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-4 pour les crocheter/désamorcer ; un piège inflige d6+1 points de dégâts

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une arme qui a vaguement la forme d’une arbalète et projette un éclair. Facteur de portée : 75 m ; d6 x2 points de dégâts ignorant les armure

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comme une armure légendaire, mais sans malus d’agilité ; un héros pourrait même nager en portant cette armure

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produit de la lumière pour une demi-journée

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permet de flotter dans les airs

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Les armes et armures de cette qualité permettent, une fois par round, de relancer un 1 obtenu sur un jet de dégâts/de protection.

\n

En dehors des armes, les autres créations infligeant des dégâts ou soignant des blessures provoquent respectivement la perte ou la récupération de d3 points de vitalité.

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permet d’allumer un feu facilement et rapidement

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non articulé, mais bien plus élégant qu’un simple crochet

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Les armes et armures de cette qualité permettent, une fois par round, de relancer un 1 obtenu sur un jet de dégâts/de protection.

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En dehors des armes, les autres créations infligeant des dégâts ou soignant des blessures provoquent respectivement la perte ou la récupération de d6 points de vitalité.

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quantité suffisante pour ôter la rouille d’une armure complète

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Les armes et armures de cette qualité permettent, une fois par round, de relancer un 1 obtenu sur un jet de dégâts/de protection.

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brûle au contact et inflige d6 points de dégâts

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quand on la boucle, cette ceinture offre le même effet que la poudre d’invisibilité

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offre une protection semblable à celle d’une armure de la catégorie supérieure – une armure légère apporte la même protection qu’une armure moyenne, et une armure lourde apporte une protection de d6. De plus, l’armure diminue de moitié les dégâts supplémentaires infligés par un succès héroïque ou légendaire

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comme une arme légendaire, mais elle est de plus considérée comme une arme favorite, cf. l’avantage du même nom

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un dé de bonus pour en jouer

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ajoute un dé de bonus aux jets de dégâts et ignore les armures, à  l’exception de celles créées par un alchimiste. De plus, l’arme est incassable. Une arme aussi exceptionnelle se doit de recevoir un nom

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-6 pour les crocheter/désamorcer ; le piège inflige d6 x2 points de dégâts

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remplie d’acide ou de poison

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malus de -2 pour la forcer

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un dé de bonus aux jets de dégâts

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tire un grappin attaché à une corde en soie avec un facteur de portée de 7,5 m

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