Profiles
All models in By Sword and Spell - whether lowly Goblin or mighty Archimage - are represented by a profile like the
one depicted below. All that you need to know about a model will be contained within it. Slightly more detailed
profile sheets for heroes are provided in the appendixes, which allow more room for detailing equipment, money and so
forth.
Description:
Speed
(Spe.)
Melee
(Mel.)
Accuracy
(Acc.)
Fortitude (For.)
Vitality
(Vit.)
Perception
(Per.)
Willpower
(WP)
1-16
1-3/1-10
1-10
2-10
1-20
1-10
1-10
Characteristics:
Equipment:
Profile Key
Description: This is where the model's name/type/race et cetera is written.
Speed: This is how far a model may move in squares and/or inches/cms whatever convention you're using.
Melee: This represents a model's prowess in close combat. The first figure represents how many attacks it has
when in melee (between 1-3), the second is it's actual Mel. rating (between 1-10).
Accuracy: This represents a model's prowess with ranged weapons (between 1-10).
Fortitude: This represents how tough a model is, how easy it is to injure and will be between 2-10. It can be
artificially increased by armour.
Vitality: This represents a model's 'life' and decreases as the model is injured. If it reaches 0 the model is
removed from play. Models with generally have between 1-20 Vitality points. Only very powerful
models like dragons will have 16+ Vitality points.
Perception: This represents how aware and bright a model is at interpreting their surroundings and is between 110.
Willpower: This represents a model's bravery in the face of immediate doom or horror and is between 1-10.
Characteristics: This is where any special rules 'Characteristics' pertaining to the model are listed.
Equipment: This is where any equipment armour, weapons et cetera - belonging to the model are listed.
For each attribute that is given a numerical value, the higher the number the better the model is in that area. How these
values are used in the game are explained over the following pages.
Exploration Phase
If there are no enemies present in the dungeon then the heroes are 'exploring'. Each turn of the exploration phase each
hero can move once and has an additional action , which can be used to listen at doors, search for traps et cetera (see
below). During the Exploration Phase Heroes must move in a fixed sequence agreed at the beginning of the adventure.
As soon as a Hero moves into a position where he can be spotted by an enemy the Exploration phase immediately ends
and an Encounter phase begins (see following chapter).
Actions
During the Exploration Phase the Heroes may attempt to perform various actions, which are listed below. Each can use
their action either before or after they move, or doesn't have to use it at all. Some simple actions - opening an unlocked
door/chest, for instance - are performed automatically, but others of a more complicated nature require a Perception
test, based on the hero's Perception ('Per.') characteristic. To perform a Per. test the Hero must be in an appropriate
location and then roll 1d10 on the chart below, with a score of or over the given number indicating success.
Perception Test
Per.:
10
1d10:
10
Actions can also be performed in the Encounter phase (see later), but with the restrictions listed below. All of the
following count as a single 'action':
2d10
Result
2-3
4-5
Trap! The Hero has unwittingly sprung an ancient trap (temporary) and must
pass a Per. test or receive an Injury roll (see Injuries, later).
6-15
Nothing!
16-17
1d10x4 GS
18-19
20
Magic Item
Disarming a Trap
Exploration: A trap may be disarmed by a Hero on an adjacent square to the device or trigger passing a Per. test
(Thieves and Dwarves get +1), a failure means the Hero has inadvertently triggered the trap and is injured as described
(see Triggering Traps, below, for more information on traps).
Encounter: A hero may only attempt to disarm a trap if they are not in Melee. A hero that attempts to disarm a trap
forfeits the use of any ranged attacks, Spells/Prayers and Melee attacks for that turn.
Listening at a Door
Exploration: Heroes may attempt to listen at doors to discern if there are any occupants. Only one attempt may be
made by a hero adjacent to the door passing a Per. test (Thieves and Elves get +1). If successful the GM must give some
general indication as to whether and how the room is occupied.
Encounter: Listening at door may not be attempted during an Encounter phase.
Drinking a Potion
Exploration: This counts as an action and requires no test. The effects come into play immediately.
Encounter: Unless Unconscious (see below) potions can be drunk at the beginning of the model's turn half and cause
no penalties.
Exploration: If a hero is still stunned from a prior Encounter phase then he must use his first action to automatically
recover.
Encounter: A hero can only artificially recover from being Stunned if a friendly Mage or Cleric casts a healing
Spell/Prayer on them of if the hero has a Potion of Unstunning, which can be drunk at the beginning of their next turn
(see Drinking a Potion).
Talking to NPCs
Exploration: This counts as an action and at the discretion of the GM may require a Per. test.
