Equipment

> Armor and weapons, gadgets and tools, equipment assits where flesh fails. Some equipment is not for everyone, and may require rigorous training before it can be properly utilized. The following page will cover adventuring gear, and surface level information of weapons and armor.
>
>

## **Armor and Shields**

The Basics of Protection, most important in worlds haunted by necromancy, brigands and monsters alike. Armor and shields can be divided into three categories, sorted by how difficult to use the respective equipment is. Most classes will not be able to use all types of armor. Some suits of armor include protection for limbs, in which case, non protective magical items that are worn in the same areas cannot be used while using that set of armor, due to conflicting equipment slots.

### Light Armor

Light armor offers fairly limited protection, although its movement impairments are minimal. Thus this type of armor is best suited for those nimble enough to evade swordstrikes without relying on supplemental plates or shields. There are six types of light armor and a shield requiring light armor proficiency. Light armor occupies only the torso, only mariginally limiting the use of magical items, and any helmets included are not mandatory for the armor to keep it's propective properties.

* **Cloth Padding.** Simple layered clothing, offering little protection, and negatively affecting subtlety when worn, but cheap and easily accessible.
* **Gambeson.** Quilted and padded, these tailored chestpieces offer good protection without downsides, and are often combined with helmets. Generally an affordable piece of protection.
* **Leather Armor.** Heavy plates of boiled leather offer significant protection, but may slow the untrained soul with the weight of the boiled hides. Not too expensive, but not commonly found.
* **Partial Plate.** Metal plates covering vital organs, worn under tunics, typically including a helmet. Reliable and protective, while not restricting the user, but typically on the more costly side.
* **Studded Leather.** Heavy leather plates reinforced with metal pieces, providing excellent protection at a budget, but heavy enough to slow down some wearers, and loud enough to jeopardize stealth.
* **Lamellar**. Layered metal plates covering vital organs, usually combined with a helmet. More protective than partial plate, but significantly louder and a fair bit more expensive.

### Medium Armor

Medium armor is designed to protect the user as much as possible while keeping weight and movement impairment in a managable range. Favourited by warriors with a balance between nimbleness and pure strength, this type of armor rewards those with balanced physical ability. There are eight types of medium armor and a shield requiring medium armor proficiency. Chestplates only occupy the torso, heavy leather and half plate additionally include gauntlers and helmets, limb plate occupies only the head, arms and legs, leaving the torso free, and any other set of medium armor covers torso and head.

* **Pelt Armor.** The evolved version of cloth padding, this armor consists of layered and stacked pelts and hides to provide protection, and is favoured by those lackign the tools to create better. Heavy and limiting, it at least provides mediocre protection.
* **Heavy Leather.** Reinforced and stacked leather plates covering the full body, forming a strong protective layer, at the cost of maximally impairing movement. Preferred by clumsy warriors, who might voluntarily limit their movement.
* **Chain Hauberk.** Interlocking metal rings woven into a tunic, reliably protecting even from powerful strikes while enabling the user to stay nimble. However the noise the rings produce might dissuade scouts and spies.
* **Infantry Brigandine.** Strong padding reinforced with small metal plates on the inside, this body armor provides a more silent alternative to the chain hauberk. Affordable, mobile and protective, this armor is favoured by countless armies.
* **Scale Doublet.** Interlocking metal plates, covering the users torso and shoulders, supplemented by a helmet. Although loud, heavy and on the more expensive side, few armors can reach the same level of protection and nimbleness combined.
* **Limb Plate.** The remains of a suit of plate armor which lacks a chestplate. Expensive, heavy and loud, it is typically combined with other types of medium armor to create heavy armor, but can be worn on its own, providing surprisingly high protection.
* **Chestplate.** A fitted metal chestplate, sometimes including pauldrons or a gorget. Though protection is limited to the torso, it is able to prolong a warriors life significantly by protecting vitals. Quite expensive, but at a managable weight, and rather silent.
* **Half Plate.** The most protective form of medium armor, consisting of a chestplate, helmet, gauntlers and partial armor for legs and arms. Exceptionally expensive, heavy and loud, although many would argue the granted protection easily makes up for those downsides.

### Heavy Armor

The adequately named heavy armor provides superior protection compared to other types of armor, but limits movement to a severe degree. Combined with its high weight, it creates a catergory best suited for those who prefer pure physical strength over subtlety and nimbleness. There are 5 types of heavy armor and a shield requiring heavy armor proficiency. Every set of heavy armor includes a chestpiece, boots, gauntlers and helmets, limiting the use of magic items without a basic physically protective property, such as crowns or bracelets.

