# General Item Properties
- ## Brittle
This item will break into unrecoverable salvage next time it is damaged.
- ## Flammable
This item is susceptible to fire, and will catch on fire easily. If not immediately given full attention, the item will be utterly destroyed. Comes into play when [[Aflame]].
- ## Combustible
This item is immediately destroyed if caught on fire. Comes into play when [[Aflame]].
- ## Rustable
This metal item is susceptible to rusting in water. Items that rust will lose functionality and weapons will deal the lowest damage possible. Smaller items can be treated with a [[Whetstone]].
- ## Waterloggable
This item is susceptible to humidity and water damage.
- ## Quiet
This item was made for stealth purposes. Most actions with this object will not make a noise.
# Ingredient Properties
- ## Delicate
Delicate ingredients have a weak disposition and are easily overpowered by certain ingredients
# Equipment Properties
- ## Conductive
Conductive equipment allows electric energy to pass through it.
- ## Mana Conductive
Mana conductive equipment allows magic to pass through it.
- ## Spirit Conductive
Spirit conductive equipment allows spirit energy to pass through it.
- ## Mount Exclusive
This equipment is exclusively for Mounts
# Weapon Properties
- ## Serrated
Inflicts [[Bleed]] on hit when it succeeds +4 above the defense rate.
- ## Heavy
Score a critical hit on a 23 or 24. Automatic maximum damage of any weapon damage dice you would roll.
- ## Twohanded
As it says on the tin. You need two available hands to wield this weapon.
- ## Freewield
Weapon does not take up a hand slot
- ## Accessible
Accessible weapons can be switched from your inventory to your equipment freely, without using action points. Your current weapon swaps places with no fuss.
- ## Cumbersome
This weapon has disadvantage on steeds and tight quarters.
- ## Doubletime
This weapon attacks twice instead of once.
- ## Unwieldy
This weapon cannot be used on steeds and tight quarters.
- ## Wieldy
This weapon has advantage on steeds and tight quarters.
- ## Hurling
This weapon can be thrown the distance of a [[Strength|Brawn]] check, in meters. You roll your accuracy check at disadvantage.
- ## Launchable
This object can be used as ammo for a sling
- ## Drive
This weapon is made to be thrown accurately. A single [[Agility|Coordination]] check determines both the distance and the accuracy check. You may roll your [[Agility|Coordination]] check before deciding a target.