Encounter: A hero may only attempt to talk to an NPC if neither are in Melee. A hero that talks to an NPC forfeits
any ranged attacks, Spells/Prayers and Melee attacks for that turn.
Passing Items
Exploration: Models passing items must be adjacent to one another. This counts as an action and requires no test.
Encounter: A hero may only attempt to pass an item to an ally if the passing model is not in Melee. The receiving
model may be in Melee.
Triggering Traps
During their movement adventurers may inadvertently trigger one of the many traps that are a frequent and hazardous
feature of many dungeons. This is done when a Hero unwittingly moves onto a square containing a trap (these should
be marked on the GM's plan). If this occurs the effected Hero immediately stops on the trap square and makes a Per.
test to see if they've managed to spot and so dodge the effects of the device.
If not they are injured as described on the GM's plan*. Either way that character's current turn is over ( id est, they may
not use up any remaining movement, actions, Melee/Ranged attacks or Spells/Prayers). Traps should be designated
either 'permanent' or 'temporary'. A permanent trap continues to function as described until disarmed. A temporary
trap is exhausted once it has been triggered. A selection of the more commonly encountered traps and their effects are
given in the appendix (Pit, Dart, Falling Block...).
*A roll to injure with 1d10 or the arbitrary loss of a Vitality point is suggested.
Wandering Monsters
If a wandering monster is discovered the creature is placed adjacent to the searching Hero triggering an Encounter
Phase (see below), although the creature is considered to have won the Alertness roll and gets one free attack against the
searcher with the Heroes having their turn afterwards.
In some instances it may not be possible due to space restrictions for a wandering monster to be placed so that it can
attack the searching Hero. In such cases the creature should be placed adjacent to and attack the next nearest viable
Hero to the searcher. If this is not possible either, then place the monster as near the party as possible and then initiate a
normal Encounter Phase, the monster forfeiting it's free attack (the monster counts as Alert for the purpose of the
Alertness test).
Encounter Phase
An Encounter Phase occurs as soon as any board pieces are placed that contain an enemy. When this occurs the Heroes
cannot use any remaining moves or actions pertaining to the Exploration Phase.
Alertness
Both sides roll 1d10 to see whom is the more alert and therefore takes the first half of the first turn. Dungeon dwellers
will be listed as either 'Relaxed' or 'Alert', the former giving them a -1 modifier and the latter no modifier to the
Alertness test. The winner may go first, with turn sequence and combat thenceforth being resolved as described below
(during their turn Heroes may deviate from the fixed sequence of activation agreed for the Exploration Phase). If any
more creatures are discovered during an Encounter Phase - including Wandering Monsters - they may move and fight
normally during the next existing creatures' turn. When the last enemy has been destroyed the Encounter phase
immediately ends and an Exploration phase begins anew (Stunned heroes use their first action to automatically recover).
Turns
Like most tabletop games the Encounter phase in BS&S is comprised of alternating turns in which the competing sides
undertake various actions with their models to attempt to overcome their opponent. Each turn is divided into halves,
with the player who won the initial Alertness test taking the first half, his opponent the second. When both halves are
completed that turn is finished and another begins. During the Encounter phase each turn half is divided into the
following two periods: I. Movement, Ranged Attacks, Magic/Prayers, Actions and II. Melee. Both of these periods are
discussed in greater detail below. A turns ends when the active player has done all he wished to do and declared that his
turn is finished.
All models that are able to move may do so up to their maximum Speed allowance.
If a model's movement brings it into an adjacent square/base contact to a foe then the model is considered to
have deliberately Charged. See Melee, below (see melee, below). It may not use Ranged weapons.
All models that are able may make Ranged attacks, cast Spells or recite Prayers may attempt to do so.
Models that wish to make ranged attacks with conventional (id est, non-magical) missile weapons can do so
only if they move no more than half their movement value, rounding up. Casting spells and reciting prayers are
not subject to this restriction. Movement can be before or after the Ranged attack.
Heroes can drink one potion as described previously in the Exploration section.
Heroes can undertake some of the Actions as described previously in the Exploration section.
Bear in mind that:
Ranged Combat
Each model a value given under it's Accuracy (Acc.) rating. This represents a model's skill with Ranged weapons: the
higher the rating the more likely it is to hit a target. Obviously a model must possess a Ranged weapon to be able to
fire one! Models armed with multiple ranged weapons may only use one per turn.
Shooting requires visibility to the target in a straight or diagonal line. Models have 360 vision.
Models can shoot through allies if the ally is adjacent and not in Melee.
