Equipment

Slots
These are the Equipment Slots for a Player Character. Each Slot may only have 1 item of each type, except for accessories, of which 4 may be equipped.
 * Main Hand - Primary weapon held in the dominant hand
 * Off Hand - Shield, quiver, magical focus, or second weapon held in the non-dominant hand
 * If a Buckler is slotted in this hand, the player will still be able to hold a two-handed weapon, or their secondary weapon can be held in the off-hand
 * Secondary weapon - Another weapon, shield, quiver, or focus ready to be drawn at a moment's notice
 * Armor - Protective (or not) covering of the body
 * Head - Helmets, Circlets, Funny Cat Ears
 * Feet - Greaves, Boots or Shoes
 * Hands - Gauntlets, Bracers, Gloves
 * Belt - Holds up your pants
 * Belt Slot - some belts allow an additional weapon or item to be slotted for quick access
 * Accessories - rings, amulets, and trinkets that confer additional bonuses or abilities
 * Accessories - rings, amulets, and trinkets that confer additional bonuses or abilities
 * Accessories - rings, amulets, and trinkets that confer additional bonuses or abilities

Encumbrance

A Players total Carrying Capacity is equal to their Vitality (Power * Endurance).

Carrying heavy objects slows the character down. This has different levels of penalties.

Weapons
There are many weapons available, but all of them fit into one of the below basic categories. Within each category, there may be certain special weapons that do different damage types, have access to a different special/weapon art, or favor vertical versus horizontal attacks. For example, an Arming Sword and a Katana are both standard sword types with the same requirements and capable of performing both piercing and slashing attacks. However, the Arming Sword heavily favors vertical attacks and uses the standard Parry-Riposte sword special, while the Katana favors horizontal attacks and has a forward rushing attack special. For another example, a War Pick is a hammer-type weapon that produces piercing damage with all of its attacks.

Weapons
{| class="fandom-table" !

Name
!Weight !Stagger !

Damage Type
!STR/AGI Requirement !

Reach
!

Weapon Art
! colspan="6" |Shields ! colspan="6" |Held Items
 * Unarmed
 * 0
 * 0.25s
 * Blunt
 * N/A
 * Short
 * Grab
 * Dagger
 * 1
 * 0.3s
 * Pierce or Slash
 * 10/10
 * Short
 * Throw Dagger
 * Short Sword
 * 3
 * 0.4s
 * Pierce or Slash
 * 10/12
 * Short
 * Parry-Riposte
 * Rapier
 * 2
 * 0.3s
 * Pierce
 * 10/14
 * Medium
 * Parry-Riposte
 * Sword
 * 4
 * 0.5s
 * Pierce or Slash
 * 12/12
 * Medium
 * Parry-Riposte
 * Long Sword
 * 6
 * 1.5s
 * Pierce or Slash
 * 14/12
 * Long
 * Parry-Riposte, 2h
 * Hand Axe
 * 3
 * 0.5s
 * Slash
 * 11/11
 * Short
 * Shield Breaker
 * Battle Axe
 * 5
 * 2s
 * Slash or Blunt/Pierce
 * 13/11
 * Medium
 * Shield Breaker, 2h
 * Club
 * 4
 * 0.75s
 * Blunt
 * 10/10
 * Medium
 * Knockdown
 * Hammer
 * 5
 * 1s
 * Blunt or Pierce
 * 14/10
 * Medium
 * Knockdown
 * Mace
 * 4
 * 1s
 * Blunt
 * 12/10
 * Medium
 * Knockdown
 * Maul
 * 10
 * 3s
 * Blunt
 * 16/10
 * Medium
 * Knockdown, 2h
 * Short Spear
 * 3
 * 0.4s
 * Pierce
 * 10/13
 * Long
 * Leap Attack
 * Long Spear
 * 5
 * 0.75s
 * Pierce
 * 12/12
 * Long
 * Leap Attack, 2h
 * Halberd
 * 7
 * 1s
 * Pierce or Slash
 * 13/13
 * Long
 * Leap Attack, 2h
 * Quarterstaff
 * 3
 * 0.4s
 * Blunt
 * 10/10
 * Long
 * Defensive Spin, 2h
 * Wizard Staff
 * 2
 * 0.25s
 * Blunt, Enables Casting
 * N/A
 * Medium
 * Repel, 2h, Mana Regen
 * Short Bow
 * 2
 * 0.5s
 * Pierce (Quiver)
 * 12/14
 * Ranged
 * Aim
 * Long Bow
 * 4
 * 0.75s
 * Pierce (Quiver)
 * 14/12
 * Ranged
 * Aim
 * Wand
 * 1
 * none
 * Varies, Enables Casting
 * N/A
 * Ranged
 * Mana Recharge
 * Pierce (Quiver)
 * 12/14
 * Ranged
 * Aim
 * Long Bow
 * 4
 * 0.75s
 * Pierce (Quiver)
 * 14/12
 * Ranged
 * Aim
 * Wand
 * 1
 * none
 * Varies, Enables Casting
 * N/A
 * Ranged
 * Mana Recharge
 * Ranged
 * Mana Recharge
 * Small Shield
 * 2
 * 0.5s
 * Blunt
 * 10/10
 * Short
 * Offhand, Block
 * Large Shield
 * 6
 * 1s
 * Blunt
 * 13/10
 * Short
 * Offhand, Block
 * 13/10
 * Short
 * Offhand, Block
 * Focus
 * 1
 * Enables Casting
 * N/A
 * Offhand, Mana on Strike
 * Quiver
 * 3
 * Enables Bow
 * N/A
 * Offhand
 * }
 * 3
 * Enables Bow
 * N/A
 * Offhand
 * }
 * Offhand
 * }

