Equipment

Equipment & Economy


Currency & Exchange

Coin cp sp ep gp pp
Copper (cp) 1 1/10 1/50 1/100 1/500
Silver (sp) 10 1 1/5 1/10 1/50
Electrum (ep) 50 5 1 1/2 1/10
Gold (gp) 100 10 2 1 1/5
Platinum (pp) 500 50 10 5 1

Starting wealth: 3d6 × 10 gp. Encumbrance: 1,000 coins = 1 stone.


Standard of Living

Standard Monthly Cost Typical
Wretched 1gp Serfs, peasants
Meager 3-12gp Unskilled laborers
Adequate 12-40gp Skilled laborers, 1st level adventurers
Comfortable 40-100gp Master craftsmen, yeomen, 2nd level
Prosperous 100-450gp Landed patricians, 3rd-4th level
Affluent 450-2,000gp Barons, 5th-7th level
Sumptuous 2,000-12,000gp Marquis/counts, 8th-9th level
Luxuriant 12,000-80,000gp Dukes/princes, 10th-12th level
Lavishly Opulent 80,000gp+ Kings/emperors, 13th-14th level

Weapons

Class Restrictions Any class may carry any weapon, but using weapons not permitted by your class means you fight as 0th level (no attack bonus, no AC bonus, no class powers, no XP gain).
Wilderness Scale In wilderness encounters, all ranges are in yards instead of feet. Spell/ability areas of effect remain unchanged.

Melee Weapons

Weapon Cost Dmg (1H/2H) Throw Range Notes
Club 1gp 1d4
Dagger 3gp 1d4 10'/20'/30'
Silver Dagger 30gp 1d4 10'/20'/30' Harms enchanted creatures
Staff 1gp 1d4/1d6 Heavy item
Sap 1gp 1d4 +2 to incapacitate
Whip 5gp 1d2 +2 to disarm/knock down
Hand Axe 4gp 1d6 10'/20'/30'
Javelin 1gp 1d6 20'/40'/60'
Short Sword 7gp 1d6
Spear 3gp 1d6/1d8 20'/40'/60' 2nd rank; ×2 dmg on/vs charge
Battle Axe 7gp 1d6/1d8
Flail 5gp 1d6/1d8
Mace 5gp 1d6/1d8
Sword 10gp 1d6/1d8
War Hammer 5gp 1d6/1d8
Lance (mounted) 1gp 1d10 ×2 dmg on charge; −1 init
Great Axe (2H) 10gp 1d10 −1 init; heavy item
Morning Star (2H) 10gp 1d10 −1 init; heavy item
Pole Arm (2H) 7gp 1d10 −1 init; 2nd rank; ×2 dmg on/vs charge; heavy
Two-Handed Sword 15gp 1d10 −1 init; heavy item
Bola 5gp 1d2 Thrown knock down/wrestling attack
Net 1gp +2 to wrestling attacks

Missile Weapons

Weapon Cost Damage Short Medium Long Notes
Shortbow 3gp 1d6 50' 100' 150' Heavy item
Longbow 7gp 1d6 70' 140' 210' Req STR 9; no mounted; heavy
Composite Bow 40gp 1d6 70' 140' 210' Mounted OK; heavy
Crossbow 30gp 1d6 80' 160' 240' Heavy item
Arbalest 50gp 1d8 90' 180' 360' Heavy item
Sling w/ 30 bullets 2gp 1d4 45' 90' 180'
Darts (5) 2gp 1d4 15' 30' 45'
Holy Water 25gp 1d8×2r 10' 30' 50' Undead only
Oil (military) 2gp 1d8×2r 10' 30' 50' See oil rules

Range modifiers: Short +0, Medium −2, Long −5.

Ammunition

Ammo Cost
Quiver w/ 20 arrows 1gp
Case w/ 20 bolts 2gp
1 silver-tipped arrow 5gp

Siege Weapons

Weapon Cost Damage Weight Notes
Ballista 80gp 3d6 800lb
Ballista shot 4gp
Light Catapult 100gp 3d6 1,200lb 5' radius
Heavy Catapult 200gp 4d6 1,800lb 10' radius
Catapult shot (25lb) 5gp 25lb
Catapult shot, pitch (25lb) 25gp 25lb Burning

Armor

Armor Cost AC Encumbrance
Clothing only 0 0 stone
Hide and Fur 10gp 1 1 stone
Leather 20gp 2 2 stone
Ring Mail / Scale 30gp 3 3 stone
Chain Mail 40gp 4 4 stone
Banded Plate / Lamellar 50gp 5 5 stone
Plate 60gp 6 6 stone
Shield 10gp +1 (included in armor stone)
Armor Notes Encumbrance = 1 stone per AC point. Magical armor/shields reduce encumbrance by 1 stone per magic bonus. Shield limits: No protection when surprised, retreating, or attacked from behind. Class restriction: Using armor not allowed by your class = fight as 0th level, no class powers, no XP.

