Each character starts with 200 silver pieces (SP) to purchase equipment. Every character can wield every weapon. Spellcasting characters may wear armor, but the armor penalty of the armor worn raises the mana cost of each spell cast.
Bow - The maximum range of the bow is 80 yards. The DL for hitting a target at least 40 yards away is increased by 4. A bundle of 10 arrows costs 2 SP.
Crossbow - It takes one turn to reload the crossbow. A bundle of 10 bolts costs 2 SP.
Dagger - The dagger can be thrown or used in melee combat. If thrown the Thrown skill is used and the maximum range is 20 yards.
Dragon pistol - The maximum range of the dragon pistol is 20 yards. The DL for hitting a target at least 10 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4 SP.
Dragon rifle - The maximum range of the dragon pistol is 40 yards. The DL for hitting a target at least 20 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4 SP.
Halberd - The halberd has a reach of 2 yards.
Longbow - The maximum range of the longbow is 120 yards. The DL for hitting a target at least 60 yards away is increased by 4. A bundle of 10 arrows costs 2 SP.
Spear - The maximum range of the spear is 20 yards. It can also be used for melee attacks. In that case the Spear skill is used.
Throwing star - The maximum range of the shuriken is 20 yards.
Two-handed weapon - Swords, axes, maces and warhammers exist in larger, two-handed versions. The appropriate skill is used for each weapon.
The stats given above are for full suits of armor.
Light and heavy plate - plate armor must be fitted to the wearer. Ill-fitted plate armor reduces all rolls by 2.
Golem armor - golem armor is a bulky armor created by the armor smiths of a bygone era. It not only is incredibly tough, but also grants a bonus of 1d6 to all weapon damage. Casting is impossible when using golem armor. There are rumors of special golem armor that not even allow spell casting but also are a magical implement in themselves. Golem armor is not available for sale.
Item SP
Adventurer's Kit 5
Backpack 4
Cask of beer 6
Cask of wine 9
Donkey or Mule 25
Iron Rations (for 1 week) 14
Lantern 5
Lock pick 2
Noble’s clothing 12
Normal clothing 3
Ox cart 7
Packhorse 30
Pickaxe 3
Pole 3 yards 1
Rations (for 1 week) 7
Riding horse 75
Rope (10 yards) 2
Saddle bags, saddle and bridle 8
Torch 1
Travel clothing 5
Warhorse 150
1st circle spell scroll 25
2nd circle spell scroll 50
3rd circle spell scroll 75
4th circle spell scroll 100
Spellbook 20
Magic implement (1st circle) 35
Magic implement (2nd circle) 70
Magic implement (3rd circle) 140
Magic implement (4th circle) 250
Adventurer’s Kit – This kit contains flint and tinder, a water flask, a blanket, a bed roll and a small tent.
Iron Rations – These rations don’t spoil over time.
Lantern – lanterns produce a brighter light than torches and are not as easily blown out.
Magic Implement – A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.
Torch – a lit or un-lit torch can be used as an improvised weapon. Use the Blunt skill. Damage is 1d6-2 for unlit and 1d6-1 for lit torches. Flammable enemies may be set ablaze.
Runeblade
This rune covered sword ignores any armor. Attack rolls with this weapon are made against basic Defense.
Holy Sword
This gold-hilted, silvery blade is bane against the undead, inflicting 2d6 damage to skeletons, zombies, vampires, and their ilk.
Warmage armor
This plate armor from the time of the Imperium uses special enchantments to allow casters to wear it without penalty. It’s statistics are equal to normal plate armor, but it’s AP is 0.
Enchanted armor
The most common of enchanted armors, these suits and shields are unusually durable and permit the flow of arcane energies more effectively. Enchanted armors and shields gain a +1 Defense bonus and reduce their Armor Penalties by 1. Roll 1d6 to determine the type, then another 1d6 to determine the actual armor/shield:
Roll 1. Type (1-4: Armor, 5-6: Shield)
Roll 2. Actual armor/shield (Armor 1: Leather, 2: Scale, 3: Lamellar, 4: Chain, 5: Light Plate, 6: Heavy Plate; Shield 1-2: Small Shield, 3-5: Large Shield, 6: Tower Shield)
Healing potion
This vial contains a red bubbling liquid that heals 1d6 HP when quaffed.
Mana potion
This vial contains a blue bubbling potion that restores 1d6 Mana points when quaffed.
Gauntlets of Titanic Strength
These large gauntlets cause 2d6 damage when used for unarmed attacks.
Feathered cloak
This cloak is completely covered by raven feathers that slow every fall, so that the wearer does not sustain any damage from the fall.
Changestave
This simple whitewood stave can extend or retract on command, shrinking so as to fit within the palm or growing up to 10 yards in length or any length in between. This makes it extremely versatile; it can be easily concealed, used as a baton or staff in combat, used as a walking stick, used for poling rafts and boats over shallow water, or for bridging gaps shorter than its full extended length. The Changestave has the same traits as the staff when used in combat.