Equipment is any kind of item that can be equipped in order to change a player's stats in some way.
Equipment is divided up into 8 slots:
- Accessory #1
- Accessory #2
- Main Hand
All other items are considered to be carried somewhere on your person.
There are a few "styles" players may want to consider when using weapons.
If a one-handed weapon is equipped with no other weapon or shield then the character will land a critical on a roll of 5-6 instead of just 6.
Shields add an extra layer of defence, which is essential for characters who rely on armour over dodging.
Two-handed weapons are much more powerful than most one-handed weapons you will find. They will, however, require particular Strength and/or Dexterity to wield.
Dual-wielding two one-handed weapons allows you two attacks (one per weapon), though Dexterity is halved when determining accuracy for the offhand weapon. The Ambidextrous Fighter Trait reduces this penalty.
Any kind of ranged attack will always have an initiative advantage over a melee weapon, be it a ranged weapon or a ranged spell. Ranged attacks might also have some additional advantages against certain enemies, such as those that fly.
Classes are given some basic armour to start with and are allowed to choose their starting weapon from any of the choices listed on the table below.
|Starting Weapon Choices||Stats||Recommended Classes|
|Iron Shortsword||3 Atk
|Warrior, Cleric, Crusader, Death Knight|
|Oak Shortbow||2 Atk
|Iron Longsword||4 Atk||Crusader, Death Knight, Assassin|
|Oak Quarterstaff||1 Atk
|Druid, Cleric, Mage|
|Iron Mace||3 Atk
|Cleric, Warrior, Crusader, Death Knight|
|Oak Staff||1 Atk +2 Int||Mage, Cleric, Death Knight, Druid|
|Dagger (2)||2 Atk (Each)||Assassin, Cultist|
|Iron Greataxe||6 Atk -2 Agi||Death Knight|
|Iron Scythe||4 Atk||Cultist|