Barding (Horse Armor)

Barding Cost AC
Leather 40gp 1
Scale 75gp 2
Chain 150gp 3
Lamellar 300gp 4
Plate 600gp 5

Adventuring Gear

Item Cost Game Effect
Backpack (holds 4 stone) 2gp
Barrel (20 gallon) 3sp
Belladonna (1lb) 10gp Eat within 1hr of lycanthropy infection: save vs Poison to cure; fail = die
Blanket (wool) 2gp
Birthwort (1lb) 10gp Poultice w/ Healing prof: +2 to neutralize poison throw
Candle, tallow (1lb) 2sp 5' radius, 1 hour; foul smoke (no surprise vs keen smell)
Candle, wax (1lb) 6sp 5' radius, 1 hour; clean burning
Chest (ironbound, 20 stone) 22gp
Comfrey (1lb) 10gp Poultice w/ Healing prof: restores 1d3 hp after battle; 1/day per character
Crowbar 1gp For forcing doors/objects
Flask of Oil, common (1 pint) 3sp Lantern fuel: 4 hours (24 turns) per flask
Flask of Oil, military (1 pint) 2gp Weapon: 1d8 dmg for 2 rounds; not doused by water
Garlic (1lb) 5gp Presented with confidence: vampire cringes 1d4 rounds
Goldenrod (1lb) 10gp Tincture w/ Healing prof: +2 to cure disease throw
Grappling Hook 25gp Attack throw to hook a target
Hammer, small 2gp For spikes; 1d4 damage if used as weapon
Holy Symbol 25gp Required by clerics for turning undead
Holy Water (1 pint) 25gp 1d8 dmg for 2 rounds vs undead; must stay in blessed vial
Ink (1 oz) 8gp Other colors cost double
Iron Spikes (12) 1gp Wedge doors open/shut; belaying points
Lantern 10gp 30' radius; burns 1 flask per 4 hours (24 turns); can close to hide light
Lock 20gp Complex locks impose penalties to Open Locks
Manacles Escape w/ Contortionist prof or Open Locks throw
Mirror (steel, hand-sized) 5gp Check corners; −2 attack if fighting by mirror; no shield/2H
Musical Instrument 25-100gp 25gp common; 50gp superior (+1 Performance); 100gp masterpiece (+2)
Pickaxe 1gp
Pole, wooden (10') 1sp Prodding traps/ledges; heavy item
Rations, iron (1 week) 1-6gp Lasts 2 months wilderness, 1 week dungeon
Rations, standard (1 week) 3sp-3gp Lasts 1 week wilderness; spoils overnight in dungeon
Rope, 50' 1gp Bears 45 stone (~3 human-sized beings)
Sack, small (holds 2 stone) 3sp
Sack, large (holds 6 stone) 8sp
Shovel 1gp
Spell Book (blank, 100 pages) 20gp 1 page per spell level
Stakes (4) and Mallet 3gp Destroy vampires
Tent 20gp
Thieves' Tools 25gp Required for Open Locks and Remove Traps
Tinder Box (flint & steel) 8sp 1 round to light torch; longer for other fires
Torches (6) 1sp 30' radius; 6 turns (1 hour) each; 1d4 damage as weapon
Water/Wine Skin 6sp Holds 2 pints (1 quart)
Wolfsbane (1lb) 10gp Strike lycanthrope in melee: save vs Poison or flee (as turned). Eaten: save vs Poison or die
Woundwart (1lb) 10gp Tincture w/ Healing prof: +2 to cure light/serious wounds throw

Light Sources Summary

Source Radius Duration Notes
Candle 5' 1 hour Tallow = foul smoke
Torch 30' 6 turns (1 hour) 1d4 as weapon
Lantern 30' 24 turns (4 hours) per flask Can close to hide

Healing Herbs Summary (require Healing proficiency)

