These sub-sections contain lists of some equipment that may be purchased/found/made/stolen by characters. It is not intended to be exhaustive and additional equipment may be specified by the GM for their own purposes or at the request of players.
Price given is an indicator of value only, and may vary with location or situation.
When selling surplus equipment back to shops, it is pretty common for merchants to offer around 3/4 of an equivalent-condition-item's shelf-price.
Weight is the item's weight in *blocks*.
If weight is given in 1/8ths of a block, it is only relevant if enough of an item is carried to add up to a whole block or more. Be sensible about carrying too many 'light' things about though!
Items weighing less than 1/8th of a block are listed with a weight of **0**, though this should not be taken literally, and again one should be sensible about how much of these are carried.
Octas is a role-playing-game, not a physics-simulator, so certain concessions are made in the rules in the name of not bogging things down with excessive detail. Don't abuse this though!
Skill is any skills that are required (and what skill-point level) to use the item.
Bonus is any skills bonuses that may be used with the item, if the character has them.
Mostly, for weapons and armour, but could apply to other equipment:
Maximum Wear/Charge is the maximum value the item can have in this statistic.
Random Wear/Charge is the current value an item found lying around or purchased second-hand might have.
Items which are purchased new are usually at their Maximum Wear/Charge value, or would be discounted appropriately if not (assuming the character is able to determine this. Haggling might be required).
Additionally, for weapons:
Range is the effective working distance of the weapon, in lengths. A range of "Reach" means the range is as far as the wielder can reach holding the weapon. For simplicity it is usually considered 8 lengths, assuming the wielder has reasonable freedom of movement.
Anything can be made a ranged weapon by throwing it, but if it is not designed to be thrown, it is normally both ranged and causes damage as per a 'rock'.
Damage is the die-roll formula to be used for calculating weapon-hit damage.
And for armour:
Protection is the amount of damage an item of armour will absorb on behalf of the user. Sometimes all of that absorbed damage damages the armour, other times only a fraction of it will. A fractional part of absorbed damage may also be returned to damage the weapon that struck the armour, as per the specific armour description.