Players can further define their characters with the type of weapons, armors, shields, and other gear they use during their adventures.

Starting Coin: Each new character starts with 100 silver pieces to purchase any additional starting gear. Characters typically purchase at least one weapon, and perhaps a set of armor or a shield. There are also many useful items in the Gear section and new characters start with a Backpack and some basic starting supplies (see the Gear section later in this chapter).


World Saga’s default setting assumes the use of metal coins as currency. If you are playing in a different setting, see Chapter 7 for ways to convert to other forms of currency.

Many transactions in a medieval or early Renaissance period involved bartering goods in exchange for other goods or services. Coins minted of precious metal, however, are a universally accepted form of currency due to the rarity and value of the metals.

Historically, coin weight and size varied considerably, but for the purposes of this game, assume coins all have the same standardized weight and size, about 0.35 ounces or 10 grams, with 50 coins to a pound or half-kilogram. This currency system aims to be mostly compatible with prices of other medieval fantasy roleplaying games that use copper (cp), silver (sp), and gold (gp) coins.

Common Pennies (cp) – These are very small and thin coins composed of mostly silver or copper for everyday use by common folk. Half and quarter pennies are often used as well.

Silver Pieces (sp) – These slightly larger coins are composed entirely of silver and are used for larger purchases and transporting wealth. All costs listed in this chapter (unless specified) are in silver pieces.

Gold Pieces (gp) – These rare coins are composed of gold and are used by the rich and powerful. Adventurers dream of a chest full of these valuable coins.


All items in World Saga have a Bulk rating. This is an abstract representation of an object’s weight and general volume and size. Characters have a Bulk Limit equal to their Strength attribute. This is the total number of Bulk units they can carry before they are Encumbered. Any Bulk greater than this value, and the character has the Encumbered condition until they decrease their load. The absolute Maximum Bulk a character can carry is equal to one and one-half their Strength attribute (rounded down).

Light Bulk items are smaller items that are less than 1 Bulk unit, typically small enough to hold in one hand and weighing less than a few pounds or about one kilogram. Light Bulk items are typically stored inside containers. Each container item has one or more Light Bulk item slots that can contain these items (see the Gear section later in this chapter). For the purposes of some containers, 5 Light Bulk items have about the same mass and volume as 1 unit of Bulk.


Weapons are divided into two categories: melee and ranged. Melee weapons use the Fighting skill and ranged weapon use the Shooting skill. Each of these categories have their own set of Weapon Groups. Each Weapon Group determines the Combat Maneuvers that are available for that weapon. As characters increase their Rank with different Weapon Groups, they gain access to more advanced Combat Maneuvers. For detailed descriptions of the available Combat Maneuvers, see Chapter 3.

Melee Weapon Groups


Sharp weapons such as hatchets, battleaxes, greataxes, poleaxes, and scythes. These weapons are used for making wide sweeping slashes. They can more easily chop through an enemy’s shield or cleave through an opponent’s defenses.


Blunt weapons such as clubs, staves, maces, morningstars, hammers, mauls, and picks. These weapons are used for bludgeoning blows. They are good for shoving opponents back, crushing them with pure strength, and knocking them to the ground.

Dueling Blades

Medium bladed weapons with sharp points such as arming swords, rapiers, sabres, and scimitars. These weapons are used for defensive parries and quick thrusts.


Chained weapons such as flails, great-flails, and spiked chains. These chained-based weapons combine the heavy blows of bludgeons with some of the reach advantage of polearms, and can be used to strike multiple opponents, trip an opponent, and otherwise knock them to the ground.

Large Blades

Large, bladed weapons such as broadswords, longswords, greatswords, katanas, and falchions. These weapons are quite versatile, they can be used to thrust with the blade’s tip, make wide slashing arcs with the blade, or even make full circle strikes when faced with too many opponents.


Long and piercing weapons such as spears, guisarmes, ranseurs, lances and other pointed polearms. These weapons are used for keeping your enemy at a distance, tripping enemies, and thrusting forward with deadly impalements.

Small Blades

Short bladed weapons such as shortswords, daggers, and knives. These weapons are used for quick slashing with the blade and piercing thrusts with the blade’s tip. 

Ranged Weapon Groups


Skills with shortbows and longbows. These weapons are used for quick and deadly shots from a distance.