Herb Cost Effect
Comfrey 10gp/lb Poultice after battle: restore 1d3 hp (1/day/character)
Birthwort 10gp/lb Poultice on poison wound: +2 to neutralize poison throw
Goldenrod 10gp/lb Tincture: +2 to cure disease throw
Woundwart 10gp/lb Tincture: +2 to cure light/serious wounds throw

Clothing

Item Cost
Belt / Sash (leather) 4sp
Boots (leather, low) 6sp
Boots (leather, high) 3gp
Cassock (cleric/mage) 7gp
Cloak (fur-lined, winter) 15gp
Cloak (long, hooded) 1gp
Dress (crafter/freeholder) 4gp
Dress (armiger) 20gp
Gown (lady-in-waiting/noble) 100gp
Gown (duchess) 1,000gp
Gloves 4sp
Hat (armiger) 10sp
Linen (cheap, 1 yard) 1gp
Linen (fine, 1 yard) 7gp
Robe (cleric/mage) 6gp
Silk (1 yard) 15gp
Sandals / Shoes (leather) 4sp
Tunic & Pants (serf) 2gp
Tunic & Pants (crafter) 4gp
Tunic & Pants (armiger) 20gp
Tunic & Pants (noble) 100gp
Wool (cheap, 1 yard) 6sp
Wool (fine, 1 yard) 6gp
Gloves Thief abilities (pick pockets, open locks, remove traps) cannot be performed while wearing gloves.

Food, Drink & Lodging

Foodstuffs Cost
Ale/Beer (cheap, 3 pints) 1cp
Ale/Beer (good, 1 pint) 2cp
Bread (white 4lb / wheat 8lb / coarse 12lb) 1sp
Cheese (1lb) 5cp
Cinnamon, pepper, sugar (1lb) 3gp
Dried fruit (1lb) 1sp
Eggs (1 dozen) 5cp
Meal (1 person, poor to feast) 1cp-10gp
Meat (beef/chicken/mutton/pork, 1lb) 1sp
Saffron (1lb) 15gp
Wine (cheap, 1 pint) 2cp
Wine (good, 1 pint) 1sp
Wine (rare, 1 pint) 5sp
Lodging Cost
Inn (slum, 1 night) 1sp
Inn (average, 1 night) 5sp
Inn (superb, 1 night) 2gp
Hut (wattle) 25gp
Hut (wooden) 50gp
Cottage (wood) 300gp
Townhouse (stone) 1,200gp
Food & Water Requirements Characters need 1 stone of food and drink per day. After 2 days without food: lose 1 hp/day. After 1 day without water: lose 1d4 hp/day.

Livestock

Animal Cost Notes
Chicken (3lb) 1sp
Cow (550lb) 10gp
Dog (hunting) 10gp Equivalent of Tracking proficiency
Dog (war) 75gp Fierce mastiff, trained to kill
Goat (125lb) 3gp
Hawk (trained) 20gp
Pig (125lb) 3gp
Sheep (80lb) 2gp

Land Transport

Animal/Vehicle Cost Normal Load Max Load Explore (ft/turn) Miles/Day
Horse, Light (riding) 75gp 20 stone 40 stone 240'/120' 48/24
Horse, Light (war) 150gp 20 stone 40 stone 240'/120' 48/24
Horse, Medium (riding) 40gp 30 stone 60 stone 180'/90' 36/18
Horse, Medium (war) 250gp 30 stone 60 stone 180'/90' 36/18
Camel 100gp 30 stone 60 stone 150'/75' 30/15
Horse, Heavy 40gp 40 stone 80 stone 120'/60' 24/12
Horse, Heavy (war) 700gp 40 stone 80 stone 120'/60' 24/12
Mule 20gp 20 stone 40 stone 120'/60' 24/12
Donkey 8gp 8 stone 16 stone 120'/60' 24/12
Ox (2,000lb) 40gp 45 stone 90 stone 60'/30' 12/6
Cart, small (1 mule) 25gp 35 stone 70 stone 60'/30' 12/6
Cart, small (2 mules) 25gp 80 stone 160 stone 60'/30' 12/6
Cart, large (1 horse) 50gp 80 stone 160 stone 60'/30' 12/6
Cart, large (2 horses) 50gp 120 stone 240 stone 60'/30' 12/6
Wagon (2 horses) 200gp 160 stone 320 stone 60'/30' 12/6
Wagon (4 horses) 200gp 320 stone 640 stone 60'/30' 12/6

Left of slash = normal load; right = max load. Miles/day based on clear terrain; modify by terrain multiplier (road ×3/2, desert/hills ×2/3, jungle/swamp/mountains ×1/2).