Armor
Armor comes in a variety of styles and appearances, but all fall into six basic types, two each of light, medium, and heavy armor, all with progressively higher minimum endurance requirements to wear, and some with other special properties. There are also items that occupy the chest slot that do not count as armor, such as robes and other clothing, which do not impede casting and can be worn by monks. The heavier the armor, the more it increases the mana cost of casting spells, and greater armor weight leads to greater encumbrance. On the other hand, heavier armor offers greater damage and stagger resistance, and less stamina loss when receiving glancing blows.

Armor Types
{| class="fandom-table" !Name !Damage/stagger Reduction (will vary by type) !END Requirement !Weight !Mana Cost Penalty ! colspan="5" |

Non-Armor
! colspan="5" |
 * Robe
 * 0
 * N/A
 * 1
 * 0
 * Clothing
 * 0
 * N/A
 * 1
 * 0
 * 1
 * 0

Light Armor
! colspan="5" |
 * Gambeson
 * 10%
 * 11
 * 2
 * 5%
 * Leather
 * 15%
 * 12
 * 3
 * 10%
 * 3
 * 10%

Medium Armor
! colspan="5" |
 * Hauberk
 * 25%
 * 13
 * 5
 * 15%
 * Breastplate
 * 30%
 * 14
 * 6
 * 20%
 * 6
 * 20%

Heavy Armor

 * Banded Mail
 * 40%
 * 15
 * 8
 * 25%
 * Full Plate
 * 45%
 * 16
 * 10
 * 30%
 * }
 * 30%
 * }

Head
Various items may be worn on the head, such as helmets, hats, circlets and crowns, which confer a wide range of different benefits. Helmets often provide additional damage reduction, while other headgear generally confer bonuses to secondary stats or perform other modest magical effects.

Feet
Armored boots such as Sabatons provide additional damage reduction, while other boots and shoes provide no armor effects, but may provide some magical or other bonuses. Without any footwear at all, you move more slowly.

Hands
Gauntlets and bracers often provide additional damage reduction as well as increased damage with unarmed strikes. Gloves generally provide little or no protection, but may carry beneficial enchantments or other bonuses.

Belts
Belts rarely provide any additional protective benefit, but the right belt is essential for any adventurer. Some belts allow equipping an additional quick weapon, or may hold your quiver or magical focus for you, such as the Battle Harness, Skirmisher's Bandolier, or Apprentice's Sash, while others may provide useful magical benefits or allow an item to be used like a skill, like the Belt of Giant Strength or the Hip Flask or Thieves' Tools. Plus, you don't want your pants falling down in the middle of an adventure.

Accessories
No hero is complete without accessories. You may equip up to four rings, necklaces, earrings, hair clips, medals, tiny portraits in your pocket, watches, you get the picture, at a time. These often carry modest enchantments or ingenious mechanical devices to aid you in your quest, and may provide a passive benefit or an activated ability. For example the Ring of Regeneration applies a slow, permanent health regeneration for the player and does not require activation, but the Vial of Myconid Toxin, which provides a poison buff for 5 minutes, requires activation.