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πŸ›‘οΈ Equipment & Magic Items Compendium

Weapons, armor, shields, adventuring gear, vehicles, and wondrous items.

625 Total Items
πŸ›‘οΈ Equipment Economy & Item Rules

Rules of Legend standardizes currency, weapon traits, and gear encumbrance:

Silver Standard Base prices are listed in silver pieces (sp). Standard conversion: 10 cp = 1 sp, 10 sp = 1 gp, 10 gp = 1 pp.
Weight & Encumbrance Weights are measured in metric kilograms (kg). Encumbrance thresholds are determined by your character's Strength score.
Weapon Sizes Weapons must match creature size category. Wielding inappropriately sized weapons imparts attack or AP penalties.
Masterwork & Magic Masterwork gear confers bonuses to attack, checks, or armor check penalties, and can be enchanted with supernatural properties.
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Item Name β–Ό Z-A Type / Subtype ↕ Cost (sp) ↕ Weight (kg) ↕ Traits / Special Action
Dart Weapons / Melee Weapons 0.2 0.2
Weapon { Qual=Gen || SmT; AttMod=DexMod; Dmg=d4+StrMod P; MinReach=0; Range=4; }
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Dark Reaver powder (per dose) Misc. Gear / Alchemy 300.0 β€”
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Dagger, punching Weapons / Melee Weapons 0.6 0.5
Weapon { Qual=Gen || LtB; AttMod=StrMod+1; Dmg=d6+StrMod P; CritMul=+1; MinReach=0; }
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Dagger Weapons / Melee Weapons 0.6 0.5
Weapon { Qual=Gen || Fnc || LtB || SmT || Mnk; AttMod=DexMod+1; ParMod=+1; Dmg=d6+StrMod P/S; CritRn...
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Cutlass Weapons / Melee Weapons 5.0 1.5
Weapon { Qual=Gen || Fnc || LtB; AttMod=StrMod+1; ParMod=+1; Dmg=d8+StrMod P/S; CritRng=+1; MinReach...
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Cudgel Weapons / Melee Weapons 0.6 2.5
Weapon { Qual=Gen || Clb; AttMod=StrMod+1; Dmg=d8+StrMod B; CritMul=+1; }
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Crystal, small Valuables / Art Objects 2.0 β€”
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Crystal, large Valuables / Art Objects 200.0 3.0
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Crystal, average Valuables / Art Objects 20.0 0.3
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Crowbar Misc. Gear / Crafting & Tools 2.0 2.5
+2 circ bonus for opening doors, chests, etc.
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Crossbow, light triple Weapons / Projectile Weapons 30.0 2.5
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=8AP; Ammo=BoltLight; Cap=3; OnlyRanged=1; }
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Crossbow, light repeating Weapons / Projectile Weapons 80.0 3.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=8AP; Ammo=BoltLight; Cap=6; OnlyRanged=1; }
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Crossbow, light double Weapons / Projectile Weapons 22.0 2.5
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=6AP; Ammo=BoltLight; Cap=2; OnlyRanged=1; }
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Crossbow, light Weapons / Projectile Weapons 12.0 2.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+2; PrepTime=4AP; Ammo=BoltLight; OnlyRanged=1; }
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Crossbow, heavy repeating Weapons / Projectile Weapons 120.0 6.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=20AP; Ammo=BoltHeavy; Cap=6; OnlyRanged=1; }
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Crossbow, heavy double Weapons / Projectile Weapons 30.0 5.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=14AP; Ammo=BoltHeavy; Cap=2; OnlyRanged=1; }
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Crossbow, heavy Weapons / Projectile Weapons 15.0 4.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+2; PrepTime=10AP; Ammo=BoltHeavy; OnlyRanged=1; }
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Crossbow, hand Weapons / Projectile Weapons 35.0 1.0
Weapon { Qual=Gen || Crs; AttMod=DexMod+1; PrepTime=4AP; Ammo=BoltHand; OnlyRanged=1; }
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Cow Trade Goods / Livestock 10.0 400.0
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Courtier's outfit Armor & Clothing / Clothing 30.0 3.0
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Cotton cloth (sq.m) Trade Goods / Cloth 0.2 1.0
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Coracle Mounts & Vehicles / Ships 5.0 20.0
Vehicle { Qual=WaterRowed; Prop=Paddle; Spd=2; Crew=1; Cap=1 passenger and 50 kg; }
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Copper Trade Goods / Metals 10.0 1.0
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Construct Magic Items / Magic Constructs β€” β€”
Generic construct (base item)
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Cold weather outfit Armor & Clothing / Clothing 8.0 3.5
+5 circ bonus on Survival (Survive Severe Weather) in cold weather
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