Skills with hand crossbows and windlass crossbows. These weapons take more time to load and prepare, but they strike with much more force that a typical bow.


Skills with throwing axes, throwing knives, slings, and javelins. These weapons fling themselves or deadly stones at enemies from a distance.  They don’t have as much range as a bow, but they can hit with a hard punch.

Combat Maneuvers by Weapon Group

Training Rank:246
Attention Cost:
Dueling BladesThrustLungePress
Large BladesThrustSwipeCyclone
PolearmsFend OffTripImpale
Small BladesThrustFlurrySeize

Weapons Listing

The following section provides a list of common weapons in the game. Most weapons have Weapon Traits. These are special abilities of the weapon that can apply in certain situations. Weapon Traits are what make each weapon unique among other weapons within the same Weapon Group.

If there is a weapon that you wish to include in your game that is not on this list, talk with your GM to see if you can use the statistics of an existing weapon as a proxy or perhaps decide what traits make sense for your weapon.

Weapon Statistics

Armor Piercing X – After a successful Attack Roll against a target, the Defender takes an X situation penalty to their Protection value provided by their armor.

Concealable – The weapon is small and easily hidden in clothing. Any attempt to find the weapon requires a successful Investigate Basic Test by anyone searching for it.

Damage X – The weapon provides an item bonus (or penalty) to Damage. This bonus or penalty applies to the minimum damage dealt during an Attack Test with the weapon. A penalty will allow the minimum damage to be 0.

Encircle X – The weapon is particularly effective at getting around shields. During attacks with this weapon, the Defender takes an X penalty to any Block Defense Rolls.

Grapple – This weapon is small enough to be used while being Grappled. Normally, you cannot use a weapon while Grappled unless it has this trait.

Parry X – This weapon provides an item bonus (or penalty) to Parry attempts. When this weapon is wielded, you apply the bonus or penalty to all of your Parry Defense Rolls.

Range (X/Y/Z) – This weapon is a ranged weapon. The distances (in squares) is listed for each range category, Short, Medium, and Long. Distances up to X are Short range and have no Range Penalty applied to the Fire action. Distances greater than X and up to Y are Medium range and have a -2 untyped Range Penalty applied to the attack. Distances between Y and Z are Long range and have a –4 penalty. Distances greater than Z are Extreme range and have a -8 penalty.

Reach – This weapon is longer than most weapons, typically on a long shaft. You are able to Strike at enemies that are 2 squares away from you without being adjacent to them and Engaged in melee.

Reload X – This weapon has a complex reloading mechanic. You must take X Actions to reload the weapon. You can substitute your normal Move action for a Reload action and can thus spend one turn to reload a Reload 2 weapon.

Subdued – This weapon can be used to deal a non-lethal blow. Attacks with this weapon can choose to be non-lethal without suffering the usual -2 untyped penalty for making a non-lethal attack.

Two-Hand – This weapon can be used both with one hand and with two hands. When the weapon is used in two hands the weapon’s traits change to those listed in parentheses after the Two-Hand trait. It is a Free action to switch the number of hands on a weapon, but it can only be performed once per turn unless you spend an Action to do so.

Weapons by Group

H indicates the number of hands required to use the weapon.
C indicates the typical cost of the weapon (in silver pieces).
B indicates the Bulk of the item.

