WIKI
Wiki/Arms & Armor

Equipment

Arms & armor

Nobody starts with equipment: the party outfits itself at the surface counter before the first step down, and finds or buys the rest on the way. Each class may use only what it is trained for, and what a class cannot use, it cannot buy. Prices rise on the deeper floors' stalls, but slower than the gold you find there.

Melee weapons 16

NameDamageWho may use itFoundPriceDescription
CudgelCudgel1 to 3every classfloor 1Surface 5 · Floor 3 5 · Floor 6 10 · Floor 9 15A length of hardwood thickened at one end. Nothing about it was made for war.
DaggerDagger1 to 4every classfloor 1Surface 10 · Floor 3 15 · Floor 6 20 · Floor 9 35A short straight blade with a plain crossguard, carried as much for rope as for trouble.
Short SpearShort Spear1 to 5Fighter, Rogue, King and Herofloor 1Surface 20 · Floor 3 30 · Floor 6 45 · Floor 9 65A head of iron on a shaft of ash, light enough to hold level all day.
Hand AxeHand Axe1 to 6Fighter, Rogue, King and Herofloor 1Surface 30 · Floor 3 45 · Floor 6 65 · Floor 9 100A splitting axe with the haft cut down, meant for firewood and used for worse.
Parrying FangParrying Fang1 to 7Rogue, King and Herofloor 2not soldA hooked offhand blade, made to catch a swing and turn it wide of its mark.
SwordSword1 to 8Fighter, Rogue, King and Herofloor 1Surface 50 · Floor 3 75 · Floor 6 110 · Floor 9 170A straight arming sword with a leather grip, the common blade of every guardhouse.
Wizard BladeWizard Blade1 to 8Wizard, King and Herofloor 3not soldA slim blade with signs cut along the fuller, light enough to carry under a robe.
Flanged MaceFlanged Mace1 to 9Fighter, Rogue, King and Herofloor 3Floor 3 95 · Floor 6 145 · Floor 9 220Iron flanges on a short shaft, made to cave in what it cannot cut.
Battle AxeBattle Axe1 to 10Fighter, Rogue, King and Herofloor 4Floor 3 120 · Floor 6 180 · Floor 9 270A broad bearded axe on a two handed haft, heavy at the far end and slow to stop.
Void EdgeVoid Edge1 to 11Fighter, Rogue, King and Herofloor 5not soldA blade so dark it seems to stop short of its own point. It takes no light at all.
Elven BladeElven Blade1 to 12Fighter, Rogue, King and Herofloor 5not soldA narrow blade of pale metal, lighter than its length promises and still keen.
Great MaulGreat Maul1 to 14Fighter, Rogue, King and Herofloor 6Floor 6 315 · Floor 9 470A block of iron on a shaft long enough for both hands. It asks for room to swing.
Dwarven AxeDwarven Axe1 to 16Fighter, Rogue, King and Herofloor 6Floor 6 360 · Floor 9 540A short deep axe of mountain steel, heavier than anything its size has a right to be.
Thorned FlailThorned Flail1 to 18Fighter, Rogue, King and Herofloor 7not soldA spiked head on a chain, which goes where it is sent and not where it is aimed.
Sword KingSword King1 to 20Fighter, Rogue, King and Herofloor 8not soldA great sword with a crown worked into the pommel, made for a hand that never closed on it.
Blood DebtBlood Debt1 to 22Fighter, Rogue, King and Herofloor 9not soldA black blade that drinks from the hand holding it. Every swing costs one hit point, hit or miss, and it never takes the last. Every swing costs a hit point but the last