Tack & Related Cost
Saddle & Tack (draft) 5gp
Saddle & Tack (riding) 10gp
Saddle & Tack (war) 25gp
Saddlebags (holds 3 stone) 5gp
Caparison (warhorse) 20gp
Stabling (draft/riding, 1 night) 2sp-5sp
Stabling (warhorse, 1 night) 5sp-1gp
Combat Without a War Saddle A mounted character in combat without a war saddle must save vs Paralysis each time they take damage or be knocked off.
Carts & Wagons Carts/wagons may only move through desert, mountains, forest, or swamp if a road is available. 2 mules or medium horses can substitute for 1 heavy horse.

Maritime Transport

Vessel Cost Crew Cargo Notes
Canoe 40gp 1 60 stone 2 people can carry overland (5 stone enc)
Raft/Barge 1gp/sq ft varies 250-500 stone per 10' sq Makeshift = 250; professional = 500
Boat, sailing 2,000gp Captain + 1 sailor 400 stone Single mast
Boat, river 4,000gp 1+ rower 600 stone +1,000gp for roof
Galley, small 10,000gp Capt + 20 marines + 10 sailors + 60 rowers 2,000 stone Up to 2 light catapults; ram (+1/3 cost)
Galley, large 30,000gp Capt + 50 marines + 20 sailors + 180 rowers 4,000 stone Up to 2 light catapults; ram (+1/3 cost)
Galley, war 60,000gp Capt + 75 marines + 30 sailors + 300 rowers 6,000 stone Ram included; bow/stern towers; up to 3 light catapults
Longship 15,000gp Capt + 75 sailors (60 can row) 2,000 stone Ocean/coast/river capable
Sailing Ship, small 10,000gp Capt + 12 sailors 10,000 stone
Sailing Ship, large 20,000gp Capt + 20 sailors 30,000 stone Up to 2 light catapults
Troop Transport, small 15,000gp 12 sailors + 25 marines as small sail Reinforced for war
Troop Transport, large 30,000gp 20 sailors + 50 marines as large sail Reinforced for war

A heavy catapult can substitute for 2 light catapults.


Encumbrance

Item Type Encumbrance
Worn clothing 0 stone
Armor & shield 1 stone per AC point
Items (weapons, scrolls, potions, etc.) 1 stone per 6 items
Heavy items (2H weapons, bows, tall items, 8-14lb items) 1 stone each
Treasure (coins/gems) 1 stone per 1,000
Magical armor/shields Reduce by 1 stone per magic bonus

Bundled small items (12 spikes, 6 torches, 20 arrows) = 1 item. Very small single items (1 arrow) can be ignored.

Movement by Encumbrance

Encumbrance Exploration Combat Running
Up to 5 stone 120'/turn 40'/round 120'/round
Up to 7 stone 90'/turn 30'/round 90'/round
Up to 10 stone 60'/turn 20'/round 60'/round
Up to max 30'/turn 10'/round 30'/round

Maximum carry: 20 stone + STR adjustment.

Wilderness Scale In wilderness encounters, read all movement/range numbers as yards instead of feet.

Equipment Availability by Market Class

Market Class Population Examples
I 100,000+ Mercantile hubs, imperial capitals
II 25,000+ Major ports, national capitals
III 8,750-25,000 Provincial capitals, medium cities
IV 3,000-8,750 Small cities, large towns
V 1,250-3,000 Small towns, large villages
VI Under 1,250 Villages
Price I II III IV V VI
1gp or less 1,700 585 260 65 30 10
2-10gp 100 30 15 5 1 1
11-100gp 15 5 2 1 25% 10%
101-1,000gp 7 2 1 25% 10% 5%
1,001-10,000gp 2 1 25% 10% 5% 1%
10,001gp+ 10% 5% 2%

Values = units available per month. Percentages = chance of 1 unit being present.

Commissioning Equipment

If unavailable, equipment can be commissioned. Treat as one price category cheaper for availability. Build time: buildings/vehicles = 1 day per 500gp; animals = 1 day per 1gp; other equipment = 1 day per 5gp.