* **Full Chainmail.** A full suit of chainmail supported by steel plates, including a helmet and mail coif. Heavy in weight, it is easier to handle than other heavy armor, at the cost of protection. The most affordable type of heavy armor.
* **Heavy Brigandine.** Brigandine body armor supplemented by large pauldrons and armor covering arms and legs, usually worn together with a helmet. While lighter than full chainmail, the armor is more physically demanding, but offers greater protection.
* **Full Scalemail.** Interlocking metal plates covering the users entire body, highly protective, but the heaviest type of armor, requiring a lot of physical training to use properly. On the more affordable side of heavy armor.
* **Splint Armor.** Heavy leather armor, supplemented by steel stripes and steel plates, providing high protection while saving weight, making it substantually easier to use properly. Highly expensive.
* **Platemail.** A full suit of plate armor, with leather and chain covering vulnerabilities in joints. The optimal protection armor can reach, at a respectable weight, requiring substantual training for proper usage. The most expensive type of armor.

### Shields

Shields can belong to one of three types, depending on their their weight and coverage. The category defines not only the shields protective capabilities, but also which type of armor proficiency is required to properly use the shield.

* **Buckler.** A relatively small shield, made for reflecting blows. Able to be used with agility aswell as with power, but providing limited coverage. Requiring proficiency with light armor.
* **Heater Shields.** Shields covering a significant portion of the body, made to block rather than reflect blows. Requiring a significant amount of physical strength to be used efficiently. Requiring proficiency with medium armor.
* **Tower Shields.** Massive shields covering the better part of the wielders body, but exceptionally heavy and unwieldly, requiring significant power to use, and even greater strength to wield them unimpaired, but providing the highest amount of protection. Requiring proficiency with heavy armor.

## Weapons

In the end, every plan relies on a strong arm, and sharp steel. Weapons are a necessity in the bleak lands of fargraves, and even puny hamlets will make sure to be able to put up a respectable militia if needed. For matters of lesser urgency, the hiring of a handful or merceneries and adventurers may prove worthwhile, if those hired have greater weaponry. Weapons are divided into 6 categories, dividing them by ease of use aswell as range. Certain features or magic version may also be limited to only certain weapons that fit criteria other than those categories. Most Classes will be able to use only a limited part of the weapon options.

### Simple Melee Weapons

Simple close quarter weapons, not necessarily refined, but reliable. Almost everyone will be able to use at least some of these. Many find themselves useful calculated destruction of objects, something many advanced weapons struggle with.

* **Bill Hook.** A two handed tree trimming tool, fashioned into a weapon for warfare. Can cause mean cuts and stab at a safe distance.
* **Club.** A hefty piece of wood, primitive and a bit meek, but light enough to wield in the offhand. Sturdy enough to break objects too.
* **Chopping Axe.** A two handed tool made to split logs, but it can split skulls aswell. Forged to break objects.
* **Dart.** A long throwing needle, with excellent reach, but very inneffective when not thrown. A good fit for the nimble.
* **Dirk.** A long piercing dagger, agile and slim enough to be easily conceiled.
* **Greatclub.** A greater club to be used in two hands, equally destructive towards objects. Also known as peasant stick.
* **Flanged Mace.** Heavy, well forged and bladed, yet easy to wield and able to easily break down anything in one's path, at a higher price of course.
* **Hatchet.** A destructive handheld axe made to chop wood, it can also be implemented to sever limbs. Strong yet simple.
* **Javelin.** Throwing spears, for hunt and warfare alike, weak in hand to hand combat but excellent at range.
* **Light Hammer.** A tool, balanced enough to be thrown, but not necessarily made to be used as weaponry. Good enough to break something down.
* **Long Knife.** A relatively short sword with the hilt of a knife. Both nimble and quick enough to devastate fleeing foes.
* **Mace.** Simple and deadly, reeinforced bludgeon, breaks shield, wall and bone, primitive yet timeless.
* **Peasant Flail.** A long handle connected to a freely hanging weight, originally a farming tool. Equally effective in close quarters or at reach.
* **Pickaxe.** Tools of its kind mde the world into what it is. A Devastating two handed weapon, against obstacle and opponent alike.
* **Quarterstaff.** A fencing staff made for sparring. An effective bludgeon, which might also deflect a strike or two.
* **Throwing Knife.** Well balanced, subtle, nimble, these weapons are a suitable pick for mid range skirmishing.
* **Shiv.** An improvised cruel weapon, it may not be very powerful but it can create wounds hard to mend, while staying light and easily conceiled.
* **Shovel.** When push comes to shove, anything can become a weapon. Two handed and not particularily strong, but able to break a door.
* **Spade.** While not intended to be a weapon, remarkably deadly, the spade makes for a good assault weapon, aswell as being very destructive.
* **Spear.** What it lacks in power it makes up for in reach, even being able to be thrown. A reliable weapon, especially against cavallry.
* **Spiked Cudgel.** A two handed club, barbed with spikes, able to cause heavy bleeding. Particularily effective to overrun unexpecting foes.

