Equipment Upgrades

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Equipment Upgrades are special items that can be placed on Weapons and Armor and feature special effects to enhance those items even further.

All weapons have three slots for upgrades. If you're dual wielding weapons, only the upgrade effects from the main hand weapon apply. Pieces of armor have one slot each for upgrades, giving a total of five with a full set of armor. With weapons and armor together, this makes for eight upgrade slots in total. Upgrades can be switched between different pieces of equipment at any time except during battle. You cannot have two of the same upgrade equipped at the same time.

You can take upgrades on or off equipment at any time except while in battle. You do not need to have all of your upgrades equipped. If they're unequipped, just list them seperately beneath your equipment. Unequipped Equipment Upgrades do not normally take up inventory space, but can only be swapped out in-battle if they are taking up inventory space.

Some upgrades are weapon-only (Marked as Upgrade-W), and some are armor-only (Marked as Upgrade-A). Upgrades marked with Upgrade-X are usable with both armor and weapons (Any). The list is in order from Any to Weapons to Armor. There are currently 22 Any, 39 Weapon, and 39 Armor for 100 total.


Upgrade List

The following list is set by number. The reason for this is to make it easier for the roll list when upgrades are given as gains. When this happens, roll a 1dN, with N being the last number on the list. If you roll an upgrade your character cannot equip, such as a human getting Curse Paper, a re-roll is permitted.

When Upgrades are recieved from paying 40 Paragraph Tickets, a player may select if they roll for an Upgrade-X, W, or A. The totals for each group to be used for that roll number are listed above. Use math to figure out the result for ones lower on the list.