Models cannot shoot the same turn they moved more than half their Spe., rounded up.
Models cannot shoot if they are in Melee or Stunned/Unconscious.
Rolling to Hit
Roll a d10 and consult the firing models Accuracy (Acc.) to see if the target is hit. A result of the given value or above
on the following table indicates success.
Acc.:
10
1d10:
10
Casting Spells
To cast a spell, the Mage must roll equal to or greater than the Spells difficulty on 2d10. If he fails, he cannot cast a spell
that turn. If a double 1 is rolled the spell backfires and the caster is Stunned (as described later).
Effect
Any effects caused by the Spell will be detailed in the Spell description.
II. Melee
Once a player has carried out all the Movement, Ranged Attacks et cetera he wants then he progresses to the Melee
period. Melee occurs when two or more opposing models are adjacent to one another. Each model has two values
given under it's Melee (Mel.) rating. The first value represents many times it may attack in a single turn (each
representing a single d10) and the second value represents a model's general Mel. skill: the higher the rating the more
likely it is to win a Melee.
To conduct the Melee both models roll their allotted d10 and add their Mel. rating to the number rolled, with the
highest scoring being the winner. If rolling multiple die, each die result that beats the opponents' is considered a
successful hit. Compare both results. A draw means that nothing decisive has happened. If one side wins then note the
margin of the win (winning score less losing score) and consult the table below to determine the effect upon the losing
model:
Margin of Loss:
Effect:
1-2
3-7
8-11
12+
Stunned
Stunned
If a model become Stunned it may do nothing for the rest of the current and subsequent turn. Place a marker next to
the miniature to denote its condition. A Stunned model is essentially concussed or in some way addled and if attacked
in Melee it may not roll 1d10 or use any modifiers derived from weapons or attributes, using solely it's unmodified
Melee rating against it's opponent's score. A Stunned model that is stunned again counts as losing by a margin of 3-7
instead.
Causing Injury
Once you have successfully struck an enemy with either Ranged weapons, Spells or Melee weapons see how many Injury
Dice (ID) you are allocated. This will be given in the description of the weapon or Spell/Prayer being used. If directing
multiple attacks against a single target each additional successful strike grants 1d10 to the ID pool . If fighting multiple
opponents then dice for each separately, again bearing in mind that for each target you only get the full dice for the first
strike, additional strikes adding 1d10.
Heroes
Hero Classes and Races
Starting Characteristics
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Barbarian
1/3
1/2
Fearless
Axe, Shield
Cleric
1/2
1/2
Prayer
Hammer, 1x prayer
Knight
1/3
1/2
Leader
Sword, Shield
Mage
1/1
1/1
Spell Caster
Ranger
1/2
1/3
Thief
1/2
1/2
Stealth
Darts, Dagger
Racial Modifiers
Races
Available Classes
Dwarf
-2Spe., +1For.
B, K, R
Elf
+1Per.
K, M, R
Halfling
-1For., Small
K, M, T
Human
None
All
Maximum Statistics
Dwarf
Barbarian
Elf
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
3/8
2/5
13
10
3/9
2/6
13
10
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
3/10
2/9
11
10
10
2/8
2/8
10
10
2/9
3/10
10
10
10
Cleric
Knight
Mage
Ranger
2/7
3/8
12
10
Thief
Halfling
Spe.
Mel.
Acc.
For.
Human
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Barbarian
3/8
2/5
12
10
Cleric
3/8
2/6
11
10
Knight
2/7
2/6
11
3/9
2/7
12
10
Mage
2/5
1/5
10
2/6
2/5
10
10
10
2/7
3/8
11
10
2/7
2/8
11
10
Ranger
Thief
2/6
2/7
10
10
Experience
Experience is gained through defeating enemies and surviving/completing quests. Killing an opponent earns the hero 2
exp., wounding, but not killing, an enemy, with multiple wounds 1 exp. Spell casters do not gain exp. for enemies killed
by their spells, rather they gain 2 exp. for each spell successfully cast. Disarming a trap successfully earns a hero 1 exp.
Completing an adventure also earns each surviving hero an additional 4 exp.
Gold Schillings may also be exchanged for exp. points at the rate 10 GS = 1 exp.
For every 25 experience points gained a hero may roll upon the Hero Advancement Table below. Re-roll any repetitions
of special rules.
