Equipment

Currency

The standard currencies in Valoria are:

  • Copper (cp): Common coins used for everyday purchases
  • Silver (sp): 1 silver = 10 copper
  • Gold (gp): 1 gold = 10 silver

Starting characters begin with 3d6 silver pieces unless their background suggests otherwise.

Weapons

Melee Weapons

WeaponDamageCostNotes
Dagger12 spCan be thrown (short range)
Short Sword210 sp-
Long Sword215 spDeal 3 damage when used two-handed
Great Sword325 spRequires two hands
Mace28 sp+1 damage versus undead
War Hammer212 spDeal 3 damage when used two-handed
Battle Axe210 spDeal 3 damage when used two-handed
Great Axe320 spRequires two hands
Spear25 spCan be thrown (medium range), can attack enemies 1 space away
Staff12 spRequires two hands, can attack enemies 1 space away
Club11 sp+1 damage versus undead
Flail215 spIgnores benefit from shields

Ranged Weapons

WeaponDamageCostRangeNotes
Short Bow215 spMediumRequires two hands
Long Bow325 spLongRequires two hands, requires Body 3+
Crossbow, Light220 spMediumRequires an action to reload
Crossbow, Heavy330 spLongRequires an action to reload, requires Body 3+
Sling11 spMedium-
Thrown Dagger12 spShort-
Thrown Spear25 spMediumRequires Body 3+

Range Categories

  • Short: Up to 5 spaces
  • Medium: Up to 10 spaces
  • Long: Up to 20 spaces

Armor

ArmorProtectionCostNotes
Padded/Leather110 spNo penalties
Studded Leather120 spNo penalties, +1 die to Stealth checks
Hide115 sp-1 die to Stealth checks
Chain Shirt230 sp-1 die to Stealth checks
Scale Mail240 sp-2 dice to Stealth checks
Breastplate260 sp-1 die to Stealth checks
Half Plate3100 sp-2 dice to Stealth checks
Full Plate4200 sp-2 dice to Stealth and Athletics checks
Shield+110 spRequires one hand

Adventuring Gear

ItemCostNotes
Adventurer's Pack10 spBackpack, bedroll, flint and steel, torches (3), rations (5 days), waterskin, rope (50ft)
Alchemist's Supplies30 spRequired for crafting potions
Arrows/Bolts (20)1 spAmmunition for bows/crossbows
Bandages5 cpCan stabilize a dying character
Climbing Kit5 sp+1 die to climbing checks
Grappling Hook2 spFor climbing or retrieving distant objects
Healer's Kit10 spHeal 1 Wound once per day (3 uses)
Holy Symbol5 spFocus for divine spellcasting
Lantern5 spProvides light for 6 hours with oil
Lock Picks2 spRequired for picking locks
Musical Instrument5-25 spVaries by type
Oil (flask)1 spLantern fuel or improvised weapon
Potion of Healing15 spHeal 2 Wounds when consumed
Rations (1 day)5 cpFood for one day of travel
Rope (50 ft)1 spHemp or silk (5 sp, supports more weight)
Spellbook25 spRequired for arcane spellcasting
Tent5 spShelter for 1-2 people
Thieves' Tools15 sp+1 die to pick locks and disarm traps
Torch1 cpBurns for 1 hour, provides light
Waterskin2 spHolds enough water for one day

Magical Items

These items are rare and typically not available for purchase. They are usually found as treasure or rewards.

Common Magical Items

ItemEffect
Potion of Greater HealingHeal 4 Wounds when consumed
Ring of Protection+1 to defense rolls
Boots of Stealth+1 die to Stealth checks
Cloak of ResistanceReduce damage from one element by 1
Wand of Magic DetectionCast "Detect Magic" once per day
Bag of HoldingCan carry items beyond normal encumbrance limit

Uncommon Magical Items

ItemEffect
Enchanted Weapon+1 die to attack rolls with this weapon
Enchanted Armor+1 to armor's protection value
Boots of SpeedIncrease movement by 3 spaces
Gloves of Climbing+2 dice to climbing checks
Ring of Mind Shielding+1 die to resist mind-affecting spells
Amulet of Health+1 to Body attribute (maximum 4)

Rare Magical Items

ItemEffect
Master-Crafted Weapon+2 dice to attack rolls with this weapon
Master-Crafted Armor+2 to armor's protection value
Flying CarpetCan fly for up to 3 hours per day
Staff of PowerStore up to 3 spell cards for later use
Ring of InvisibilityTurn invisible for up to 10 minutes per day
Amulet of MagicDraw 2 additional cards for spellcasting each day

Encumbrance (Optional Rule)

Characters can carry a number of significant items equal to their Body attribute × 3 without penalty. Each additional item imposes a -1 die penalty to physical actions. Some large or heavy items may count as multiple items at the GM's discretion.