Mundane armor is not commonly worn in the Dodekapolis, enchantments being far more preferred. All the same; shields, leather, chain, plate, and even bespoke suits of plate can be found in bazaars for very reasonable prices. These armors are assumed to be layered; chain includes leather, and plate includes chain and leather. If you are just ‘upgrading’ your armor, you can subtract the prices of the armor you already have. For example, if you already have leather armor and want to add chain to it, it might (prices can vary) cost 130 copper instead of 180. Bespoke armor is the exception to this. By definition, the entire set is made to measure so it must all be bought together at once. This layering is also reflected in the weights listed below.
 Something’s armor is what you subtract from any applicable source of damage that is done to you.
 Something’s defense is a bonus you get to the required attack roll to hit you.
 Armor and defense only apply to certain attacks and/or sources of damage, and these are noted in the description of the item.
 For more details on the rules of combat, see the page on Warfare.

Mundane Armor
Shield: Defense +1 vs attacks. Weight: 6 pounds. Cost: 15 to 25 copper.
Piecemeal Leather: Armor 2 vs attack damage. Weight: 13 pounds. Cost: 40 to 65 copper.
Piecemeal Maille: Armor 4 vs attack damage. Weight: 68 pounds. Cost: 150 to 190 copper.
Piecemeal Plate: Armor 6 vs attack damage. Weight: 133 pounds. Cost: 900 to 950 copper.
Bespoke Armor: Armor +2 vs attack damage. Weight: -15%. Cost: x15-20.

Garment Enchantments
Minor Defense: Defense +3 vs attacks. Cost: 45 to 60 copper.
Maintenance: Cleans and makes minor repairs to itself every hour. Cost: 25 to 30 copper.
Shield: Up to 12 temporary resilience to physical damage. Recharges 1 resilience every hour. Cost: 35 to 45 copper per point of resilience.
Vanguard: Single use. Provides resistance to the first source of damage you take. Cost: 35 to 45 copper.


Like armor, most mundane weaponry is not terribly favored in the Dodekapolis. Heavy, large, and antiquated, most citizens balk at the idea of carrying a sword, axe, or bow around a city. Stiletto daggers however do have some favor among citizens from all walks of life. More on weapon abilities, range, damage, and wounding can be found on the page on Warfare.
Mundane Weapons
Simple Melee: D4 damage. Cost: 20 to 40 copper.
Martial Melee: D6 damage. Cost: 100 to 200 copper.
Bow: Simple deals d4 damage, martial deals d6. Cost: 120 to 150 copper.
Crossbow: Simple deals d4 damage, martial deals d6. Cost: 70 to 140 copper.
Arrows and Bolts: Cost 4 to 8 copper per piece.

Firearms were the hot new thing until the Paroxysm brought ruin to the Prime Material. The specific salt used in their alchemical ammunition was unique to an intelligent and expanding coral colony in the Nidaj Bay, which was at the center of the surge of energy which collapsed the Deepline. As far as anyone knows, the salt is gone for good and the ammunition that existed three years ago is all there ever will be. Ammunition prices have skyrocketed while the firearms themselves have dropped in price, but it varies wildly based on circumstances.
Unrifled Firearm: Immediately wounds on a hit. Cost: 20 to 200 copper.
Rifled Firearm: Immediately wounds on a hit. Cost: 150 to 1000 copper.
Bullets: Cost tens of thousands of copper per round.

Weapon Enchantments
Guidance: As part of an attack action, the wielder can expend a charge to gain advantage on the attack. Cost: 20 to 30 copper per charge, up to a maximum of three charges.
Maintenance: Cleans and makes minor repairs to itself every hour. Cost: 25 to 30 copper.
Torch: Weapon either simply glows or is ablaze with a heatless and smokeless flame, shedding light as a torch. Cost: 25 to 40 copper. An additional 20 to 30 copper can be spent to make it switchable on and off, usually with a command word or gesture.

Wands are the weapon of choice for most citizens. They’re small, light, and skill in using them has a perception of sophistication and class.
Battle: Available in acid, cold, fire, force, lightning, and sonic varieties. With a successful attack, wielder can deal d6 damage of the appropriate type to a target within 30 feet. Cost: 7 to 9 copper per charge, up to a maximum of six charges.
Telekinesis: As a reaction, wielder can expend a charge to gain 5 pound telekinesis within 30 feet of their line of sight until the end of their next turn. Cost: 11 to 13 copper per charge, up to a maximum of six charges.

Extra Charges
Some items have charges and are priced by how many charges they start with. Unless you’re having something made custom or are buying from a discount goods vendor, items off the shelf will be made with the normal maximum amount of charges. It is possible though to “overcharge” an item, though many artificers refuse to do so. The work is risky and dangerous, not only endangering the item but the life and limb of the artificer. Overcharging has a tendency to result in small but very lethal explosions when not done very carefully by skilled hands. Each additional charge costs the maximum value of the existing charges. A proficient artificer can overcharge an item by 5 charges, an expert by 8, and a master by 10.


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