Bardiche, Glaive, Halberd2H103Parry -2, Damage +1, Reach
Battleaxe1H102Armor Piercing 1
Greataxe2H204Parry -2, Damage +1, Armor Piercing 1
Hatchet, Sickle1H51Parry -1, Grapple
Scythe2H204Parry -2, Damage +1, Armor Piercing 1, Reach
Club1H1 cp1Subdued
Mace, Warhammer1H102
Maul2H203Parry -2, Damage +1
Morningstar, Pick1H122Armor Piercing 1
Staff2H2 cp2Parry +1
Shortbow2H302Range (10/20/40)
Longbow2H603Range (15/30/60), Armor Piercing 1
* Arrows, 10x (Quiver)51 –
Hand Crossbow2H502Range (10/20/40), Reload 1, Armor Piercing 1
Windlass Crossbow2H753Range (15/30/60), Reload 2, Armor Piercing 2, Damage +1
* Bolts, 10x (Case)51 –
   Dueling Blades  
Arming sword,
Knight sword,
Viking sword
Estoc, Rapier1H202Parry +1, Damage -1
Sabre, Scimitar1H252Parry +1
Flail1H152Parry -2, Encircle 2
Spiked Chain
2H254Parry -2, Encircle 2, Damage +1
   Large Blades  
Falchion, Katana, Greatsword2H203Parry -2, Damage +1
Longsword1-2H153Parry -1, Two-Hand (-2 Parry, +1 Damage)
Guisarme, Lance, Pike, Ranseur2H153Parry -2, Damage +1, Reach
Spear1H22 –
   Small Blades  
Dagger1H21Parry -1, Grapple
Knife1H11Parry -2, Damage -1, Grapple, Concealable
Javelin1H22Range (4/8/16), Armor Piercing 1
Sling2H2 cp1Range (5/10/20)
* Bullets, 10x (Sack)2 cp1 –
Throwing axe1H41Range (2/4/8), Damage +1
Throwing knife1H21Range (3/6/12)
*Masterwork Weapon+500A masterfully made weapon grants a +1 Item bonus to Fighting/Shooting.


Armor can mean the difference between a lethal wound and a minor bruise. Armor helps characters reduce the amount of damage they might take in combat. However, armor can also slow the wearer down, making them easier targets for attacks.

Protection and Armor Dents: When a character who is wearing armor takes Stamina damage, they can reduce the amount of damage they take by the armor’s Protection value. Armor cannot reduce the damage below the minimum damage of the attack. Each time the armor reduces damage in this way, the armor takes a Dent. Armor can receive a number of Dents equal to its Protection value. When the number of Dents equals the Protection value of the armor, the armor gains the Broken condition and needs to be repaired. While the armor is Broken, the armor no longer reduces damage but retains the full penalties of wearing the armor. In order to repair a set of armor, a character can take the Repair action with Craft (Metalwork) or Craft (Textiles) as appropriate for the armor type. Alternatively, they can have the armor repaired for them in a friendly settlement (see Services later in this chapter).

Armor Statistics

Cost – Cost of this armor in silver pieces (sp).

Bulk – Weight and volume of this item in Bulk units. Armor has greater Bulk when it is not being worn. Add +1 Bulk for Light armor, +2 for Medium armor, +3 for Heavy armor, and +4 for Full armor. Clothing does not have Bulk when worn and is Light Bulk when not worn.

Protection (Prot) – Wearing heavier armor provides more protection from damage and harm. This is the amount that incoming damage is reduced. This number is also the number of Dents the armor can receive before becoming Broken and needing repair.

Minimum Str/End (MSE) – This is the minimum Strength and Endurance a character must possess to comfortably wear the armor. If a character does not have both a Strength and Endurance at least equal to this value, then they suffer an additional -1 penalty to Speed and an additional -2 penalty to Agility-based skills and Reflexes.

Speed Penalty – Heavier armor slows you down. This is an item penalty that is applied to your Speed.

Skill Penalty – Maneuvering in heavier armor is more difficult. This is an item penalty that is applied to Agility-based skill ranks (Athletics, Brawl, Dodge, Stealth, and Thievery). The GM might determine this penalty does not apply for a specific Test where armor is likely not to interfere.

Reflexes Penalty – This is an item penalty that is applied to your Reflexes rolls. Wearing heavier armor makes you slower to react.


C indicates the typical cost of the armor (in silver pieces).
B indicates the Bulk of the item.

Armor TypeCBProtMSESpeed PenaltySkill PenaltyReflex Penalty
Light Armor20226-0-0-1
Medium Armor50348-1-2-2
Heavy Armor1504610-2-4-4
Full Armor4006810-3-6-6
*Masterwork Armor+500A masterfully crafted set of armor grants a +1 Item bonus to maximum Stamina.

Armor Examples

Light Armors – Padded, Leather, or Studded Leather

Medium Armors – Hide Mail, Scale Mail, Chain Hauberk

Heavy Armor – Splint, Breastplate, Chainmail, or Half-plate

Full Armor – Field Plate 


Shields generally allow a character to use the Block skill for Defense Rolls. The exception is Bucklers, which can help a character parry incoming attacks. Larger shields also can provide Cover against ranged attacks.

