Training
Increase characteristic by 1 point
Increase Fate Points by 1 point
Learn Special Skill
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Cost
200* GCs
1000 GCs
200 GCs
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Armor
Shield
Leather armor
Chain armor
Plate armor
Mithril armor
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Cost
10 GCs
25 GCs
50 GCs
200 GCs
400 GCs
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Weapons
Dagger, spear, staff
Dagger (silver)
Sword, axe, hammer
Lance
2-handed sword/axe, halberd
Huge Weapon (Large Creature only)
Short bow
Bow
Long bow
Great bow
Crossbow pistol
Crossbow
Repeating crossbow (Dark Elf only)
Black powder pistol
6 arrows/bolts
6 shuriken (Rogue only)
Shot & powder horn (6 shots)
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Cost
10 GCs
30 GCs
25 GCs
25 GCs
50 GCs
200 GCs
10 GCs
15 GCs
40 GCs
100 GCs
30 GCs
30 GCs
60 GCs
120 GCs
10 GCs
10 GCs
25 GCs
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Henchmen Wages
Man-at-Arms
Elf Spearman (Elf only)
Sergeant
Captain (Human Warrior only)
Wardancer (Elf only)
Troll-Slayer (Dwarf only)
Apprentice (Wizard only)
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Hire
50 GCs
50 GCs
100 GCs
n/a
n/a
n/a
n/a
| Wages
35 GCs
35 GCs
75 GCs
50* GCs
50 GCs
50 GCs
(special)
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Equipment
10' rope
10 iron spikes
Greek fire flask
Rat poison
Screech bug
Tools
Treasure Chest
Lantern & oil
6 torches
Oil flask
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Cost
5 GCs
10 GCs
25 GCs
25 GCs
25 GCs
100 GCs
100 GCs
25 GCs
1 GC
1 GC
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Healer
Remove disease
Restore lost limb
Restore dead Hero
Healing potion
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Cost
100 GCs
500 GCs
1000 GCs
50 GCs
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Finances
Fee to Moneylender (per expedition)
Make or alter will
Carry out will
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Cost
5 GCs
25 GCs
20 GCs
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Spells
Spell Component
Basic Spell
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Cost
25 GCs
100 GCs
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Cost of Living: 10 GC + 5 GC per Fate Point
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Starting Currency: (1d4 + 4) * 10 GCs
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Spell Costs are listed separately.
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