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Item Compendium
The Item Compendium (registered as item-compendium) holds items covering the full Dark Dungeons / Rules Cyclopedia equipment, spell, and ability lists. It's organized into top-level folders.
| Folder | What's inside |
|---|---|
| Character Classes | The playable classes plus the dragon classes used by dragon monsters |
| Spells | Bard, Cleric, Druid, Magic-User/Elf, and "Other" spells |
| Magic Items | Magic weapons/armor, potions, rings, rods, staves, wands, scrolls, misc |
| Equipment | Weapons, armor, ammunition, clothes, adventuring gear, siege equipment |
| Special Abilities | Class abilities, exploration abilities, saving throws, misc abilities |
| General Skills | Skills organized by governing ability |
| Conditions | Status effects you can apply to actors |
| Weapon Masteries | Weapon mastery track entries (basic → grand master) |
| Treasure | Currency, gems, and special treasure |
The standard classes — Avenger, Bard, Cleric, Druid, Dwarf, Elf, Fighter, Halfling, Magic-User, Mystic, Paladin, Thief (plus the Avenger C and Paladin C variant entries) — plus the Black, Blue, Gold, Green, Red, and White Dragon classes, which the dragon monster actors reference for their progression.
Each class item contains everything the FaDe class system needs:
- Levels — full 1st–36th (or class maximum) progression: XP thresholds, THAC0, hit dice, and level titles (e.g. Fighter: Veteran → Warrior → … → Lord)
- Saves — the five save progressions keyed by level
- Prime requisites — ability + minimum score + XP bonus/penalty tiers
- Special abilities — the abilities granted at each level (e.g. Fighter gets Lance Attack at 1st, Smash/Parry/Disarm at 9th, Multiple Attacks at 12th)
- Description — the full class write-up
Spells are grouped by class, and within each class by spell level:
| Class | Levels |
|---|---|
| Bard | 1–4 |
| Cleric | 1–7 |
| Druid | 1–7 |
| Magic-User / Elf | 1–9 |
| Other | wands, special effects, and non-class spells |
Each spell stores its casting data — spell level, range, duration, effect text, damage/healing formulas, saving throw type, damage type, and a classes reference that ties it to the matching class item (used by the spell-selection dialogs).
- Weapons & Armor — enchanted gear
- Potions — the largest magic group
- Scrolls
- Ammunition
- Wands, Rings, Rods, Staves, Misc
Magic items include identification fields (identified/unidentified names and descriptions), charges, cursed flags, and saving throws where relevant.
Standard adventuring gear for the equipment system:
- Weapons, Armor, Ammunition
- Adventuring Gear — tools, ropes, lanterns, rations, etc.
- Misc, Clothes, Siege Equipment
Note that the light sources (Torch, Lantern, Lantern, Bullseye) are light-type items with duration and fuel data — see the FaDe wiki's Light and Vision documentation for how they burn down.
Class abilities (Avenger, Bard, Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, Mystic, Paladin, Thief), Exploration abilities, the Saving Throws set (Death Ray or Poison, Magic Wand, Turn to Stone or Paralysis, Dragon Breath, Spells or Magic Staff), and misc abilities.
Skills organized by the ability that governs them (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma) — e.g. Intimidation, Muscle, Wrestling. Each carries its roll formula and success target for the ability-check system.
Ready-to-drop conditions (Asleep, Blessed, Blinded, and so on). Dropping one onto an actor applies the effect; the chat-card condition prompts on attack/damage rolls let you apply them during play.
Mastery tracks per weapon — e.g. Axe, Battle — with rows for basic → skilled → expert → master → grand master, each carrying the primary/secondary damage formulas, to-hit bonuses, AC bonuses, ranges, and special effects (like Delay or Delay + stun).
- Currency — copper, silver, electrum, gold, and platinum pieces (with encumbrance and value)
- Gems — individual gem values
- Special — special treasure
- Drag items from the compendium onto a character sheet, a token, or into a folder/world item list.
- Drag a class onto a character to assign its progression; drag spells/gear/skills onto the matching tabs.
- Because the FaDe system's
itemPacksetting points here by default, item references (e.g. spell class lookup, fuel/ammo types) resolve out of the box.
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