### Simple Ranged Weapons

Simple long range weapons, often created for hunts rather than fights, but not to be underestimated. Relatively simple to use, most travellers will be able to properly use at least some of these.

* **Light Crossbow.** A high power weapon with medium range, simple to fire, but must be loaded and wielded in two hands. Well suited for ambushes.
* **Shortbow.** A medium power weapon with high range, this bow is reatively small and easy to transport. Works well against large numbers of foes.
* **Sling.** Easy to use, but can produce surprising power, while requiring only stones to fire. Well suited to make it hail on hordes.
* **Net.** A throwing net, useful while hunting and skirmishing. Rather slow and harmless on its own, it excels when used tactically.

### Martial Melee Weapons

Warfare weapons, much more powerful than simpler counterparts, but much harder to wield, these are the weapons of knights and soldiers, not mere peasants. Very specialized, these weapons may struggle a bit more with the destruction of objects, but provide other benefits instead.

* **Arming Sword.** Sharp, deadly, this one handed blade is the footman's sword. Well suited to overrun enemy positions.
* **Bardiche.** A heavy longaxe, with moderate power but good performance at medium and close range combat, it is a powerful assault tool.
* **Battleaxe.** A light but very deadly weapon. What it lacks in speicalization it makes up for in striking power.
* **Chakram.** Sharpened steel rings to be flung at enemies. Nimble, light and deadly, but lacking in range, and very ineffective while held.
* **Dueling Shield.** A two handed shield adorned with hooks and spikes to fence, it has moderate power and may still be useful to protect oneself.
* **Estoc.** A piercing sword with a thin blade and unsharpened edges, perfect to punish retreats. Made to be used in two hands, it can be held in one.
* **Falchion.** Light swords with a single edge and a flaring tip, these swords are well suited to fence and pursue. Suitable to for the offhand.
* **Flamberg.** A heavy, massive sword with a wavelike blade, it can cause heavy bleeding with its devastating strikes.
* **Glaive.** A heavy and long single edged polearm, devastating at reach and effective in close quarters.
* **Greataxe.** A powerful but cumbersome two handed axe, made to wreak havoc and overrun the opposition.
* **Greatsword.** The heaviest of swords, this two handed blade is one of the strongest types of swords forged, while still being able to deflect strikes.
* **Halberd.** A heavy, two handed poleaxe, able to impale incoming calvalry. Its performance in close quarters is a bit lacking.
* **Hurlbat.** Well balanced axes made for throwing, weak when handheld, but devastating at range, it can make a good assisting weapon for assaults.
* **Igorot.** A clunky but crushing headhunting axe, this two handed weapon's piercing edge has all the might of a hammer behind it.
* **Lance.** This heavy spear is deadly at reach, but can provide greater benefits while mounted. It is severely lacking in close quarters.
* **Claw.** While not very powerful, these weapons are nimble, small, easily conceiled, suitable for dual wielding and can cause heavy bleeding.
* **Longsword.** A two handed sword made for fencing, a wielder with sufficient strength may use these blades in only one hand.
* **Lucerne Hammer.** A mighty weapon in close quarters, this two handed hammer can use its spearlike tip to strike at a range with decent power.
* **Mancatcher.** This two pronged spearlike contraption is to be wielded in two hands, and made to catch the opponent alive rather than injure them.
* **Maul.** Powerful and destructive, this heavy two handed hammer's power can be reached by only few weapons.
* **Military Flail.** A chain connects the spiked weight to the handle, allowing this weapon to create some hard to block maneuvers.
* **Morningstar.** A mace adorned with long, deadly, spikes, this wepaon is able to focus its power to deliver stronger blows, rendering it deadly.
* **Nunchucks.** Two weighted handles connected with sevel chain links make this weapon nimble and tricky to block with a shield.
* **Partisan.** This two handed polearm may not be as powerful as similar weapons, but excells at fending off armed opponents.
* **Pike.** A massive polearm, extremely heavy, but able to fend off foes and cavalry with its superior range. Weak in close quarters.
* **Rapier.** A thin double edged sword, able to be wielded with great finesse, adorned with a complex protective hilt, which can help turn a blade.
* **Scimitar.** Single edged swords with a curved blade, they are nimble and light enough for the offhand, and excel at fending off charging beasts.
* **Serrated Sabre.** A nimble but cruel blade, delivering bloodletting cuts. Deviously effective when used in an all out assault.
* **Sickle.** Light, dextrous weapons, making up for what they lakc in power with their parrying implementations, especially when dual wielding.
* **Shortsword.** A quick and light piercing weapon, it can be used in both hands, and excells at punishing fleeing opponents.
* **Throwing Star.** Sharpened plates of metals, made to be thrown, they can despite their lack of force cause worrying bloodloss.
* **Uchigatana.** A heavy single edged bidenhänder with a curved blade, thsi weapon is surprisingly dextrous.
* **War Fork.** A long polearm with multiple prongs, heavy and two handed, but able to demolish cavalry at reach. Somewhat lacking in close quarters.
* **War Pick.** A one handed pick made to break armor, it brings the destructiveness and force of a hammer with each blow.
* **Warhammer.** A destructive two handed hammer made for warfare, light enough to be used in one hand by a trained warrior.
* **Whip.** A nimble but meek weapon with good range, this weapon is made for nonlethal striking.