  1. Sadist Stone (Upgrade-X): You deal 5 PLM more damage to someone that has a status ailment.
  2. Envy Stone (Upgrade-X): You deal 5 PLM more damage to someone that has a status augment.
  3. Vindictive Stone (Upgrade-X): You deal 10 PLM more damage on a technique if someone attempts to and fails to Parry it.
  4. Masochist Stone (Upgrade-X): If you're currently afflicted with two or more ailments, you get 10 extra stamina to each of your turns.
  5. Trap Card (Upgrade-X): You deal 10 PLM more damage if someone tries to prevent a status ailment with brace, but the ailment still lands.
  6. Battery Acid (Upgrade-X): You deal 10 PLM more damage if you're in the water.
  7. Lemming Oil (Upgrade-X): Increases the duration of the first timed status effect you land by 1 action/turn.
  8. Storm Glass (Upgrade-X): Raises Vital Hit chance by 5% when target is in the water.
  9. Focus Shard (Upgrade-X): Vital Hit has a 25% chance of destroying a charge.
  10. Lucky Penny (Upgrade-X): Doubles credits acquired from winning a battle.
  11. Fuzzy Dice (Upgrade-X): +5 damage for each die rolled on a technique. This does not include dice rolled for reactions.
  12. Dice Bag (Upgrade-X): +5 PLM for each number ending with a 0 rolled on a technique. This does not include rolls for reactions.
  13. Shovel (Upgrade-X): Techniques with the Crater effect have a 50% chance of lowering a space to -2.
  14. Stilts (Upgrade-X): Techniques with the Upheaval effect have a 50% chance of raising a space to +2.
  15. Arrowhead (Upgrade-X): If someone is standing directly behind your target, but otherwise aren't in the AOE, they take 25% of your technique's damage.
  16. Spark Pack (Upgrade-X): Techniques with the Electricity tag can have their blast range include neighboring non-water spaces. The targeted center space must still be a water space.
  17. Smiley Face (Upgrade-X): Augments aimed at allies have +5% added to their chances.
  18. Corruption Engine (Upgrade-X): Void spaces you create deal +5% more damage.
  19. Spirit Battery (Upgrade-X): If you're at 3 Overload or higher, status augments aimed at you have +5% added to their chances.
  20. Chaos Converter (Upgrade-X): If you're at 6 overload or higher, you get +5% to your Dodge, Defense, Vital Hit, and Attack bonuses.
  21. Insanity Node (Upgrade-X): If you have two or more RP-based overload effects currently active, then you may add 20 PLM damage to one of your techniques once a battle.
  22. Protect Charm (Upgrade-X): +10 PLM when attacking an opponent currently adjacent to an ally.
  23. Pure Water (Upgrade-W): Deals 5 more damage per level of mastery to Fire affinity targets.
  24. Thunder Shell (Upgrade-W): Deals 5 more damage per level of mastery to Water affinity targets.
  25. Fresh Kerosene (Upgrade-W): Deals 5 more damage per level of mastery to Earth affinity targets.
  26. Lightning Rod (Upgrade-W): Deals 5 more damage per level of mastery to Sky affinity targets.
  27. Blue Flame Candle (Upgrade-W): Deals 5 more damage per level of mastery to Sun affinity targets.
  28. Red Star Sand (Upgrade-W): Deals 5 more damage per level of mastery to Moon affinity targets.
  29. Gray Comet Dust (Upgrade-W): Deals 5 more damage per level of mastery to Rift affinity targets.
  30. Gold Moon Ore (Upgrade-W): Deals 5 more damage per level of mastery to Void affinity targets.
  31. Angel Pearl (Upgrade-W): You deal 10 PLM more damage to Evil characters, but 10 PLM less to Good characters. Chaotic Evil characters cannot equip this. The weapon glows with a righteous yellow light.
  32. Vengeful Iron (Upgrade-W): You deal 10 PLM more damage to Good characters, but 10 PLM less damage to Evil characters. Lawful Good characters cannot equip this. The weapon glows with an insidious red light.
  33. Apathy Stone (Upgrade-W): You deal 5 PLM more damage to Neutral characters. Passive Neutral characters don't want to (and cannot) equip this. This weapon has a vague, saturating glow.
  34. Curse Paper (Upgrade-W): You deal 5 PLM more damage to Human characters or applicable subraces. Humans cannot equip this.
  35. Beast Blood (Upgrade-W): You deal 5 PLM more damage to Angel characters or applicable subraces. Angels cannot equip this.
  36. Gold Sigil (Upgrade-W): You deal 5 PLM more damage to Devil characters or applicable subraces. Devils cannot equip this.
  37. Sonic Emitter (Upgrade-W): You deal 5 PLM more damage to Alibaas characters or applicable subraces. Alibaas cannot equip this.
  38. Iron Spike (Upgrade-W): You deal 5 PLM more damage to Elf characters or applicable subraces. Elves cannot equip this.
  39. EMP Cell (Upgrade-W): You deal 5 PLM more damage to Mechanized characters or applicable subraces. Mechanized characters cannot equip this.
  40. Pesticide (Upgrade-W): You deal 5 PLM more damage to Eurocid characters or applicable subraces. Eurocid cannot equip this.
  41. Mirror Shard (Upgrade-W): You deal 5 PLM more damage to Archon characters or applicable subraces. Archons cannot equip this.
  42. Dragonsbane (Upgrade-W): You deal 5 PLM more damage to Dragon, Dragonkin, and Thuwadian characters or applicable subraces. Dragons, Dragonkin, and Thuwadians cannot equip this.
  43. Silver Sigil (Upgrade-W): You deal 5 PLM more damage to Werewolf and Wendigo characters or applicable subraces. Werewolves cannot equip this.
  44. Life Essence (Upgrade-W): You deal 5 PLM more damage to Vampires, Zombies, Ghosts, and their applicable subraces. Vampires, Zombies, and Ghosts cannot equip this. (Formerly Solar Cell, Shotgun Shell, and Essence Breaker)
  45. Cold Iron (Upgrade-W): You deal 5 PLM more damage to Fae characters or applicable subraces. (Faeries, Nymphs, etc.) Fae cannot equip this.
  46. Earth Mover (Upgrade-W): You deal 5 PLM more damage to Dwarves, Teratons, and their applicable subraces. Dwarves and Teratons cannot equip this. (Formerly Chisel and Coffee Bean)
  47. Stabilizer (Upgrade-W): You deal 5 PLM more damage to Demons, Shapeshifters, and their applicable subraces. Demon and Shapeshifter characters cannot equip this. (Formerly Ivory Claw and Truth Lens)
  48. Pepsi Can Tab (Upgrade-W): You deal 5 PLM more damage to Gurivians, Orkans, and Muckrakers. Muckrakers cannot equip this.
  49. Salamander Fang (Upgrade-W): Cannot be equipped to an Energy Weapon. May spend 5 Stamina to add the tags "Energy", "Elemental", and "Fire" to a technique, as well as the Fire technique element. This does NOT overwrite any of the other Technique's tags, and cannot be used with techniques that have the Flood element.
  50. Undine's Tear (Upgrade-W): Cannot be equipped to an Energy Weapon. May spend 5 Stamina to add the tags "Energy", "Elemental", and "Water" to a technique, as well as the Flood technique element. This does NOT overwrite any of the other Technique's tags, and cannot be used with techniques that have the Fire element.