Shield Statistics

Minimum Str/End (MSE) – This is the minimum Strength and Endurance a character must possess to comfortably use the shield. If a character does not have a Strength and Endurance equal to or greater than this value, then they suffer double the penalties for Speed and subtract the weight of the shield from Block rolls. 

Speed Penalty – This is an untyped penalty that is applied to your Speed. As is normal for untyped penalties, this penalty does stack with a penalty to Speed from wearing armor.

Parry– Bucklers provide a situation bonus that is applied to a character’s Parry rolls. Since this bonus’s type is situation, this bonus combines with a weapon’s item bonus to Parry rolls.

Cover – Larger shields provide Cover, which gives a situation penalty on ranged attacks against the shield bearer, see Cover in Chapter 6 (XXX). You can gain additional Cover by using the shield to take the Shelter action.


C indicates the typical cost of the shield (in silver pieces).
B indicates the Bulk of the item.

Shield TypeCBMSESpeed PenaltyTraits
Buckler1014-0Parry +1, Cannot Block.
Small Shield1026-0
Large Shield2038-1Lesser Cover (-2)
Tower Shield100510-2Standard Cover (-4)
Standing Shield50Greater Cover (-6), Immobile
*Masterwork Shield+500A masterfully crafted shield grants a +1 Item bonus to Block (does not apply to Bucklers).

Shield Examples

Buckler – Bucklers

Small Shields – Round Shields, Heater Shields, Rondaches

Large Shields – Kite Shields, Targes, Viking Round Shields

Tower Shields – Tower Shields, Pavise Shields

Standing Shields – Mantlets


Every new adventurer begins play with some basic camping gear and survival supplies. This includes a backpack, a bedroll, a blanket, a waterskin, and a fire kit for lighting fires. They also begin with 5 dry rations and a coil of rope. Players can also spend any remaining coins on other basic supplies listed below.

Adventuring Gear

C indicates the typical cost of the item (in silver pieces).
B indicates the Bulk of the item. L indicates Light Bulk items.

Backpack3(1)Carries 10 Light Bulk items. The backpack’s Bulk does not count when worn.
Barrel1010Carries 10 Bulk (50 Light Bulk) worth of items.
Bedroll2 cpLProvides minimum outdoor sleeping comfort.
Blanket2LA basic blanket to keep you warm during cold nights.
Book or Text10LReading material for those rare idle moments.
Candles (5x)1 cpLBurns for 1 Period and provides light (2 squares Dim Light, 1 square Bright Light). Great for nighttime reading.
Chest, Large155Carries 5 Bulk worth of items.
Chest, Small82Carries 2 Bulk worth of items.
Clothing, Common1LBasic work clothes for the everyday person.
Clothing, Fine20LFine clothing for nice affairs and the well-to-do.
Clothing, Luxurious500LLuxurious clothes for the nobility.
Clothing, Winter4LFur-lined cloaks and hoods for cold weather.
Compass10LProvides a +1 item bonus to Escort attempts.
Cookware, Quality201Provides a +1 item bonus to Cook attempts.
Crowbar51Provides a +2 item bonus to Break attempts.
Fire Kit5 cpLFlint, steel, and some bits of tinder. Can be used to light fires, takes a few minutes.
