Gilded Dominion

Implemented

Equipment Dealer

Buy and repair equipment for the existing Items Worn system.

Equipment through the existing Items Worn slots

Combat gear uses Head, Torso, Main Hand, Off Hand, Legs and Feet. Trade > Equipment Dealer displays the same player listings as Marketplace > Equipment. Choose Account Storage or an owned character Inventory when buying. Use the Equipment filter to find weapons and armor in either view. Professional job tools remain Inventory tools.

  1. In Storage, select the item, select the owned character, then Equip to Items Worn. This works directly without a spare backpack slot.
  2. Alternatively, select carried gear in Character > Inventory and Equip it. Profile > Items Worn displays the same equipped pieces.
  3. Meet the item's social rank and weapon discipline requirements. Unequip off-hand gear before using a two-handed weapon; an equipped two-handed weapon blocks an off-hand item.
  4. Unequipping combat gear returns it to Account Storage when built, otherwise to the backpack. A full destination blocks the move safely.
  5. Finish an active encounter before changing equipment or skills. Repair requires the character to be free of conflicting physical work. Listed equipment cannot be equipped, repaired or moved until the listing is cancelled.

Weapons and protection catalog

Purchases check Social Status; equipping a weapon also checks its discipline. A two-handed weapon occupies Main Hand and blocks Off Hand. All current combat gear starts with 100 uses.

EquipmentSlot / handsRequired rank / disciplineStat changesPrice
Simple ClubMAIN HANDCitizen / Blunt Weapons 0attack +4, accuracy -23.000 Bucks
PitchforkMAIN HAND / two handsCitizen / Polearms 0attack +3, accuracy +5, defense +14.000 Bucks
Simple SpearMAIN HAND / two handsCitizen / Polearms 1attack +6, accuracy +56.000 Bucks
Reinforced ClubMAIN HANDCitizen / Blunt Weapons 1attack +7, accuracy -37.500 Bucks
Forged MaceMAIN HANDGentleperson / Blunt Weapons 2attack +9, accuracy -411.000 Bucks
Reinforced SpearMAIN HAND / two handsGentleperson / Polearms 2attack +9, accuracy +7, defense +214.000 Bucks
Leather CapHEADCitizendefense +22.000 Bucks
Leather ApronTORSOCitizendefense +5, evasion -16.000 Bucks
Leather Hand WrapsOFF HANDCitizendefense +2, accuracy +23.500 Bucks
Wooden ShieldOFF HANDCitizendefense +4, evasion -24.500 Bucks
Reinforced ShieldOFF HANDGentlepersondefense +7, evasion -310.000 Bucks
Reinforced TrousersLEGSCitizendefense +23.000 Bucks
Reinforced BootsFEETCitizendefense +2, evasion +26.000 Bucks

Wear and repairs

Real completed encounters remove one use from equipped combat gear. Practice does not. Broken pieces remain owned but give no bonuses; repair before equipping them again. Equipment repairs lists the active character's gear and household Storage gear; switch character to repair gear they carry.

  • Repair cost scales with missing uses: a fully worn item costs half its purchase price to restore. The displayed quote restores 100 uses.
  • Finish active encounters and conflicting physical work before buying or repairing. Purchases need destination capacity and on-hand Bucks.
  • Leather Workshop, Woodworking Shop and Smithy can craft some equipment. Move it out through Supplies before equipping. Firearms and player-versus-player combat remain outside this release.

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