  51. Sylphen Whisper (Upgrade-W): Cannot be equipped to an Energy Weapon. May spend 5 Stamina to add the tags "Energy", "Elemental", and "Sky" to a technique, as well as the Lightning technique element. This does NOT overwrite any of the other Technique's tags, and cannot be used with techniques that have the Siege Engine element.
  52. Gnomish Work (Upgrade-W): Cannot be equipped to an Energy Weapon. May spend 5 Stamina to add the tags "Energy", "Elemental", and "Earth" to a technique, as well as the Siege Engine technique element. This does NOT overwrite any of the other Technique's tags, and cannot be used with techniques that have the Lightning element.
  53. Hang Nail (Upgrade-W): You deal 5 PLM more damage to someone that has at least one charge.
  54. Cat Claw (Upgrade-W): Deals 5 PLM more damage if the target is in Awakening or Ascension.
  55. Keen Edge (Upgrade-W): Deals 10 PLM more damage when the target is countering.
  56. Scope (Upgrade-W): If your Vital Hit chance ends with a 0, add 5% to it. This does not apply to 0% or 50%.
  57. Fan (Upgrade-W): Knockback and Drag attacks deal +5% more collision damage.
  58. Lightning Bolt (Upgrade-W): +5 PLM for each opponent hit when using a technique with the Storm element.
  59. Chemical Catapult (Upgrade-W): If this is added to a weapon capable of chemical weapon use, then all uses of chemical weapons get 1 added to their maximum range.
  60. Extraneous Gunbarrel (Upgrade-W): +5 PLM more damage on a technique for each additional point of range added to it beyond the weapon's default.
  61. Blue Shell (Upgrade-W): Deals 5 PLM more damage to the person who currently has the highest HP in battle. Does not apply to healing techs.
  62. White Heather (Upgrade-A): Human characters or applicable subraces deal 5 PLM less damage to you. Humans cannot equip this.
  63. Crimson Seal (Upgrade-A): Angel characters or applicable subraces deal 5 PLM less damage to you. Angel cannot equip this.
  64. Holy Pendant (Upgrade-A): Devil characters or applicable subraces deal 5 PLM less damage to you. Devils cannot equip this.
  65. Meteor Shard (Upgrade-A): Alibaas characters or applicable subraces deal 5 PLM less damage to you. Alibaas cannot equip this.
  66. Rough Coal (Upgrade-A): Elf characters or applicable subraces deal 5 PLM less damage to you. Elves cannot equip this.
  67. Radar Cloak (Upgrade-A): Mechanized characters or applicable subraces deal 5 PLM less damage to you. Mechanized races cannot equip this.
  68. Tin Foil (Upgrade-A): Eurocid characters or applicable subraces deal 5 PLM less damage to you. Eurocids cannot equip this.
  69. Spirit Diffuser (Upgrade-A): Archon characters or applicable subraces deal 5 PLM less damage to you. Archon cannot equip this.
  70. Breath Ward (Upgrade-A): Dragon, Dragonkin, and Thuwadian characters or applicable subraces deal 5 PLM less damage to you. Dragons, Dragonkin, and Thuwadians cannot equip this.
  71. Wolfsbane (Upgrade-A): Werewolf or Wendigo characters, or applicable subraces deal 5 PLM less damage to you. Werewolves cannot equip this.
  72. Morning Symbol (Upgrade-A): Vampires, Zombies, Ghosts, and their applicable subraces deal 5 PLM less damage to you. Vampires, Zombies, and Ghosts cannot equip this. (Formerly Reflective Coating, Decoy Brain, and Materializer)
  73. Exhaust Pipe (Upgrade-A): Fae characters or applicable subraces (Faeries, Nymphs, etc.) deal 5 PLM less damage to you. Fae cannot equip this.
  74. Measuring Tape (Upgrade-A): Teratons, Dwarves, and their applicable subraces deal 5 PLM less damage to you. Teratons and Dwarves cannot equip this. (Formerly Pickax Badge and Platforms)
  75. Bland Decor (Upgrade-A): Demons, Shapeshifters, and their applicable subraces deal 5 PLM less damage to you. Demon and Shapeshifter characters cannot equip this. (Formerly Nazar Charm and Spirit Stabilizer)
  76. Coke Can Tab (Upgrade-A): Gurivians, Orkans, and Muckrakers deal 5 PLM less damage to you. Muckrakers cannot equip this.
  77. Salamander Scales (Upgrade-A): Reduces damage taken from techniques with the "Water" tag by 5 PLM.
  78. Undine's Hair (Upgrade-A): Reduces damage taken from techniques with the "Fire" tag by 5 PLM.
  79. Sylphen Silk (Upgrade-A): Reduces damage taken from techniques with the "Earth" tag by 5 PLM.
  80. Gnomish Plate (Upgrade-A): Reduces damage taken from techniques with the "Sky" tag by 5 PLM.
  81. Booster Rocket (Upgrade-A): You deal 10 PLM more damage on your next technique immediately after a Run quick action. Does not carry over between turns.
  82. Guard Brace (Upgrade-A): If you Protect for someone, then you take 10 PLM less damage from the technique.
  83. Rubber Duck (Upgrade-A): +5% Dodge chance if you're in the the water.
  84. Wind Soles (Upgrade-A): If your Dodge chance ends with a 0, add 5% to it. This does not apply to 0% or 50%.
  85. Glass Vial (Upgrade-A): If you have two or more potion effects currently active, then all your status effect chances have +5% added to their chances.
  86. Ye Flask (Upgrade-A): Once per battle, you may drink from Ye Flask with a quick action and 15 STM, giving you one random Tier 1 augment.
  87. Sanitizer (Upgrade-A): Using the Brace reaction costs 5 less stamina.
  88. Weapon Catch (Upgrade-A): Using the Parry reaction costs 5 less stamina.
  89. Hidden Blade (Upgrade-A): Using the Counter reaction costs 5 less stamina.
  90. Schadenfreude Charm (Upgrade-A): If your opponent rolls three or more dice on an attack, and none of them land on a success, the attack deals 10 PLM less damage to you.
  91. Cushioning (Upgrade-A): You take 10% less collision damage from attacks.
  92. Water Floaties (Upgrade-A): You can spend 2 extra rounds in the water without taking damage. This includes when you're unconscious.
  93. Purity Plating (Upgrade-A): You take 10 PLM less from lingering Void damage.
  94. Chemical Converter (Upgrade-A): If two status ailments hit you in a turn, you get +10% to your reactions next turn.
  95. Moon Mirror (Upgrade-A): During a Full Moon or Eclipse, you get to choose your augment.
  96. Hatred Aura (Upgrade-A): You take 5 PLM less damage from characters you have at 2 affection or below.
  97. Friendship Bracelet (Upgrade-A): If you start a battle with two or more allies, you start your first turn with 15 extra STM.
  98. Variety Lining (Upgrade-A): For each different reaction used before it in a round, STM cost for using a reaction is lowered by 5. This cannot reduce a cost below 0.
  99. Bandages (Upgrade-A): Healing done to you by others is 10% more effective.
  100. Funeral Wrap (Upgrade-A): At the beginning of each turn, lose 5 times your level in HP. +5 Stamina each turn.