Ranged weapons 13

NameDamageShotWho may use itFoundPriceDescription
Dart GunDart Gunby the tip20 per purchaseevery classfloor 1Surface 40 · Floor 3 60 · Floor 6 90 · Floor 9 135A tube that spits darts. The tip decides.
SlingSling1 to 2Never runs outevery classfloor 1Surface 10 · Floor 3 15 · Floor 6 20 · Floor 9 35A leather cradle on two cords.
Short BowShort Bow1 to 620 per purchaseFighter, Rogue, King and Herofloor 1Surface 30 · Floor 3 45 · Floor 6 65 · Floor 9 100A plain bow of horn and sinew.
CrossbowCrossbow1 to 820 per purchaseFighter, Rogue, King and Herofloor 1Surface 60 · Floor 3 90 · Floor 6 135 · Floor 9 200A cranked bow on a stock, slow and heavy.
Hunter's BowHunter's Bow1 to 720 per purchaseRogue, King and Herofloor 3not soldA poacher's bow, light and quiet.
Alertness BowAlertness Bow1 to 6Never runs outFighter, Rogue, King and Herofloor 4not soldA bow whose quiver is never empty.
Long BowLong Bow1 to 1020 per purchaseFighter, Rogue, King and Herofloor 4Floor 3 135 · Floor 6 200 · Floor 9 305A bow of yew, taller than its archer.
Warball & ChainWarball & Chain1 to 20One throw a battleFighter, Rogue, King and Herofloor 4Floor 6 505 · Floor 9 760A spiked ball on a chain, swung or thrown.
Spirit SlingSpirit Sling1 to 8Never runs outFighter, Rogue, King and Herofloor 5not soldA cradle of light that fills its own shot. It conjures every shot it fires
Flint BowFlint Bow1 to 920 per purchaseFighter, Rogue, King and Herofloor 5not soldA rough bow that throws stone arrows.
Bow of StrengthBow of Strength1 to 1220 per purchaseFighter, Rogue, King and Herofloor 7not soldA great bow of horn, stiff and slow to bend.
Storm JavelinStorm Javelin1 to 30One throw a battleFighter, Rogue, King and Herofloor 8not soldOne throw a fight, and the hand is empty. It swings as bare hands, thrown or not
Siege CrossbowSiege Crossbow1 to 1420 per purchaseFighter, Rogue, King and Herofloor 9Floor 9 740A crossbow sized for a siege engine.

Armor 12

NameProtectionWho may use itFoundPriceDescription
Padded CoatPadded Coat1every classfloor 1Surface 10 · Floor 3 15 · Floor 6 20 · Floor 9 35Layers of linen quilted together, which turns a glancing blow and little else.
Warden MailWarden Mail1Fighter, King and Herofloor 6not soldA thin coat of rings, marked at the throat. Half the special attacks that reach the wearer do nothing at all. Special attacks fail half the time
LeatherLeather2every classfloor 1Surface 20 · Floor 3 30 · Floor 6 45 · Floor 9 65A hardened leather jerkin, cheap and quiet and open to anybody.
Shadow WeaveShadow Weave3Rogue, King and Herofloor 5not soldA dark weave that drinks the lamplight. No chest trap and no vault lock touches the one wearing it. Traps and vault locks do not touch this
Ring MailRing Mail4Fighter, King and Herofloor 1Surface 50 · Floor 3 75 · Floor 6 110 · Floor 9 170Iron rings sewn onto a leather backing, noisy and honest.
Scale MailScale Mail5Fighter, King and Herofloor 3Floor 3 105 · Floor 6 155 · Floor 9 235Overlapping plates sewn in rows like fish scales, heavy across the shoulders.
Plate MailPlate Mail6Fighter, King and Herofloor 4Floor 6 225 · Floor 9 335Shaped plates over a mail shirt, fitted by somebody who charged for it.
Elven MailElven Mail8Fighter, King and Herofloor 3not soldRings of pale metal so fine the whole coat folds into a saddlebag.
Warrior MailWarrior Mail9Fighter, King and Herofloor 5Floor 9 675A soldier's coat, patched at the shoulder where something once got through.
Obsidian PlateObsidian Plate10Fighter, King and Herofloor 7Floor 9 875Plates of black glass bound in iron, cold to the touch and strangely light.
Hero MailHero Mail11Fighter, King and Herofloor 7not soldA bright coat out of an old story, kept whole by whatever the story was about.
Kingsguard MailKingsguard Mail12Fighter, King and Herofloor 9not soldThe coat of the king's own guard, worked in gold and never once offered for sale.