Hirelings, Henchmen & Specialists

Recruiting

Market Weekly Search Cost
I 1d6+15 gp
II 1d10+10 gp
III 1d8+5 gp
IV 1d6+3 gp
V 1d6 gp
VI 1d3 gp

Reaction to Hiring Offer (2d6 + CHA mod)

Roll Result
2− Refuse and slander (−1 penalty to future rolls in area)
3-5 Refuse
6-8 Try again (must sweeten the deal)
9-11 Accept
12+ Accept with élan (+1 morale)

Henchmen

Henchmen are NPC sidekicks who accompany adventurers, even into dungeons. Max henchmen = 4 + CHA modifier.

Pay: Share of treasure (minimum 15% of employer's income) + monthly fee. XP: Henchmen earn ½ share of XP. Must be lower level than employer when hired.

Level Monthly Fee
0 12gp
1 25gp
2 50gp
3 100gp
4 200gp
5 400gp
6 800gp
7 1,600gp
8 3,000gp
9 7,250gp
10 12,000gp
11 32,000gp
12 50,000gp
13 135,000gp
14 350,000gp

Henchman Loyalty (2d6 + morale score)

Base morale = 0 + employer's CHA mod. −1 per calamity suffered; +1 per level gained in service.

Roll Result
2− Hostility (leaves, becomes rival/enemy)
3-5 Resignation (leaves, no ill will)
6-8 Grudging loyalty (stays, but −1 next roll if terms don't improve)
9-11 Loyalty (continues with enthusiasm)
12+ Fanatic loyalty (+2 to all future morale rolls)

Roll on calamity (energy drain, curse, disease, near-death) and at end of each adventure when henchman has leveled up.

Mercenaries

Mercenaries guard strongholds and fight in campaigns but will not go on dungeon adventures. They expect a share of military plunder on campaign in addition to wages.

Troop Type Man Dwarf Elf Goblin Orc
Peasants (spear) 3gp
Light Infantry 6gp 10gp 3gp 6gp
Heavy Infantry 12gp 18gp 24gp 9gp
Slingers 6gp 3gp
Bowmen 9gp 21gp 3gp 6gp
Crossbowmen 18gp 21gp 12gp
Longbowmen 18gp 42gp
Light Cavalry 30gp 60gp
Mounted Crossbowmen 45gp
Horse Archers 45gp 90gp
Medium Cavalry 45gp
Heavy Cavalry 60gp
Cataphract Cavalry 75gp 140gp
Beast Riders 15gp 35gp

Mounted crossbowmen: dwarven settlements only. Beast riders: chaotic settlements only.

Mercenary Base Morale:

Type Morale
Peasants, conscripts −2
Barbarians, light infantry, bowmen, slingers −1
Heavy infantry, longbowmen, crossbowmen 0
Light cavalry, medium cavalry, horse archers +1
Heavy cavalry, cataphracts +2
Fanatics, berserkers +4

Also need 1 armorer per 60 troops to maintain equipment (75gp/month each).

Specialists

Specialist Monthly Cost Key Details
Alchemist 250gp Assists potion creation; can research potions as 5th level mage (2× time/cost)
Animal Trainer (common) 25gp 1 type of normal animal; min 1 month to tame; 1 month per behavior; max 6 animals
Animal Trainer (exotic) 250gp Monsters, hippogriffs, etc.
Armorer 75gp Produces 40gp/month of arms/armor; maintains 60 troops
Armorer + 1 journeyman + 2 apprentices 125gp total Produces 100gp/month; maintains 150 troops
Armorer + 2 journeymen + 4 apprentices 175gp total Produces 160gp/month; maintains 240 troops
Engineer 250gp 1 per project + 1 per 100,000gp value
Healer 1gp/day/patient +1d3 hp/day; up to 3 patients
Physicker 2gp/day/patient +1d3 hp/day; neutralize poison/cure disease/CLW on 18+; up to 4 patients
Chirugeon 4gp/day/patient +1d3 hp/day; neutralize poison/cure disease/CSW on 14+; up to 5 patients
Rower 3gp/month Normal man, unarmed
Sailor 6gp/month Skilled normal man
Navigator 25gp/month Required beyond sight of coast
Captain 100gp/month Required for large ships
Carouser (ruffian) 6gp/month 0th level brawler; hijinks
Footpad (ruffian) 25gp/month 1st level thief; hijinks
Reciter (ruffian) 25gp/month 1st level bard; hijinks
Thug (ruffian) 25gp/month 1st level assassin; hijinks
Spy (ruffian) 125gp/month 4th level thief; hijinks
Sage 500gp/month Specialized knowledge; may require extra payment for difficult questions; occasionally wrong

Spellcaster Services

Spell Level Divine Cost Arcane Cost
1st 10gp 5gp
2nd 40gp 20gp
3rd 150gp 75gp
4th 325gp 325gp
5th 500gp 1,250gp
6th 4,500gp

Clerics won't cast for opposite alignment and may charge double for non-faithful.