1d10
1
Indomitable
Frenzy
Tough
Berserk
Brute
Cleric
Fearless
Adept
Tough
*Study
New Prayer
Knight
Indomitable
Fearless
Tough
Swordsman
Brute
Fearless
Adept
*Study
*Study
New Spell
Ranger
Quickwitted
Hunter
Indomitable
Marksman
Swordsman
Thief
Quickwitted
Sharpshooter
Dodge
Acrobat
Assassin
Barbarian
Mage
6+
Choose +1 to
Applicable
Characteristi
c
*Study: May permanently lower the difficulty of an existing spell or prayers by 1. Spells and prayers may have their
difficult lowered a total of 6 times.
Equipment
Heroes can carry a maximum of: 5 Weapons/Armour, 3 Magic Items, 6 Potions. A hero can pass one item to an adjacent
hero if neither is in melee and this can be done before or after moving (in the Exploration phase it count as an action).
In-between adventures heroes have access to the following resources:
Potions
All potions take 1 action to drink! Mages pay half (rounding up) the cost of each potion as they are able to buy the
ingredients and concoct them themselves. A maximum of five potions per Hero may be bought between adventures.
Item
Cost
Effect
Healing Potion
20gs
XX Healing Potion
35gs
Stout Porter
15gs
Potion of Fortitude
10gs
Potion of Protection
15gs
Potion of Swiftness
15gs
Potion of Strength
20gs
20gs
Anti-venom
15gs
Weapons
Weapon
Class
Cost
Great Weapon
War Axe
4 ID
Mace/Hammer
Halberd
Spear
Sword, Axe
B, C, K
230
B, K
200
B, C, K
170
B, K
150
B, K, M, R
120
2 ID
All
100
Crude Weapon
1 ID
All
Fists
1d5 ID
All
Claws, Fangs
Stiletto
70
Upkeep
Armour
Armour
Special Rules
Class
Cost
Helmet
B, C, K
50
Great Helm
100
Shield
+1 For.
B, C, K, R
75
Hauberk
+1 For.
B, C, K, R
75
Brigandine
+2 For.
B, C, K,
150
Plate Armour
+3 For., -1 Spe.
210
Upkeep
Ranged Weapons
Weapon
Short
Range*
Medium
Long
Class
Short Bow
1-4
4-8
8 - 12
2 ID
B, K, R, T
Bow
1-7
7 - 14
14 - 21
2 ID
B, K, R, T
Long Bow
1 - 10
10 - 20
20 - 30
3 ID
K, R
Crossbow
1 - 10
10 - 20
20 - 30
Sling
1- 3
3-6
6-9
2 ID
Throwing
Knives/Darts
1-2
3-4
4-6
Cost
Upkeep
K, R, T
B, C, R, T
T
Miscellaneous Equipment
Item
Special Rules
Rope
Class
Cost
Upkeep
All
Map
All
Torch
All
Characteristics
Acrobat:
May leave Melee freely and gain +1 to Per. Test when avoiding triggered traps.
Adept:
Re-roll 1d10 when attempting to cast a Spell or recite a Prayer. The second result stands.
Berserk:
Gain additional +1 Melee attack when Charging (so 2 attacks when charging)
Brute:
Devout:
Dodge:
Ignore one successful Injury roll each turn (not for each half). Targeted by ranged attacks at -1.
Ethereal:
May move through solid objects. May only be harmed by Spells, Prayers and Magic Items.
Fearless:
Fearsome:
If a model with the Fear characteristic charges a non-Fear causing opponent the latter model must takes
a Willpower (WP) test. If passed then things continues normally, but if it fails then the charged model
counts as Stunned (see Causing Injury). If the model was attempting to charge a model with Fear and
failed then instead of moving he is rooted to the spot with fear and may do nothing else that turn.
Warriors that cause Fear are immune to fear themselves. Fear is not active while the Fear-causer is itself
stunned.
Willpower Test
Per.:
10
1d10:
10
Flying:
May ignore terrain. Controlling player must state whether the model has landed or not at the end of
movement. If not then it cannot be attack of be attacked (except for by ranged attacks at Long Range)
that turn. Some dungeons may be deemed too small for flying creatures to operate.
Frenzy:
Glutton:
After killing an enemy and if not still in melee the model must make a WP test. If failed it spends 1d5
turns next t the corpse feeding. If attacked then treat as Stunned.
Huge:
Massive creature that receives +1 ID against all smaller opponents. Targeted by Ranged attacks at +1.
Hunter:
Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by Ranged
attacks at +1.
Leader:
All friendly models within 6 of a Leader receive +1 to their Per. and WP tests. Hierarchies of Leaders
exist (A, B and C, with A being the highest) and lesser leaders benefit from the above rules if near a
higher leader. Leaders of the same rank may not influence one another.
