Equipment (Legends)

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Wealth

Copper penny Silver coin Gold coin Small gem Large gem
Copper penny 1 10 100 10,000 100,000
Silver coin 1/10th 1 10 1,000 10,000
Gold coin 1/100th 1/10th 1 100 1,000
Small gem 1/10,000th 1/1,000th 1/100 1 10
Large gem 1/100,000th 1/10,000th 1/1,000th 1/10th 1

Armor

Light Armors Armor Bonus Check Speed Price Weight
Cloth - - - 1 sc 4 lb.
Leather +2 - - 25 sc 15 lb.
Hide +3 -1 - 30 sc 25 lb.

 

Heavy Armors Armor Bonus Check Speed Price Weight
Mail +6 -1 -1 40 sc 40 lb.
Scale +7 - -1 45 sc 45 lb.
Plate +8 -2 -1 50 sc 50 lb.

 

Shields Shield Bonus Check Speed Price Weight
Light +1 - - 5 sc 6 lb.
Heavy +2 -2 - 10 sc 15 lb.

Weapons

Melee

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Club +2 1d6 - 1 sc 3 lb. Bludgeon Versatile (1d8)
Dagger +3 1d4 5/10 5 cp 1 lb. Light Blade Off-hand, thrown
Flail +2 1d10 - 10 sc 5 lb. Bludgeon Versatile (2d6)
Longsword +3 1d8 - 15 sc 4 lb. Heavy Blade Defensive
Shortsword +3 1d6 - 10 sc 2 lb. Light Blade Off-hand
Spear +2 1d8 10/20 5 sc 6 lb. Polearm Thrown, versatile (1d10)
Warhammer +2 1d6 5/10 15 sc 3 lb. Bludgeon Off-hand, thrown

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Garrote +3 1d4 - 1 sc 1 lb. Assassin Weapon -
Battleaxe +2 1d12 - 30 sc 12 lb. Heavy Blade Slicing
Greatsword +3 1d10 - 30 sc 8 lb. Heavy Blade Slicing
Maul +2 2d6 - 30 sc 12 lb. Bludgeon Crushing
Staff +2 1d8 - 2 sc 4 lb. Polearm Defensive

Ranged

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Bola +3 1d4 5/10 2 sc 2 lb. Bludgeon Entangling, thrown
Boomerang +3 1d6 10/20 5 sc 3 lb. Light Blade Thrown
Hand crossbow +2 1d6 10/20 25 sc 2 lb. Light Ranged -
Sling +2 1d6 10/20 5 cp 0 lb. Light Ranged -

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Blowgun +3 1d4 5/10 10 sc 4 lb. Assassin Weapon -
Crossbow +2 1d8 15/30 25 sc 4 lb. Heavy Ranged -
Longbow +2 1d12 25/50 45 sc 0 lb. Heavy Ranged -
Shortbow +2 1d8 15/30 25 sc 0 lb. Light Ranged -

Properties

  • Crushing: Enhances certain attack powers.
  • Defensive: Enhances certain attack powers.
  • Entangling: Enhances certain attack powers.
  • Off-hand: Can be wielded in your off-hand without penalty.
  • Slicing: Enhances certain attack powers.
  • Thrown: Thrown weapons are hurled by hand, as opposed to ammunition-using ranged weapons. some thrown weapons can also be used as melee weapons.
  • Versatile: Wielding a versatile weapon in both hands increases the size of its damage die.

Other Equipment

Adventuring Gear

Item Price Weight
Alchemical materials 1 sc -
Apothecary's kit 5 sc 2 lb.
Bedroll 1 sc 3 lb.
Candle 1 cp -
Day's rations 3 cp 2 lb.
Flask (empty) 5 cp 1 lb.
Hooded cloak 7 cp 2 lb.
Journal 6 cp 2 lb.
Instrument 4 cp 2 lb.
Lockpicks 10 sc 1 lb.
Oil (1 pint) 1 sc 1 lb.
Prybar 8 cp 6 lb.
Rope (50 ft) 1 sc 10 lb.
Tent 8 sc 20 lb.
Toolkit 12 cp 4 lb.
Torch 1 cp 1 lb.
  • Alchemical materials: Alchemical creations require a cost measuring in alchemical materials. These can also be harvested from the land, or found in caches along with treasure.
  • Apothecary's kit: Essential for distilling poisons or brewing certain alchemical creations.
  • Bedroll: For sleeping on.
  • Candle: Provides dim light out 5 squares.
  • Day's rations: Enough food to subsist on comfortably for a single day.
  • Flask: A container for carrying liquids.
  • Hooded cloak: Grants a +2 bonus to Stealth in dim light or lower, but only when worn with cloth or leather armor.
  • Journal: For recording down important things, such as recipes, spells, the day's events, and so forth.
  • Instrument: A musical instrument.
  • Lockpicks: These grant a +2 bonus to Thievery checks to open a lock or to disable a trap.
  • Oil: A flammable liquid that can be used to ignite things, such as lamp, lanterns, braziers or people.
  • Prybar: Also known as a crowbar, grants a +2 bonus for forcing open doors, chests and the like. Increases to +6 if used by two people.
  • Rope: Fifty feet of strong rope. Additional purchases can either be separate lengths of rope, or can add an extra fifty feet to an existing length of rope.
  • Tent: A small temporary shelter from the elements. Can be camouflaged for an extra 2 silver coins.
  • Toolkit: Hammer, saw, nails and other tools for crafting or repairing items.
  • Torch: Provides bright light out 5 squares, and dim light out 10 squares.

Services

Item Price Weight
Lodgings (squalid) 1 cp -
Lodgings (comfortable) 2 sc -
Lodgings (opulent) 2 gc -
Meal (common) 8 cp -
Meal (feast) 6 sc -
Passage (cramped) 6 cp -
Passage (comfortable) 3 sc -
  • Lodgings: The cost for a single person to stay at an inn for a single night. Cheaper inns are typically dens of disease and villainy.
  • Meal: The cost of a single meal for five to six people, including drinks. Common meals are plain but filling, feasts are delicious and satisfying.
  • Passage: The cost for a single person to travel on a ship from one port to another. Charting a ship to faraway ports, or to an uninhabited/hostile place, will increase the cost.

Mounts & Vehicles

Item Price Weight
Camel 2 sc -
Chariot 16 sc -
Elephant 5 gc -
Horse 18 cp -
Howdah 38 sp -
Mule 12 cp -
Ship 500 gc -
Wagon 4 sp -
  • Camel: A hardy, desert-going mount that can travel for long periods of time.
  • Chariot: A small vehicle pulled by one or two creatures.
  • Elephant: A very large mount capable of carrying many riders, or a howdah.
  • Horse: A fleet-footed mount that is fast and agile.
  • Howdah: A mounted fort that fits on the back of an elephant to provide cover to its riders.
  • Mule: A stoic and cheap little mount that is used as a beast of burden.
  • Ship: A sailing vessel large enough to carry passengers and cargo.
  • Wagon: A cart used for carrying people or cargo.

Full details located on the Mounts & Vehicles page.