Stronghold Construction

Stronghold Structures

Structure Cost
Barbican (gatehouse + 2 small towers + drawbridge) 38,000gp
Battlement (100' crenellated parapet) 500gp
Building, stone (20' high, 30' square) 3,000gp
Building, wood (20' high, 30' square) 1,500gp
Corridor, dungeon (10'×10'×10') 500gp
Drawbridge, wood (10'×20') 250gp
Gatehouse (20' high, 30'×20') 6,500gp
Keep, square (80' high, 60' square) 75,000gp
Moat, unfilled (100'×20'×10') 400gp
Moat, filled (100'×20'×10') 800gp
Palisade, wood (10' high, 100' long) 125gp
Rampart, earthen (10' high, 100' long, 15' thick) 2,500gp
Tower, small round (30' high, 20' dia) 15,000gp
Tower, medium round (40' high, 20' dia) 22,500gp
Tower, large round (40' high, 30' dia) 30,000gp
Tower, huge round (60' high, 30' dia) 54,000gp
Wall, stone 20' high (100' long, 10' thick) 5,000gp
Wall, stone 30' high 7,500gp
Wall, stone 40' high 12,500gp
Wall, stone 50' high 17,500gp
Wall, stone 60' high 22,500gp

Dimensions of buildings/keeps/moats can be altered if square footage stays the same. Construction rate: 1 day per 500gp value. Requires 1 engineer + 1 per 100,000gp. Stronghold upkeep: 0.5% of total value per month.

Civilian Structures

Structure Cost
Hut, pit (8' high, 8' square) 15gp
Hut, sod/wattle (10' square) 25gp
Hut, mudbrick/wood (10' square) 50gp
Roundhouse, wood (15' high, 15' dia) 125gp
Longhouse, wood (15'×30'×15') 300gp
Cottage, wood (20' high, 30' square) 300gp
Townhouse, stone (20' high, 30' square, 2 story) 1,200gp

Stronghold by Class (9th Level)

Class Stronghold Followers
Fighter Castle 1d4+1 ×10 mercenaries + 1d6 fighters (1st-3rd)
Cleric Fortified Church 5d6×10 mercenaries + 1d6 clerics (1st-3rd); 50% construction discount
Mage Sanctum 2d6 apprentices + 1d6 mages (1st)
Thief Hideout 2d6 thieves (1st)
Assassin Hideout 2d6 assassins (1st)
Explorer Border Fort 1d4+1 ×10 mercenaries + 1d6 explorers (1st-3rd); borderlands/wilderness only
Bladedancer Temple 5d6×10 mercenaries + 1d6 bladedancers (1st-3rd); 50% discount
Bard Hall 1d4+1 ×10 mercenaries + 1d6 bards (1st-3rd)
Dwarven Vaultguard Vault 3d6×10 dwarves (1st); underground only
Dwarven Craftpriest Vault 3d6×10 dwarves (1st); underground only
Elven Spellsword Fastness 3d6×10 elves (1st); wilderness only; animals within 3 mi become friendly
Elven Nightblade Hideout 2d6 nightblades (1st)

Scavenged Equipment

Equipment found in dungeons, battlefields, or on slain foes is almost always in poor condition. Roll 1d20:

d20 Condition Effect Value
1-5 Good No penalty Full
6-8 Worn Minor cosmetic damage −20%
9-10 Rusty/Dull −1 damage (weapons) or −1 AC (armor) −30%
11-12 Damaged −1 attack or −1 AC, susceptible to breaks −40%
13-15 Loose/Cracked −1 initiative −40%
16-18 Badly worn Multiple penalties (roll twice more) Cumulative
19-20 Barely holding Multiple penalties (roll three times more) Cumulative

Susceptible to breaks: destroyed on unmodified 1. Min damage = 1. Max penalty = −5.