Grappling Hook2LGreat for climbing. Use Basic Athletics Test to throw the hook with an attached rope.
Keg, Large154Carries 12 units of Water, ale, or wine.
Keg, Small62Carries 6 units of Water, ale, or wine.
Ladder4 cp5Can ascend 2 squares (10 feet or 3 meters)
Lantern101Burns for 1 Period and provides light (8 squares Dim Light, 4 squares Bright Light).
Lantern Oil2 cpLLights a lantern for one Period (6 hours). Slow to burn, but otherwise quite flammable.
Lock20LIncludes a key.
Magnifying Glass400LProvides a +2 item bonus on Search attempts for looking closely for small clues.
Manacles50LIncludes a key.
Mirror10LA finely polished steel plate.
Musical Instrument101Small and portable; lute, flute, small drum, etc.
Pole, Wooden2 cp3A long pole that can poke objects up to 2 squares away.
Ration, Dry5 cpLBarely palatable dry food, enough for one day’s worth.
Religious Symbol, Wooden1LCarved in reverence to a deity or religious group.
Religious Symbol, Silver20LOften carried by prominent religious figures.
Religious Book10LA book of morale stories, scripture, or prayers.
Rope51Coil of hemp rope, 10 squares long (60 ft, 20 m)
Sack2 cpLCarries 5 Light Bulk items when held.
Saddlebags31Carries 10 Light Bulk items.
Soap, Medicinal1LProvides a +2 item bonus on Mend attempts. Single use item.
Spyglass200LProvides a +2 item bonus on Search attempts for looking over great distances.
Tack, Riding403Includes saddle, bit and bridle, and stirrups.
Tent, Single81Avoids penalties for Rest actions in inclement weather. Sleeps one.
Tent, Foursome503Avoids penalties for Rest actions in inclement weather. Sleeps four.
Tent, Pavilion40015Great for parties!
Tools, Alchemy403Required for Create or Repair with (Alchemy).
Tools, Artistry201Required for Create, Repair, or Write with (Art).
Tools, Carpentry152Required for Build, Create or Repair with (Carpentry).
Tools, Climbing51Grants a +2 item bonus to Climb attempts when set up.
Tools, Culinary101Required to Cook with (Culinary) without penalties.
Tools, Disguise201Required for Portray attempts to impersonate someone.
Tools, Ensnaring151Required to Ensnare or Trap enemies. Can also be used to Hunt with snares.
Tools, Fishing81Required for Fish attempts.
Tools, Fletching101Required for Create or Repair with (Bows).
Tools, Healing301Required for most Healing actions like Mend.
Tools, Jewelry301Required for Create or Repair with (Baubles).
Tools, Masonry152Required for Build, Create or Repair with (Masonry).
Tools, Master’s+500~Masterfully crafted version of tools, adds a +1 Item bonus when used.
Tools, Repairing201Allows Repair attempts on any item.
Tools, Smithing303Required for Build, Create or Repair with (Metalwork).
Tools, Textiles152Required for Build, Create or Repair with (Textiles).
Tools, Thievery30LRequired for Disable and Unlock using Thievery.
Tools, Writing15LRequired for Write, Create or Repair with (Literary).
Torch2 cpLBurns for 1 hour and provides light (8 squares Dim Light, 4 square Bright Light).
Waterskin5 cpLCan hold one day’s worth, or 1 unit of Water, Ale, or Wine.