### Martial Ranged Weapons

Powerful long range weapons with enough power to take down even the great beasts that haunt the lands. Difficult to wield, these weapons are not for everyone.

* **Blowgun.** A short pipe to be loaded with usually poisoned darts. Subtle enough to conceil and well suited to lurk, waiting for prey.
* **Hand Crossbow.** A small crossbow made to be wielded in the offhand. Power and range suffer due to its size, and it must be loaded.
* **Heavy Crossbow.** A heavy, technologically advanced weapon with a steel bow, it's loaded bolts have high range and devastating power.
* **Longbow.** A large bow with excellent range, being able to pepper incoming groups of foes before they can counterattack.
* **War Bow.** A grand bow made to pierce plate, with limbs curving away from the wielder creating even greater force while maintaining high range.

### Advanced Melee Weapons

Weapons with strange shapes, requiring high expertise and excessive training to wield properly, these weapons are a rare sight and provide unique combinations of benefits, and only few can hope to be able to ever wield a weapon of this kind.

* **Hook Sword.** This weapon is adorned with a spiked handguard and pommel, aswell as a hooked blade tip, making it extremely difficult to wield, but when mastered, it can be a devastating and nimble dual wielding weapon, with an excellent fencing capacity.
* **Katar.** When gripped, this long thrusting blade acts similar to an expansion of the arm, and with proper training it can become a mighty weapon, dealing considerable damage while remaining dextrous and light enough to dual wield, and excellign at punishing retreats.
* **Scissor Glove.** This weapon may lack in power, but with its plates covering the user's entire arm in addition to it's hooked blade it can prove to be a deadly and nimble defensive weapon.
* **Sword Breaker.** This nimble three pronged dagger may not be a especially deadly weapon, but with proper training its ability to disarm attackers makes it a perfect sidearm to be wielded in the offhand.
* **Urumi.** Multiple razor sharp metal threads adorned with blades attached to the grip of a cutlass, this weapon is truly unique, being able to create heavily bleeding lacerations at range aswell as in close quarters, while being almost impossible to block with a shield.

### Advanced Ranged Weapons

Masterpieces of technology, these weapons are able to provide benefits no other ranged alternative can grant, should the user have the required knowledge and trainign to operate the weapon, a claim only few can make.

* **Arquebus.** This heavy two handed frontloader is loaded with gunpowder and bullets, being able to reach respectable ranges aswell as shredding blasts, depending on the used ammunition. Additionally this weapon excells at lurking at range waiting for the moment to strike.
* **Flintlock Pistol.** This light handheld gunpowder weapon can be properly used as a sidearm. However, while it is able to create equally deadly blasts as long gunpowder weapons, it severely lacks in range when compared.
* **Repeating Crossbow.** This heavy two handed crossbow requires high expertise to use, although it lacks the power and range other crossbows can produce. However, this version can be loaded with up to 5 bolts, which can be fired accurately at incomparable speeds.

## Adventuring Gear

While armor and weaponry is often the main concern of the adventurer, many weary travellers can account that sometimes it takes more than prowess in warfare to explore, map out and plunder a trove. The cost displayed below is the typical price of such items when sold at a profit.

## Contraptions

In contrast to common equipment, contraptions are masterpieces of mechanical engineering. Wildly varying in purpose, these works can range from weaponry to utilities, and are not to be found in within the stocks of your common merchant.

## Tools and Instruments

Many adventurers and bounty hunters have humble origins as farmers, artisans or scribes, and can use their old talents to give them an edge while planning for the next expedition, or maybe use those crafts to repair old weaponry retrieved from a dungeon. Either way, such talents rely not only on knowledge, but on tools aswell. Proficiency with such tools can be used instead of other skills in specific scenarios, aswell as affecting checks made with the learned tool.

The delights of music are a common pasttime among almost all citizens, ranging from the local musician performing in the bard to the operas and orchestras of noble courts. As such, even small hamlets often contain at least one talented musician and their instrument.