Equipment & Encumbrance
Every character carries their own equipment. The class entry says which weapons and armor they're allowed to use — anything else is dead weight.
Weapons
| Type | Notes | |---|---| | Light hand weapon | Dagger, short sword, club. -1 Attack. Required by wizards and rogues' sneak rules. | | Hand weapon | Sword, mace, axe. Baseline — no modifier. | | Two-handed weapon | Greatsword, polearm. +1 Attack. Cannot use shield. | | Bow | Ranged. Useful in corridors and on the first turn of a room fight. | | Sling | Ranged. Halflings excel. Cheap. |
Each class lists its allowed weapon types. A wizard with a longsword is just carrying a stick.
Armor
| Type | Defense | Notes | |---|---|---| | Light armor | +1 | Studded leather, padded. Most classes can wear. | | Heavy armor | +2 | Mail, plate. Warriors, clerics, paladins, dwarves. Forbidden to wizards and most rogues. | | Shield | +1 | Stackable with armor. Negated by surprise / sneak attacks. Cannot be used with two-handed weapons. |
Torch & light
Someone in the party must hold a torch in the dungeon. Without a torch:
- All characters fight at
-1Attack and-1Defense (darkness penalty). - Some monsters (mole-men, undead) gain advantage in the dark.
A torch is carried in one hand. The bearer cannot wield a two-handed weapon or a bow simultaneously. Most parties give the torch to the cleric or a back-rank caster.
The app marks the torch-bearer with a flame icon on the party panel. Click to reassign.
Other gear
- Healing potion — restores
1d6Life when drunk. Buy several. - Holy water —
+1to Attack vs undead for one round; thrown like a grenade. - Rope — pit-trap insurance.
- Rations — for time-pressured scenarios; cosmetic in base game.
- Lockpicks — used by rogues for locked doors.
Inventory
Inventory is not slot-limited in the base game — within reason. Carry what you might use; sell the rest when you leave. The Expert and Heroic tiers introduce explicit encumbrance only via specific items (the Sack of Holding, mule companions, etc.).
The Shop
Between adventures, parties visit the Shop to spend gold on new gear. The catalog is filtered by what each class can use. Stuff a healing potion or two before every delve — it's the cheapest insurance you can buy.
In the app: open a party, click Shop. Inventory lives on each character sheet.
Four Against Darkness