From meals to torches, adventuring gear is essential to your party's success. You're assumed to start with basic clothing, and before your first adventure, you should equip yourself with weapons, armor, and other gear.
Main article: Weapon
A weapon, whether melee like a club or ranged like a crossbow, must be wielded by a character in order to use a power with the weapon keyword. If the character lacks a weapon, unarmed attack counts as a melee weapon. The weapon die of a weapon determines the damage of most weapon attack powers. Proficiency with a weapon, which may be granted by a class trait, racial trait, or feat, adds a bonus to attack rolls made using the weapon.
Main article: Implement
An implement, when wielded by a character proficient with the implement, grants various bonuses to powers with the implement keyword. If the character lacks an implement, implement powers can still be used, but without the benefit of an implement. Some characters can use weapons as implements, but proficiency with an item when used as an implement, and proficiency with the same item used as a weapon remain separate traits.
Main article: Armor
Armor, whether light armor like leather armor, heavy armor like chainmail, or shields, are protective items worn to increase a character's Armor Class or other defenses. Proficiency with armor and shields, which may be granted by a class trait or feat, is required for effective use. Characters who lack proficiency in worn armor incur a −2 penalty to AC and Reflex defenses. Characters who lack proficiency in a worn shield receive no AC or Reflex defense bonus from it.
Main article: Magic item
Wearable magic items that don't fall under armor, weapons, or implements can be generalized to Magic Items. This includes everything from footwear to hats, and even extends to other wearables, like companion slot items. While most Magic Items don't provide a direct boost to defense or attack, they generally come with power-like abilities or passive benefits that are unique to the item.
Main article: Adventuring gear
Miscellaneous adventuring gear, ranging from torches to trail rations to thieves' tools, are also needed for ordinary exploration and to improve certain skill checks.
When not traveling, it is possible to obtain various services rather than using adventurer's equipment. [PH:222]
|Meal, common||2 sp|
|Meal, feast||5 gp|
|Broy (1 pitcher)[DSCS:123]||2 cp|
|Ale (1 pitcher)||2 sp|
|Wine (1 bottle)||5 gp|
|Inn stay - typical room||5 sp|
|Inn stay - luxury room||2 gp|
|Levy [DSCS:123]||2 cp|
|Interpreter (Dark Sun, 1 day)||1 sp [DSCS:123]|
Main article: Buildings
Buildings are a special class of items, meant to be permanent infrastructure. They provide a main place where the adventurers can rest and recover, without worry about being exposed to the elements.