![[lootheader.png]] *“Loot is proof. Proof you survived the clash, read your opponent, struck true. Every trinket and token tells a story—and I never leave a story unfinished."* — Jax, Dueling Champion — # Roll for Treasure ## *Welcome to the Wonderful World of LOOT!* This is it. The real reason most of us risk life, limb, and latent corruption: treasure. Not just gold. Not just gear. Possibility. The wild thrill of chance. The whisper that maybe, just maybe, this next battle will change everything. Some players claim it’s about the story. Others say it’s the combat. But let’s not lie to ourselves... deep down, we all crave that sweet hit of RNG. The loot. The glory. The unexpected edge that turns you from survivor to legend. In LoreFell, treasure is never a guarantee of greatness, but it is always a reward for risk. And everyone gets a shot. After every major encounter—whether it’s a roaming horror, a cursed warband, or an epic tier monstrosity—each player rolls 1d6 to determine what kind of treasure they receive. This roll is called your Treasure Roll. You won’t all get the same rewards. That’s part of the thrill. What your ally earns might be rare, potent, and dripping with cosmic consequence… or it might just be shiny junk. If you’re envious? Handle that outside of combat. No rule says you can’t trade, barter, or even swipe something during a rest. Though if you’re caught, don’t expect your campfire stew to be spit free. ### Loot Categories Every result on a Treasure Roll corresponds to a specific category of treasure. Here's what each number means: **1 — Currency & Materials** * Oro, Arca, Atla, or Zurith (physical Aurum coins) * Skyvault Shards * Crafting materials * Food portions **2 — Skill-Specific Utilities** * Items that boost or enable specific skill checks **3 — Attribute-Specific, Misc Utilities, & Afflictions** * Rare utilities not tied to skills but to attributes * Other more extraordinary utility items * Afflictions and Discordants that may be imprinted **4 — Effects, Augmentations, Infusions, Fellcraft Utilities** * Arsenal expansions: new armor effects, weapon infusions, or augmentations * Crafted utilities from Fellcraft vocations **5 — Potions, Tablets, Runes, High End Utilities** * Potions, tablets, and runes that can be imprinted * The rarest high end utility items that Aurum can buy **6 — Paragon Points, Remnants, or Transcendent Weapons** * Your choice of any available loot on the loot table * Paragon Points (cheat-code level rewards) * Remnants (powerful game changing artifacts) * Transcendent weapons (pre-built fully stacked weapons) When a 6 is rolled, you must choose one of the eligible options. You may not know what each one does beforehand. LoreMaster’s discretion applies. ### Loot From Luck Every Fell has a Luck score, tracked by the LoreMaster. This number is dynamic, shaped by your choices, Fellmarks and Fellstrikes, and your fate in battle. After a standard Treasure Roll, your current Luck modifies what else you receive. * If your Luck is 1–5, you gain an additional item from the same loot category. * If your Luck is 6–10, you receive a 5 tier item plus a bonus from the next number tiered upward based on your Luck: * Luck 6 = Category 5 + Category 1 * Luck 7 = Category 5 + Category 2 * Luck 8 = Category 5 + Category 3 * Luck 9 = Category 5 + Category 4 Your luck makes you luminous to the Lore. Shine too brightly… and even greater forces may begin to notice. ### Activating Paragon Points In LoreFell, some lines aren’t meant to be crossed. Until you find a Paragon. Paragon Points aren’t just rare, they’re legendary. Mythic, even. They represent the impossible made tangible, the kind of treasure that reshapes fate, rewrites the rules, and makes your LoreMaster sweat. A Paragon isn’t a reward. It’s a responsibility and a dare. These ultra rare treasures are earned, rolled, or gifted only through exceptional luck or devastating consequence. They’re tracked as Paragon Points on your character sheet but may manifest in the story as a cryptic relic, a glowing glyph, a whispering entity, or something stranger still. Something ethereal. Something intangible. Something fully and entirely impossible. ### What Can a Paragon Do? With LoreMaster approval, spending a Paragon Point can accomplish feats otherwise impossible. Below are only a few examples: * Add a competency in any skill—even one you don’t have * Increase an attribute by +1 * Unlock an extra infusion, augmentation, or aspect slot * Reforge your weapon outside of leveling * Transmogrify your lorebound to a new form * Add a utility to your inventory * Fully respec your character * Remove a permanent impairment * Change your lineage * Resurrect a permanently dead ally * Grow a third arm (or something stranger) * Anything else you and your LoreMaster can justify as legendary If it breaks the rules