Equipment in the Wheel of Time


Food, Drink, and Lodging
Herbs and Medicines
Household Goods
Personal Equipment
Transportation and Animals
Armor Table
Weapons Table

Money
Nearly every nation uses a system of coinage that places 100 copper pennies(cp) to the gold mark(gm). Most also use the silver mark(sm), which is equal to 10 pennies (so there are 10 silver marks to the gold mark). In addition, most trading nations mint crowns(gc); there are typically 10 gold marks to the crown. Despite this uniformity, there are differences in weight between the coins. Merchants will nearly always accept heavier coins, but few will take lighter (although many commoners will). In this case, the customer can either visit a moneychanger, or simply pay enough extra to satisfy the merchant. All prices listed here are in Tar Valon coins.
Nation Gold Mark to Tar Valon's
Altara 0.75
Amadicia 1.0
Andor 1.5
Arad Doman 0.8
Arafell 0.75
Cairhien 0.8
Ghealdan 0.75
Illian 0.8
Kandor 1.0
Mayene 0.75
Murandy Does not mint own coinage
Saldaea 1.25
Shienar 0.75
Tar Valon 1.0
Tarabon 1.25
Tear 0.8

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Food, Drink, and Lodging
Service Cost Service Cost
Meal, common 5 cp Meal, exotic 5 gm+
Meal, laborer's 1 cp Meal, Rich 5 sm+
Room, barracks-style 1 cp Room, noble 2 gm
Room, private 1 sm Room, rich 5 sm
Room, servant's 4 cp Room, suite 2 gc+

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Herbs and Medicines
Herbs are used by characters with the Plant Lore skill to make poultices or infusions; these can then be used by characters with Healing skill to aid in the recovery of Body or Fortitude points. Each herb is listed with its normal (city) cost, its method of preparation (if used alone), its effect, and special notes. An Infusion simply requires water, to steep the herb in; a Tea requires boiling water; a Poultice requires a mortar and pestle and water; Salve is similar to a Poultice, but is not held against the skin, and generally cannot be prepared in the field, requiring slow boiling and mixing.

Herb Cost Preparation Effect Notes
Andilay Root 3 cp Infusion restores 1d6 Fortitude only works once before sleeping again
Boneknit 4 cp Salve allows +1 Body recovery per day
Chainleaf 1 cp Tea cures nausea
Corenroot 2 cp Infusion allows +1 Body recovery per day
Flatwort 1 cp Tea Each use restores 1d4 Fortitude More than 1 cup per hour causes violent illness
Forkroot 4 cp Tea causes somnolence for 1 hour prevents channeling
Goatflower, Blue 1 cp Poultice +1 Body/ 2 days only works if used with Boneknit
Healall 5 cp Infusion +1 Body recovery in battlefield care
Marisin 2 cp Tea with 1 hour sleep, recover 2 Fortitude causes drowsiness for 1 hour/ dose
Sleepwell Root 1 cp Infusion gives Deep Sleeper disadvantage for 1 hour

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Personal Equipment
Item Cost Item Cost
Backpack 4 sm Belt 4 cp+
Belt Pouch 1 sm Boots, Common 6 cp
Boots, Riding 2 sm Boots, Fancy 1 gm
Cloak 8 cp Dress, Common 1 sm
Dress, Fine 1 gm Dress, Silk 2 gc
Flute, Common 4 cp Flute, Fine 5 gm
Harp 10 gc Lute 8 gm
Lamp 4 gm Lantern 4 sm
Mortar and Pestle 3 sm Oil, lamp, flask 5 cp
Oil, Tairen fire, flask 1 sm Quiver 1 sm
Rope (10') 2 cp Rope, Silk (10') 2 sm
Saddle 8 sm Saddlebags 4 sm
Scabbard 1 sm Soap 1 cp
Spyglass 20 gc Tunic 6 cp


Transportation and Animals
Animals vary in price based upon quality and region. The following prices assume buying an animal of average quality for the type near the center of the known world. Exceptional mounts and similar "personal" animals are best provided for by taking the Possessions Advantage rather than by buying. Boat and carriage transportation is generally based upon a trip between major stops; substantial haggling often takes place for these fares.