Shields 8

NameProtectionWho may use itFoundPriceDescription
Wooden ShieldWooden Shield1Fighter, King and Herofloor 1Surface 10 · Floor 3 15 · Floor 6 20 · Floor 9 35A round board of planked wood with an iron boss at the center.
Magic ArmbandsMagic Armbands2every classfloor 3not soldTwo plain bands that push a blow wide before it arrives.
BucklerBuckler2Fighter, King and Herofloor 2Surface 25 · Floor 3 35 · Floor 6 55 · Floor 9 85A small iron fist shield, dearer than the board and worth the difference.
Kite ShieldKite Shield3Fighter, King and Herofloor 4Floor 3 90 · Floor 6 135 · Floor 9 200A long shield tapered to a point, deep enough to cover a leg and a chest both.
Dancing ShieldDancing Shield4Fighter, King and Herofloor 5Floor 6 315 · Floor 9 470It drifts at arm's length and meets whatever comes before its owner does.
Aegis of StillnessAegis of Stillness4Fighter, King and Herofloor 6not soldA gray disc that never moves and is never marred, immune to monster attacks that would damage other shields. Nothing mars this, or the mail behind it
Cloak of HidingCloak of Hiding5every classfloor 8Floor 9 1,010A gray cloak that makes its wearer harder to pick out and harder to hit.
Veil of EmbersVeil of Embers6Fighter, King and Herofloor 9not soldA hanging veil of slow sparks that burns up what comes through it.

Ammunition 8

NameDamageFeedsWho may use itPriceDescription
StonesStonesthe weapon'sSlingevery classnot soldRiver stones the size of an egg. There are always more of them.
ArrowsArrowsthe weapon'sShort Bow, Hunter's Bow, Alertness Bow, Long Bowevery classSurface 10 · Floor 3 15 · Floor 6 20 · Floor 9 35Straight shafts fletched with goose feather, sold by the sheaf.
QuarrelsQuarrelsthe weapon'sCrossbow, Siege Crossbowevery classSurface 20 · Floor 3 30 · Floor 6 45 · Floor 9 65Short iron bolts, heavy for their length and made to punch through.
Stone ArrowsStone Arrowsthe weapon'sFlint Bow, Bow of Strengthevery classFloor 6 110 · Floor 9 170Shafts tipped with knapped stone, cut for bows too stiff for iron.
Stone Dart TipsStone Dart Tips1 to 4Dart Gunevery classSurface 5 · Floor 3 5 · Floor 6 10 · Floor 9 15Chips of flint bound to a dart. Cheap, and the first thing a gun is fed.
Iron Dart TipsIron Dart Tips1 to 8Dart Gunevery classFloor 3 30 · Floor 6 45 · Floor 9 65Plain iron points, true enough and sold on every shelf past the first.
Steel Dart TipsSteel Dart Tips1 to 12Dart Gunevery classFloor 6 135 · Floor 9 200Ground steel points, the hardest hitting tip a counter sells.
Magic Dart TipsMagic Dart Tips1 to 8Dart Gunevery classnot soldTips that find their mark. A shot with them never misses and lands for its full eight, however worn the gun. No counter sells them. These tips never miss

Supplies

Map

The plan of the floor you are standing on, drawn by somebody who came down before you. It fills in the rooms and corridors you have not seen yet, and the way down among them. The stairs down will not open until the party holds it. It is never used up.

Rations

Rations, ten meals for the party. Buy them before you go.

Price
20 gold for 10
Carried
100 at most

Bare hands

What a member swings with no blade in hand, or with a bow: 1 to 2 damage.

Each member carries 2 weapons and up to 10 magic items, and holds at most 100 of any one kind of shot.