but fits the story? That’s what a Paragon is for. ### How Do You Use a Paragon Point? A Paragon Point may only be used during combat, and the process is dramatic: * It takes all your actions for the turn. * It consumes 1 Skyvault Shard. * Your turn immediately ends after activation. * You may still use your Lorebound as normal before you activate the Paragon. The battlefield pauses. Your Fell glows with untamed Lore. Time shudders. Your enemy falters. Then… the rules snap, and something impossible happens. #### A Final Word on Paragons You’re not meant to earn these often. When you spend a Paragon, you're choosing to pull on the thread of fate—and every thread eventually leads to something. ## Remnants Some items in LoreFell that were never meant to be found. Relics carved from shattered thrones. Crystals pulsing with dead suns. Blades that whisper in dead languages. These are Remnants and they do not belong in mortal hands. But sometimes… they are found anyway. Remnants are not abilities. They are not talents. They are not just weapons, armor, or spells. They are world altering artifacts, unearthed from the deepest veins of the Sphere, often tied to a single realm or world... buried, bound, or broken in hopes they’d never be used again. Remnants change how the world works around you. And once you find one, it changes you. ### Equipping Remnants Remnants are so powerful that even the strongest Fell can only bear their presence in limited measure. You must equip them like utilities, and they take up dedicated Remnant slots. These slots are unlocked only at very high levels, representing ascension beyond normal limits. ![[Pasted image 20250904114529.png]] Those who equip more than three Remnants are no longer called Fell. They are called gods. In most worlds, such beings are feared, worshipped, hunted—or all three. ### Rarity and Lore Remnants are rarer than Paragon Points, and far more dangerous. They are typically world specific, meaning their form and function are bound to a realm’s culture, terrain, or mythology. A Remnant from Mireth may sprout roots into your skin. One from Vyrathis may whisper old Vyrathe secrets into your bones. One from Brimsever may burn you… lovingly. ### We Say No More You’ve heard enough. The rest is for your LoreMaster to reveal when the time is right. Until then, pray you never face someone who’s already found one. And if you are the one to find it? Remember what you were. And what you just became. ## Transcendent Weapons Some weapons don’t rust with time. They seethe with it. These are not simple swords or clever staves. They are the weapons once wielded by Fell who never fell, or Forsaken who walked too far. Etched with memory, soaked in power, shaped by triumph and tragedy alike... these are Transcendent Weapons. They are rare. They are relics. And they are deadly. ### What Makes a Weapon Transcendent? A Transcendent Weapon is a weapon that has been fully leveled and fully evolved, with: * 3 Infusions (2 Low-Range and 1 High-Range or Pinnacle) * 3 Abilities (Tier 1, 2, and 3) * 3 Afflictions (or Discordants) Some rare Transcendent Weapons even contain Tier 4 spells or abilities—fragments of power so potent they defy the normal rules of the Arsenal. These can only be activated under extreme conditions, and often come with narrative or mechanical consequences determined by your LoreMaster. ![[lootmid.png]] ### What Can You Do With One? If you come into possession of a Transcendent Weapon, you have two options: 1. Wield It - You may use it in its current form, unlocking all of its power immediately. This makes you dangerous. It also makes you very visible to those who once hunted its previous owner. 2. Imprint It - You may destroy the Transcendent Weapon to imprint one of its core components—an ability, infusion, or affliction—onto your own weapon. This is a permanent transfer, binding a piece of that legacy to your personal journey. But be warned... a weapon may only receive one such imprint from a Transcendent Weapon, unless a Paragon Point is sacrificed. Choose carefully. ### Can You Make One? Yes—but only if you survive long enough. Forging your own Transcendent Weapon requires: * Reaching the highest of levels * Leveling your weapon fully through all three forms * Filling every slot (infusion, ability, affliction) * Meeting the criteria outlined in the “Moving On” chapter under the Customization section Once completed, it becomes more than a tool. It becomes your echo. A blade, a tome, a relic that others may one day find. And fear. ### Final Word Transcendent Weapons are not just mechanical upgrades. They are stories, condensed into steel and spellwork. They remember the hands that held them… and they will remember yours. Should your weapon ascend, be prepared: You won’t just change the world with it. You might leave it behind. ![[lootend.png]]