The game includes 8 different item subtypes. Each of these subtypes has its own rules as described here.

• Armor ( ): Armor items grant benefits while their owner is being engaged. Each has a standard ability that is resolved when an enemy engages the adventurer. However, each also has a secondary, overtax keyword ability that can be triggered during this engage in addition to the item’s standard ability. An adventurer must choose whether to use an ability, including its overtax ability, before damage is dealt. Each item’s trait is the body area it is worn on; an adventurer can have only 1 with each trait in their ready slots.

• Weapons ( ): Weapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer’s engage. However, each also has a secondary, overtax keyword ability that can be triggered in addition to the item’s standard ability when using the to engage. An adventurer can use only 1 per engage and must choose whether to use a effect, including its overtax effect, before their dice are rolled.

• Enchantments ( ): Enchantment items can augment or reshape the rules of the game. Each describes the game component it affects, such as “Enchant adventurer” or “Enchant clash tile.” When its ability is triggered, the card is placed near or partially tucked under the affected component. The ability then affects that component until the card is discarded as described by its effect or the session ends. While an ability is active, the card is no longer in the adventurer’s inventory and is instead treated as part of the component it affects.

• Consumables ( ): Consumable items represent a variety of foods and beverages. Each can be used once and must then be discarded. However, often have effects that can benefit multiple party members. If a is discarded during the End of Day Phase’s Adventurers Rest step (which is required if playing in Expert Mode), the adventurer may also resolve that item’s effects (if applicable).

• Potions ( ): Potion items represent powerful, ability- altering concoctions. Each has an expend keyword ability that allows it to be used multiple times. However, each time this card is used, it is expended (turned on its side) and must be refreshed before it can be used again.

• Clothing ( ): Clothing items grant additional utility and flexibility. Each item adds an additional class ability. Class abilities can be triggered as an action during battle by spending tenacity.

• Miscellaneous ( ): Miscellaneous items encompass a broad range of abilities that do not use the mechanics of the other subtypes. Each item ability functions as described.

• Pets ( ): Pets protect adventurers from a number of harmful effects in Tamriel. However, each time the adventurer resolves a ability, they must add an HP chip on top of the card. A with HP chips on it must be discarded after its HP limit is reached or the session ends. These chips cannot be removed unless an ability specifically refers to them. A may be placed in your pack when gained, but once it is placed in a ready slot, it cannot go back into your pack.