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.
- In Storage, select the item, select the owned character, then Equip to Items Worn. This works directly without a spare backpack slot.
- Alternatively, select carried gear in Character > Inventory and Equip it. Profile > Items Worn displays the same equipped pieces.
- 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.
- Unequipping combat gear returns it to Account Storage when built, otherwise to the backpack. A full destination blocks the move safely.
- 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.
| Equipment | Slot / hands | Required rank / discipline | Stat changes | Price |
|---|---|---|---|---|
| Simple Club | MAIN HAND | Citizen / Blunt Weapons 0 | attack +4, accuracy -2 | 3.000 Bucks |
| Pitchfork | MAIN HAND / two hands | Citizen / Polearms 0 | attack +3, accuracy +5, defense +1 | 4.000 Bucks |
| Simple Spear | MAIN HAND / two hands | Citizen / Polearms 1 | attack +6, accuracy +5 | 6.000 Bucks |
| Reinforced Club | MAIN HAND | Citizen / Blunt Weapons 1 | attack +7, accuracy -3 | 7.500 Bucks |
| Forged Mace | MAIN HAND | Gentleperson / Blunt Weapons 2 | attack +9, accuracy -4 | 11.000 Bucks |
| Reinforced Spear | MAIN HAND / two hands | Gentleperson / Polearms 2 | attack +9, accuracy +7, defense +2 | 14.000 Bucks |
| Leather Cap | HEAD | Citizen | defense +2 | 2.000 Bucks |
| Leather Apron | TORSO | Citizen | defense +5, evasion -1 | 6.000 Bucks |
| Leather Hand Wraps | OFF HAND | Citizen | defense +2, accuracy +2 | 3.500 Bucks |
| Wooden Shield | OFF HAND | Citizen | defense +4, evasion -2 | 4.500 Bucks |
| Reinforced Shield | OFF HAND | Gentleperson | defense +7, evasion -3 | 10.000 Bucks |
| Reinforced Trousers | LEGS | Citizen | defense +2 | 3.000 Bucks |
| Reinforced Boots | FEET | Citizen | defense +2, evasion +2 | 6.000 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.