CS:Starting Equipment

From Anstepedia

Note

  • All new characters have 100 SP as starting cash. You must do this in front of an Taneest(a), or it doesn't count.
  • Here is a short list of Equipment that starting Characters can choose from.
    If you're just starting out, you can only choose from what is on this page.
  • These prices are for new Characters ONLY.
Table of contents

Swords, Knives, and Axes

Name(s) Size Price (SP) Range Damage Special Notes
Dagger, KnifeTiny
Basic
2Melee1d4--Finesse Style can be used. Can be thrown, range 3 squares.
Foil, ThinbladeSmall
Martial
12Melee1d5+1 DisarmFinesse Style can be used. Fencing Weapon
Hand Axe, Throwing AxeSmall
Basic
6Melee1d6--Can be thrown, range 2 squares.
ShortswordSmall
Basic
6Melee1d6----
Battleaxe, Dwarven AxeMedium
Martial
10Melee1d8----
Bastard SwordMedium
Martial
14Melee1d10--2 Handed
Epee, Royal BladeMedium
Martial
15Melee1d7+1 DisarmFinesse Style can be used. Fencing Weapon
Longsword, EinhanderMedium
Martial
10Melee1d8----
Rapier, SaberMedium
Martial
20Melee1d8+1 DisarmFinesse Style can be used. Fencing Weapon
Scimitar, ElvenbladeMedium
Martial
10Melee1d8----
Greataxe, War AxeLarge
Martial
20Melee1d12--2 Handed
Greatsword, Zweihander, ClaymoreLarge
Martial
40Melee2d6--2 Handed


Polearms and Staves

Name(s) Size Price (SP) Range Damage Special Notes
Shortspear, JavelinMedium
Basic
6Melee1d8--Can be thrown, range 3 squares.
TridentMedium
Exotic
102 squares1d8+1 Disarm--
Halberd, Voulge, GuisarmeLarge
Martial
132 squares1d10+1 Disarm2 Handed
Quarterstaff, Bo StaffLarge
Basic
13Melee1d6+1 Attack2 Handed, counts as dual wield if used for +1 Attacks
Spear, LongspearLarge
Basic
152 squares1d10--2 Handed, can be thrown, range 3 squares.
Scythe, Headsman's AxeLarge
Martial
18Melee3d4--2 Handed

Glove Weapons

Name(s) Size Price (SP) Range Damage Special Notes
Claw ExtendersSmall
Exotic
6Melee+1 Dice--Improves unarmed damage dice
Heavy GauntletsSmall
Basic
13Melee1d7----
Spiked GauntletsSmall
Basic
20Melee1d9----
Wrist ClawsMedium
Exotic
30Melee+2 Dice--Improves unarmed damage dice

Blunt Weapons

Name(s) Size Price (SP) Range Damage Special Notes
Light HammerSmall
Basic
2Melee1d5--Can be thrown, range 3 squares.
Light MaceSmall
Basic
5Melee1d6--Can be thrown, range 2 squares.
ClubMedium
Basic
1Melee1d6----
Heavy Mace, War MaceMedium
Martial
10Melee1d8----
WarhammerMedium
Martial
10Melee1d8--Can be thrown, range 2 squares.
GreatclubLarge
Basic
5Melee1d10--2 Handed

Ranged Weapons

Name(s) Size Price (SP) Range Damage Special Notes
Darts, NeedlesSmall
Exotic
2 per 102 squares1d4----
Sling, SlingshotSmall
Basic
22 squares1d4Needs Bullets--
WhipMedium
Exotic
82 squares1d4+1 Disarm; +1 Trip--
CrossbowMedium
Basic
504 squares1d8Needs Bolts--
Shortbow, Elven BowMedium
Basic
254 squares1d8Needs Arrows2 Handed
Longbow, War BowLarge
Martial
756 squares1d10Needs Arrows2 Handed
Heavy CrossbowLarge
Martial
756 squares1d12Needs Bolts2 Handed

Armor

Name(s) Type Price (SP) AC Bonus Max Dex Notes
Leather ArmorLight20+3+5Fully non-metal armor
Studded Leather ArmorLight30+4+5--
Scale MailMedium60+6+3--

Shields

Name(s) Type Price (SP) AC Bonus Notes
Small Shield, BucklerWooden10+1--
Metal30+1--
Large Shield, Kite ShieldWooden20+2--
Metal40+2--
Note: Shields may be fitted with spikes for an additional 10 SP. The spikes are weapons that deal 1d6 damage. Attacking with a melee weapon and the shield in the same round is considered fighting with two weapons.

Potions/Reagents

Name Price (SP) Effect Notes
Potion of Minor Healing 15 Heals 14 HP One Use
Potion of Lesser Healing 25 Heals 30 HP One Use
Potion of Healing 35 Heals 60 HP One Use
Energy Reagent 40 +1 Preps accumulated in a Mage spell (can only use 1 at a time) One Use
Potion of Cure Disease 50 1d30+15 roll vs. BCR 25 to cure disease One Use
Potion of Cure Paralysis/Blindness 50 1d30+15 roll vs. BCR 25 to cure paralysis or blindness One Use

Scrolls

Name Price (SP) Effect Notes
Holy Writ40+1 Preps accumulated in a Cleric or Druid spellOne Use

Magical Robes

Type Name Price (SP) AC/MR Bonus Max Dex Bonus Notes
Mage RobesApprentice Robe25+1/+0+3--
Initiate Robe50+2/+0+3--
Cleric/Druid VestmentsChoir Robe25+1/+0+3--
Monk Robe50+2/+0+3--

Magical Staves

(All 2 Handed Weapons)

Size Name Price (SP) Damage Focus Notes
Large
Basic
Walking Stick131d6+0+1 Attack, counts as Dual Weapon.
Apprentice Staff501d6+1+1 Attack, counts as Dual Weapon.
Staff of the Kyi1001d8+1+1 Attack, counts as Dual Weapon. Grants Dual Wield 2 While Wielded.