Alchemical Items

Some people versed in the secret processes of alchemy are able to create powerful tools, tinctures, and tonics from seemingly mundane herbs, spices, and minerals. Alchemical items are created with the Craft (Alchemy) skill. These items may not be available in every campaign, so consult your GM if you wish to purchase any alchemical items during character creation.

Antitoxin Tonic30L+2 item bonus vs Poison afflictions for 1 Activity (10 minutes).
Medicinal Tincture30L+2 item bonus vs Disease afflictions for 1 day.
Boom Bomb30LGunpowder bomb (see below).
Rage Tonic60L+1 status bonus to Damage with melee weapons for 1 Activity (10 minutes).
Life Tonic30L+4 item bonus on Stabilize attempts.
Cat’s Eye Tonic70L+2 item bonus on Search and Seek attempts, do not suffer Dim Light penalties for 1 Activity (10 minutes).
Truth Tonic150L-4 item penalty to Bluff attempts.

Raw Resources

Raw resources can be used to Build buildings and camp amenities or Craft useful gear and items. The processing of raw resources into useful goods can also be quite profitable. Liquid resources (like Alcohol and Water) must be stored in containers and each unit corresponds to one use.

Alcohol2 cp~Ale, beer, cider, or wine. See Brew for effects.
Alcohol, Fine20~High quality alcohol. See Brew for effects.
Charcoal3 cp1Bag of charcoal. Crafted from Wood in a Charcoal Pit. Used for smelting and forging.
(wool, linen)
41A bolt of cloth used as a trade good. Can be crafted into clothing with Craft (Textiles).
Cloth, Fine (cotton, silk)201A bolt of fine cloth used as a trade good. Can be crafted into clothing with Craft (Textiles).
Coal1 cp1A chunk of raw coal for smelting and burning.
Copper Ingot100LA solid copper ingot, a useful metal for brewing and alchemy.
Copper Ore101A chunk of stone with metallic copper veins.
Dye / Ink1LSmall vial of colored dye or writing ink.
Gold Ingot10,000LA solid gold ingot, worth a fortune.
Gold Ore10001A chunk of stone with metallic gold veins.
Grain1/2 cpLHandful of raw grain (wheat, barley, rye, etc.).
Hide1 cp1A raw hide from a slain animal, use Tan to convert to Leather.
Iron Ingot10LA solid iron ingot, essential to Build and Craft.
Iron Ore11A chunk of stone with rusty iron veins.
Leather2 cpLA small bolt of tanned leather, used to Craft.
Meat2 cpLRaw meat and organs. Spoils in 3 days.
Silver Ingot1000LA solid silver ingot, worth a small fortune.
Silver Ore1001A chunk of stone with metallic silver veins.
Stone1 cp3A large chunk of building stone.
Tin Ore301A chunk of stone with metallic tin veins.
Tin Ingot300LA solid tin ingot, usable for metal alloys.
Vegetables1/2 cpLRaw fruits and vegetables. Spoils in 1 week.
Water~~A necessity of life and important to Craft.
Wood1 cp1Raw lumber and boards to Build and Craft.


Inns and Taverns

Animal Stabling2 cpPer day, includes feed and general care.
Armor Repair2Cost is per Dent repaired.
Item Repair5-10Repair does not include raw material cost.
Meal (crude)1 cpBread and watery soup or simple porridge. Cup of water.
Meal (modest)3 cpBread and hearty stew or bean porridge. Pint of ale.
Meal (fine)3Cheese and cured meat slices. Vegetable medley, small cut of meat. Cup of fine ale or wine.
Meal (luxury)10Fine cheeses and cured meats and sausages. Salad of fresh greens and fine cut of prime meat. Multiple cups of fine wine.
Lodging(Cost is per day, may discount if week paid up front)
Common floor space3 cpFloor space near the fire with a roof overhead.
Common room bed1Single bed in a common room. Might include a lockable chest for storage.
Private room, double bed5Lockable private bedroom with a lockable storage closet.
Private fine suite of rooms100Luxury suite of rooms with multiple beds (sleeps 6). Might have office area or external balcony.

Daily Upkeep Costs

For tracking of living costs over longer periods of time, these numbers reflect the cost for basic rent or property taxes, meals, and other taxes and fees.

Subsistence416Shared apartment or cottage.
Modest1040Private apartment or small home.
Fine3001200Quality apartment or moderate home.
Luxury10004000Extravagant apartment or large home.

Mounts and Pack Animals

It is often useful to have a mount for faster transportation, or an animal to help carry gear and supplies for a long expedition. The Cost includes appropriate tack, saddle, and saddlebags. The Bulk entry lists the number of Bulk the creature can carry.

Horse, Riding8016Requires successful Impress to calm if brought into combat, otherwise flees.
Horse, War30020Can be brought into combat and also don barding.
Mule, donkey, or other pack animal2016Requires successful Impress to calm if brought into combat, otherwise flees.

Travel Costs

These prices are for standard transportation per hex (6 miles, 10 km); meals or private sleeping arrangements are extra (see meals and lodging). Travel to dangerous or unknown lands are likely more expensive.

Travel ServiceCostNotes
Caravan Wagon3 cpA seat on a land-bound wagon.
Ferry or Riverboat4 cpPassage up, down, or across a river.
Private Carriage2 spA seat in a small private horse-drawn carriage.
Sailing Vessel6 cpPassage with minimal space on an oceanic voyage. Double price for private quarters.

Hirelings and Specialists

Paid laborers can provide some help at basic tasks, while skilled specialists can provide help with specific tasks. Cost is per day (or per task for some specialists) and rates are likely to double if brought into dangerous or unknown areas. The listed skill value is their Skill Rank for their primary skill, otherwise assume the NPC has a Skill Rank of 6 in everything else. NPC specialists usually take their time on their assignments and thus typically have a +4 situation bonus on related Tests.

Laborer16A basic laborer for manual and tedious tasks.
Specialist, Skilled58A trained and skilled professional.
Specialist, Expert1012A well-trained expert in a particular area.
Specialist, Master3014A well-experienced master of their discipline.
Guard / Soldier108A basic warrior with a Skill Rank of 8 for Dodge, Block and one Fighting weapon group. They have their own weapon, light armor, and a shield.
Mercenary2010A skilled warrior with a Skill Rank of 10 for Dodge, Block and one Fighting weapon group. They have their own weapon, medium armor, and a shield.