There is a potion shop. There is also an expanded armory.
Rules for the Armory:
- The Armory will buy back weapons at 1/2 their cost (round down). The Armory will buy back weapons taken from all monsters except the Undead.
- Heroes can carry only 3 weapons at a time (including bows) and 2 pieces of armor (not including shields). Keep track of these items in your inventory. There is no limit to the number of artifacts that can be carried. This carrying limit does not apply to items the Hero is wearing. There is no limit to the number of potions that can be carried.
- Heroes may take weapons from monsters they have killed, except for the Undead, to sell or use. A Hero must tell the Game Master when he wishes to take a weapon, then note it on his chart. The Hero that kills the monster gets first choice on the weapon the monster was carrying, then any other Hero in the room can take it on his turn. The weapon is gone if all the Heroes leave the room or hallway.
- If a Hero's weapon is destroyed in battle, he can either take one from a dead monster or use another one he is carrying.
- Switching weapons, including going from a bow to a melee weapon, takes 1 turn, unless you sacrifice a move action and haven't already moved. During this turn the Hero may not attack if he has moved already.
- Below is a list of the weapons carried by monsters:
Goblins carry daggers and hatchets.
Orcs carry shortswords, flails, and axes.
Fimirs have axes.
Chaos Warriors have battle axes.
Chaos Mages/Sorcerers/Warlocks have daggers.
Gargoyles dual-wield a broadsword and a whip.
Additional Rules
Traps Behind Doors: After opening a door, a Hero is allowed use an action to check for traps on the square directly beyond the door, but only if the room is empty of monsters. Disarming applies as normal.
Furniture and Movement: It is possible to move onto and over certain pieces of furniture like a table or chair. Moving through each square occupied by furniture in this way costs 2 movement. Tall furniture like cabinets or bookcases cannot be climbed on.
Furniture and Ranged Attacks: If a Hero is standing on a table or other such furniture, it is possible to fire a ranged weapon over the head of another Hero, where normally your ally would block line of sight.
Attack Fumble: If an attack roll with a weapon results in all Black Shields (or 3 Black Shields in the event your weapon uses more than 3 Combat Dice), then it is considered damaged. For a 1 Attack Die weapon to be damaged in melee, a Black Shield result must also be rerolled for a second Black Shield. The Attack Dice of a damaged weapon is reduced by 1; record this on your Hero's Character Sheet. A damaged weapon may be repaired for half of its cost between Quests. Weapon Artifacts may not be damaged in this way.
Defense Fumble: If an armored Hero rolls 3 or more black shields for defense, then a piece of armor is damaged. Armor damage is applied in this order: Helmet > Shield > Body Armor. The Defend Dice of damaged armor is reduced by 1; record this on your Character Sheet. Damaged armor may be repaired for half of its cost between Quests. Armor Artifacts may not be damaged in this way.
Broken Weapons and Armor: This process of degradation continues until the weapon's Attack Dice or armor's Defense Dice reach 0. At that point, the weapon or armor is considered broken and useless. It should be removed from the Hero's Character Sheet. Broken items cannot be repaired.