Animal/ Transport Cost Animal/ Transport Cost
Fare, Riverboat, plain 1 sm Fare, Riverboat, rich 1 gm
Horse, Racing 10 gc Horse, Riding 1 gc
Horse, Light War 5 gc Horse, Heavy War 20 gc

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Armor
The table that follows gives the game statistics for many types of armor available in The Wheel of Time. Each has an entry for Defense; this is what the armor adds to its wearer's target number to be hit. In addition, each type has an entry for Damage; this is how much damage the armor absorbs from each successful attack. The Encumberance entry is the penalty to Quickness rolls while wearing this armor, and is also the penalty to the character's Movement and Initiative. Finally, each type has a listed Structure. For every 5 full Body points the character wearing the armor takes, the armor loses 1 Structure. At half Stucture, the armor is -1 to Defense and Damage. At zero Structure, the armor is effectively worthless. An armorer can repair damaged metal armor; leatherworkers or tailors can repair most other types.
Each suit of armor generally consists of a jerkin, breastplate, or hauberk of the named type, with helm, greaves, gauntlets, bracers, leggings, and arms of an appropriate type. For example, a suit of plate-and-mail uses a great helm. In general, these come with the suit and the values in the table assume the character has a full suit. Missing pieces can lower the defensive ability of the armor.
Armor Defense Damage Encumberance Structure
Back-and-Breast 3 3 3 10
Cloth 0 1 0 6
Leather 0 2 0 6
Mail 2 3 2 8
Plate-and-Mail 3 4 4 10
Scale 1 3 1 8
Shield, Buckler 1 0 0 N/A
Shield, Body 2 0 1 N/A
Shield, Tower 3 0 2 N/A
Studded Leather 0 3 0 6

Armor Cost Armor Cost
Back-and-Breast 25 gc Cloth 2 sm
Leather 2 gm Mail 15 gc
Plate-and-Mail 40 gc Scale 10 gc
Shield, Buckler 1 gm Shield, Body 1 gc
Shield, Tower 6 gc Studded Leather 6 gm

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Weapons
In this table, each weapon has a damage rating based on either the wielder's Strength or (for missile weapons) a set damage die. In either case, only 1 total is kept, as always. Damage dice can surge.
Each weapon also has a range. For melee weapons, this is either "close" or "extended". For missile weapons, this is given as follows: minimum/short/long/extreme. Unless otherwise noted, all missile weapons require two hands.
Weapon Damage Range Notes
Axe, Battle 2 Str dice close
Axe, Hatchet 1/2 Str die close or 3/10/15/20 can be used off-hand
Axe, Woodsman's one Str die close
Bill two Str dice extended 2-handed; see Mass Combat
Bow, Horse one d6 5/20/80/150 +1 to Mounted Archery rolls
Bow, Short two d6 5/25/100/175
Bow, Two Rivers Pile Arrow: one d8, ignore armor; Broadhead: three d8 10/50/150/300 min Strength d8; cannot be used mounted
Crossbow two d8 5/30/100/200 min Str d6; takes 1 action to load
Crossbow, Arbalest two d12 5/80/200/400 min Str d8; takes 2 actions to load
Crossbow, Hand two d4 5/15/40/80 takes 1 action to load; can be fired 1 handed
Knife one-half Str die close or 3/10/15/20 can be used off-hand
Lance one Str die + one mount Str die (if mounted) extended any surge causes lance to break
Long-knife(dagger) one-half Str die +1 close or 3/10/15/20 can be used off-hand; +1 Parry
Mace(club) one Str die -1 close can be used off-hand
Morning Star(spiked mace) one Str die close
Pike one Str die (+ one Str die of opponent if receiving charge) extended 2-handed; see rules in Mass Combat
Quarterstaff one Str die close/extended +1 to Parry; 2-handed
Shield, Body one-half Str die close used off-handed
Spear one Str die close/extended 2-handed
Spear, Short one Str die -1 close or 3/10/25/50
Sword, Broad one Str die -1 close +1 to Parry, -1 to Attack
Sword, Great two Str dice close 2-handed
Sword, Long one Str die close
Sword, Short one Str die -2 close can be used off-hand
Sword-breaker one-half Str die close can be used off-hand

Weapon Cost Weapon Cost
Arrow, Horse/Short 2 cp Arrow, Broadhead 3 cp
Arrow, Pile 5 cp Bolt, Crossbow 3 cp
Bolt, Arbalest 6 cp Bolt, Hand 3 cp
Axe, Battle 5 gc Axe, Hatchet 2 sm
Axe, Woodsman's 1 gm Bill 6 gc
Bow, Horse 4 gm Bow, Short 3 gm
Bow, Two Rivers 1 gc Crossbow 2 gc
Crossbow, Arbalest 10 gc Crossbow, Hand 4 gc
Knife 5 cp Lance 1 gc
Long-Knife 1 sm Mace 4 sm
Morning Star 1 gc Pike 2 gm
Quarterstaff 6 cp Spear 2 gm
Spear, Short 1 gm Sword, Broad 4 gc
Sword, Great 10 gc Sword, Long 6 gc
Sword, Short 2 gc Sword-Breaker 4 gm

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