Mage
May choose two Spells and may attempt to cast them as described.
Marksman:
Quick
Witted:
May roll two die for any Per. test and choose the best result.
If not involved in melee or Stunned roll 1d10 at the start of the model's turn. If a 1-2 is rolled the model
As long as a model with Stealth is in contact with a terrain feature (wall, furniture, tree et cetera)
enemies must pass a Per. test before making a ranged attack, casting a Spell or Charging. If a stealthy
model is already in Melee then additional enemies may join without making Per. tests. Once a stealthy
model is spotted all enemy can see it unless it moves out of sight and re-emerges again in contact with a
terrain feature. If a stealthy model attacks an opponent with ranged or melee attacks then, unless the
weapon's special rules state otherwise, he is revealed to all enemies.
Swarm:
Swarms get 3 melee attacks with a Melee rating of 1-3, to represent the multiple strikes of the numerous
creatures that comprise it. It also has the same Vit. points as it has attacks. Each time a swarm losses a
Vit. Point it looses an attack.
Swordsman:
Tough:
Force opponents to re-roll one successful ID each turn. The second result stands.
Undead:
Immune to Venom.
Venom:
Venom is transmitted during a melee attack that causes Injury. Roll 1d5. For that many turns before
doing anything else the model must roll 1d10 and on a 9 10 roll 1 ID.
Spell
Range
Difficulty
Effect
Silvery Barbs
12
13+
Target is hit by 3 ID
5 ID.
Fleet of Foot
6/caster
11+
Forked
Lightning
14+
Rain of Svarog
15+
6/caster
13+
Shield of Beset
14+
+6 For.
Icy Breath
11+
Wrath of
Mulciber
10
20+
Spell of EarthMoving
10
13+/19+
Master of
Puppets
15+
Teleport
4/caster
13+
Hand of Fury
6/caster
15+
Touch of
Belenos
Prayers
+3 modifier.
Prayer
Range
Difficulty
Effect
Laying of Hands
0/caster
9+
Protection of the
Righteous
6/caster
10+
Holy Aura
6/caster
12+
Right Hand of
Doom
6/caster
12+
Light of Purity
11+
Purifying Flame
15+
Magic Items
Powers are only active as long as a model is equipped with the item.
2d10
Item
Power
Class
+2 Spe.
All
Ring of Casting
+1 to Spell/Prayer rolls
B, K, R
B, K, R
Gloves of Forewarning
+1 Per.
All
Key of Opening
All
Sword of Defence
B, K, R
Orc/Undead Bane
B, K, R
10
Cloak of Shadows
All
11
Gorget of Vitality
+1 Vit.
All
12
Helm of Wardship
13
Armour of
Invulnerability
+ 4 For.
14
Crossbow of Fleetness
15
Axe of Slaying
16
Ring of Invisibility
All
17
Circlet of Incantation
18
Hammer of Doom
19
20
Bracelet of Conjury
C, M
B, K, R
K
K, R, T
B, K
B, C, K
B, K
B, K, R, T
Value
Bestiary
Humanoids
Human Brigands
BRIGAND
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Characteristics:
BRIGAND
CHAMPION
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/4
Characteristics: Leader I
BRIGAND
CAPTAIN
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Goblins
GOBLIN
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/2
Characteristics: Small
GOBLIN
CHAMPION
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/4
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/2
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Orcs
ORC
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/2
2
Acc.
For.
Vit.
Per.
WP
1/3
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/5
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/2
Mel.
Spe.
Characteristics: Leader I
ORC
CHIEFTAIN
Characteristics:
ORC CAPTAIN
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Trolls
HILL TROLL
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/3
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/5
Ogres
OGRE
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/4
Characteristics: Large
OGRE
CAPTAIN
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/4
Characteristics: Large
FERAL OGRE
CHIEFTAIN
Mel.
Acc.
For.
Vit.
Per.
WP
2/5
Animals
CAVE SLUG/LEECH/
WORM
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/2
Characteristics: Glutton
GIANT SLUG/LEECH/
WORM
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/3
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
3/1
Characteristics: Swarm
BAT
SWARM
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
3/1
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Equipment: Claws/Fangs
Characteristics:
DIRE
WOLF
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/4
Per.
WP
Characteristics: Large
OWLBEAR
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
2/4
Acc.
For.
Vit.
Per.
WP
2/3
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
3/2
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/3
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
1/3
Mel.
Spe.
Equipment: Claws/Fangs
Characteristics: Large
SLIMES &
OOZES
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
2/3
Equipment: Claws/Fangs