  • NOTICE REGARDING AN UPDATE:
    • Cold Iron and Exhaust Pipe have been updated to include all Fae races.
    • Breath Ward and Dragonsbane have been updated to include Dragonkin and Thuwadians.
    • Essence Breaker, Shotgun Shell, Solar Cell, Reflective Coating, Decoy Brain, and Materializer have been merged into Life Essence and Morning Symbol. If you had any of those, you now instead have the respective new upgrade.
    • Ivory Claw, Truth Lens, Nazar Charm, and Spirit Stabilizer have been merged into Stabilizer and Bland Decor. If you had any of those, you now instead have the respective new upgrade.
    • Platforms, Coffee Bean, Pickaxe Badge, and Chisel have been merged into Earth Mover and Measuring Tape. If you had any of those, you now instead have the respective new upgrade.
  • UPDATE NOTICE 2:
    • Silver Sigil and Wolfsbane have been updated to include Wendigos.
    • Pepsi Can Tab and Coke Can Tab have been changed from NPC-Only Races to Gurivians, Orkans, and Muckrakers, as Muckrakers lack one, and the NPC-Only races apart from Gurivians and Orkans are part of other upgrades already.


Other Upgrades

The following are special Equipment Upgrades which are not part of the normal Upgrade roll list.

  • Anti-ballistics Armor Attachments (Upgrade-A): You no longer suffer from the no keystone penalty when attacked with a firearm. However, you are still unable to dodge bullets. Takes up an upgrade slot on all armor equipped.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives