weapon for the archon. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Purge]: When you play this card or activate this ability, Banish a Non-Light card from an opponent's discard pile.
[+2 ATK, +1 DMG]
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The signature shield of the Head Templar of the Order, and currently in the possession of Avisary, this ancient shield is passed to each leader of the order as they rotate through years of service. The shield, a relic of ancient Havokk and created through powerful Nelven magics and resources, is nearly indestructible and is a powerful defensive relic that protects its wielder as well as reverberates the impacted blows from enemies so that the wielder is more capable of balancing and controlling how they react. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC] |
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Carried by the officers and various distinguished members of the Templar Order and Coalition of Unified Havokk, this special type of shield is rewarded to those who show exemplary service as a leader and a Hero to the various peoples of Havokk. Crafted from artisans and from the finest materials, these sigils of accomplishment are an essential defensive tool. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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A special type of musical instrument created by Xavier, this is a dual-purpose device as it functions as both a weapon, and as an instrument. Resembling a Guitar in the standard form until the main body, where it then has attached blades like an ax. Being able to channel his magical bardic energy into the instrument, he can then wield it as a weapon and expel this energy into powerful destructive blows that will “rock” an opponent where they stand. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK, +1 AC]
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During his time on Havokk in a mortal form, Uutu was known for his generosity and compassion towards others. One of these gifts he left in the realm was the “Boon of Life,” a magically enhanced flask of healing solve. Able to cure diseases, wounds, and restore health to those in need, the flask refills itself over time – Uutu’s gift to those in need. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
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Magically enhanced, this shield almost resembles a normal metal shield aside from the mirror-coat finish at the center of the outward-facing side. A small visible energy field can be seen emanating from the mirror finish when the shield is being equipped, This represents the magical barrier built into the shield, which can be activated with thought by the equipped character. Once activated, the mirror sheen retreats into a black abyss, creating a vacuum that draws whatever is trying to harm the wielder. Once energy has been absorbed, the vacuum collapses in on itself, trapping itself and the source in a different dimension forever, but destroying the shield in the process. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
[+2 AC]
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Imbued with living energy, this magical amulet increases the overall vigor and health of the wearer, increasing their maximum HP. The amulet must be worn to provide this bonus. The amulet itself is a relatively small amulet and doesn’t have any gaudy or exquisite features. It is a simple red stone, imbued with a warm, glowing energy, and hanging from a single strand necklace. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: The equipped character gets +2 HP. |
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A commonly used, medium or long length single-handed blade. It can be wielded in two hands to be more effective, but this weapon is more commonly used as a one-handed longsword. These types of weapon can be found virtually anywhere on Havokk. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK] |
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A magical plant, enhanced through the powerful magics of two of the Elder Dragonkind, Kritikos and Rhythmos. It holds special nutritional value and magical power when consumed by Dragonkind, enhancing their reflexes and abilities. |
Card Rules Text: (This token is created by Axel, Who Defies Chaos)
Action: Discard any number of Dream Flake Items you control: Heal 1 damage from Axel for each Item discarded this way. |
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A commonly used full plate mail armor. Providing superior coverage at a somewhat loss of mobility, this type of armor is used by Knights, Paladins, Warriors, and any combat-centric lifestyle because of its coverage and durability. There are many customizations and styles seen throughout Havokk, though the general design is consistent with full body coverage. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC]
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A common throwing-style spear with bladed tip. There are variations of this design, usually being with the head of the weapon and how the blade is formed. The spearhead itself is affixed to a long wooden pole that serves as the body of the weapon, and as the grip for when the weapon is thrown. Capable of being used as a melee weapon or ranged weapon, Hunting Spears are a versatile weapon or tool for any wielder. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK]
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Named after a Dragonkind Monk infamously capable of deflecting magical attacks with their bare hands, Kun-wu was a powerful combatant and descendant of Armanos, the ancient Elder Dragonkind of war and destruction. Dedicating himself to protecting others instead of destroying them, Kun-wu bound his Dragonsoul to his blade, making him able to channel his ability to counter magical power into the blade itself. Following his time on Havokk, this weapon is now held as a relic and training tool of the Defenders of the Sovereign Leaf. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK, +1 DMG]
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Ornate armor crafted from rich and sturdy Nexxusite, infused with the strongest metals on Havokk, this armor acts as the ultimate defensive tool a Hero could hope to acquire. The Nexxusite infuses the wearer with power, enriching their bodies with strength and durability they didn’t know they had or could achieve. The flaw in the design is that this armor is very specifically built and must cover the entire frame of the wearer to be used properly, preventing the wearer from donning any other items. However, those who have worn this powerful item often covet it above all else and despite this limitation, consider this the absolute best protection available. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+4 ATK, +4 AC]
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Metal and cloth bracers with carved sigils of strength and power appearing on them. When worn, these magically enhanced bracers transfer power to the wielder in short bursts, making their melee strikes more formidable. Offering a small amount of defensive capability, these Power Bracers are often worn by scoundrels, rogues, barbarians, and warriors who do not use Shields, but still desire to be able to block some small weapons or attacks. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+1 ATK, +1 AC]
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Believed to once be wielded by Krul-Wrathi himself, this ancient blade is a destructive force to be reckoned with. A large, powerful blade that empowers the wielder, restoring their strength with each strike rather than diminishing it. The blade is said to pull its power from the ancient heritage of Krul-Wrathi, but holds a much darker entity instead that drives the wielder to continually commit acts of violence to “feed” the sword’s desires. The sword is currently in possession of Teras, the barbarian and descendant of Krul-Wrathi. Primeival Ruin has been in the possession of and passed down generationally through the Wrathi tribe. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 ATK. +2 DMG]
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This ring allows the wearer to commune with nature on a more personal level, in some cases even allowing for dialogue between the wearer and the wildlife of Havokk. While wearing the ring, the user creates an empathic bond with wildlife in their vicinity, and a telepathic link between the wearer and any wildlife they are friendly with. The ring itself is known to have several forms, but always carved or shaped in the form of an animal affixed with one or more lapis gems. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
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An enchanted ring with the ability to rejuvenate the wearer. Steadily restoring the wearer’s health, these rings are coveted by healers and warriors alike, and these items have long been a commodity amongst those rich enough to afford them. There are many visual variations of these rings, but their energy source is always some type of imbued gem or Nexxusite. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
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Housed atop an interwoven band of silver lie magnificent gems, each with an iridescent hue and almost cosmic sparkle. The intricate details and complexities of the markings cause many to immediately take notice of this relic. Having been sought after for ages, the ring is said to grant wishes to the wearer, whatever their heart’s desire is, but then disappears into oblivion once depleted. Curiously, the ring has remained in the same condition and appears as though it is brand new, despite having been seen on Havokk multiple times over hundreds of years. The true origin of the ring are known only to its creator and the original inhabitants of Havokk. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
(This card enters play with three Wish tokens on it. When there are no Wish tokens on this card, banish this card.)
Action: Remove a Wish token from this card and choose one:
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Specialty slip on shoes created to dampen the sound of movement. When worn, it completely muffles any sound created by stepping on a surface through a magical effect. Created by the Assassin’s Guild for stealthier task completion, these items eventually made their way into common usage amongst magical item connoisseurs. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Hidden]: When the Hidden object is chosen for an effect, choose odd or even, then reveal the top card of your deck (Treat 0 as even). If the revealed card’s EXP value matches your choice, this object cannot be chosen for any of that opponent's effects until end of turn. Place the revealed card at the bottom of your deck.
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Metal plate armor, imbued with magical properties and energy absorption technology designed for mages and magic users. During the era of industrial revolution leading to the first series of Nexxusite-powered devices, the Nelven people gifted the Squirks with many rare materials and resources as part of their alliance being formulated. The Squirks repaid this kindness in time, creating armor that augments magical energy users. The armor increases defense against enemy magical attacks, and empowers the wear when they use their own Spellcraft abilities. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+3 AC]
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Common equipment, a large shield offering superior protection over smaller shield types such as bucklers and targe. Usually taking the shape of a rectangle, these shields are designed to cover as much of the wearer as possible from top to bottom. Typically made from one of the following: wood and metal, Nexxusite and metal, or just metal. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 AC] |
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A small vial of acid, capable of melting and destroying most objects within seconds. The vial is sturdy to help protect the liquid inside, but if struck hard enough will shatter and released its contents. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Action: Discard this Item from play: Discard an Item card from play. |
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Common equipment, these metal rods are designed to serve both as a striking weapon and as a magical conductor. Healers and mages of all kinds rely on heavy weapons such as these to inflict physical damage or break objects when their Spellcraft would otherwise be unavailable. The War Scepter is a single-handed mace, usually with either a series of blunt protruding edges or blades, depending on preference. |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[+2 ATK, +1 AC]
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Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.