All heroes must wear something as they progress through the milestones. Since they obviously aren't going to run around fighting monsters naked, they wear armor and wield weapons. This is what is known as Equipment.
Some heroes may be willing to spend more money in order to obtain elite, original equipment, while others may not. Also, it is important to note that some equipment may be associated with one's job or title even though heroes do not have either one. Townsfolk may wear various equipments as part of a sponsorship deal with the name of the shop where it is available carefully embroidered onto it.
Equipments are categorized under:
Follow this link to see the complete List of Equipment.
How to get
Heroes can get equipment in towns by either buying it, or as a gift from their Guild. Depending on the type and effectiveness of the equipment, it can cost a ton of money. Sometimes though, you may find that your hero missed a big sale or simply did not find anything interesting in a store and simply didn't buy a new set of boots or anything.
Heroes may also be rewarded by a piece of equipment at the end of a quest.
Each piece of equipment has a number associated with it called its Durability which describes how useful, tough and just generally how amazing it is.
When you first get your champion, you will notice that all the equipment has a negative number for durability. This means that the hero's armor and weaponry is downright awful. Once the hero starts leveling up, he will find better stuff to wear and better weapons to use. Eventually, the hero's equipment stats will have plus signs on them.
Sometimes, you may notice that your hero bought some armor that lowered his defense instead of improving it. Don't worry, sooner or later, the wasted money will be regained, and the hero will find something better to wear.
When a hero has possessed a piece of equipment for a long time, it may start to degrade. The longer a hero owns it for, the more the stats will decrease but do not worry, the process occurs very slowly indeed and a hero will usually have bought a replacement before it starts to happen.
While fighting, a hero's equipment may sometimes be damaged by a blow from the monster. The converse can also happen--a blow from the monster can strengthen the equipment. Also, a special kind of monster with the prefix "Smith" can repair your equipment if you win and damage your equipment if you lose. This is subjected to the Great Random so sometimes winning a "Smith" monster does not increase the equipment stats.
With the new feature  released on 19 February 2019, heroes can obtain Bold Equipment that have some special effects yet to be fully reported.
Each type of equipment has a different effect:
- bold weapon deals more damage to monsters;
- bold shield gives better protection;
- bold head gets more experience;
- bold body speeds up health recovery;
- bold arms give advantage in trade(faster);
- bold legs make travel faster;
- bold talisman can save a hero from imminent death.
Bonus gain may not be astonishing, but hey, it’s free. Since this is a ZPG here, you don’t have to worry about how to get these bold items – just give your hero a couple of days and eventually he’ll find it.
Multiple items can have buffs at the same time, which opens a lot of interesting combinations. Buffs won’t give any advantage in arena or dungeons, so no need to worry about (un)balance. Also, buffs are temporary and they will expire after about a day.
How to obtain buffs
Here is how heroes may get it:
- get a new buffed item from a trader (or as a reward);
- buff an existing item by defeating a “Smith” monster;
- buff an existing item at an interesting point on the map.
Weapons are those things which heroes uses to poke, prod, probe, hack, slash, stab, bash, zap, bop, or otherwise fight other heroes and monsters they run across in Godville and the arena in order to take any valuables they may be carrying and gain glory. Heroes realize that virtually anything can be used as a weapon, from a pointy stick to a plasma energy gun - pew-pew-pew!
Back before the first God of Godville came into existence, weapons were things like sticks and stones, you know, stuff that was simply lying around. Over time, shopkeepers realized they could not sell things if heroes could just pick them up on the side of the road. So, they quickly learnt to smelt metal in order to make a living. Weapons range from anything pointy, with sharp metal heads to cool things able to zap monsters from afar.
Shields is a vital piece of equipment not to be overlooked or undervalued. Whatever item your particular hero chooses to use as their shield- and there is a plethora of options to be chosen from- is one of their few safety measures. Shields do not by any means block every enemy attack, rather they deflect a few moves from the enemy onslaught.
They are just as important in combat as swords and other items like armor. Having a shield provides at least some protection from the wide variety of monsters and challenges that your hero faces on a daily basis. Foolish is the hero who goes into battle without a shield.
Heads protects the fifth most important part of a hero: the brain. It also often protects portions of the seventeenth most important part: the face.
They are known by different names - some are named for the region in which they originate, while others specify which area of the head they cover. Some head equipment is donned only to beginners while others are only available to the most seasoned adventurers.
Bodies are an important piece of protection for heroes. They protect against the occasional waist-level tree branch as well as sharp monster claws. This type of equipment may cover a large portion of the hero or may be designed to be worn only on a specific part of the body.
Arms are said to be appendices to the torso of most human beings, but very fragile and easily seperated from the aforementioned body. This is the reason they have to be protected, most commonly by a piece of equipment of the same name. This double meaning leads to a lot of confusion between the armormaker's guild and the organ harvester's guild, especially when dealing with necromancers. These pieces of armour are usually useless but most heroes persist in wearing them anyway.
Arms have one main joint, the elbow. They are attached to the heroes body by the shoulder and usually end in a manipulator commonly referred to as the "hand". These different components are composed solely of meat with a few bits of bone in the middle, except in the case of the prosthetic limb where the substances used are pieces of wood supported by an internal structure of long threads known as 'woodworm'.
The armour that plates the arm is at most a piece of rusty aluminium foil dotted with holes. The average usefulness of arms armour rates on the Usefulness scale at around 10/10. Such a high rating has only been achieved by use of extreme sarcasm. As for reliability, this is highly variable but is usually just a statistic as the arms of a hero are usually near the edge of their weapon which means there is little they can do to prevent any injury in a fight.
Important fact: heroes have not one, but two arms.
Legs are originally a second pair of arms, heroes of ancient times realized that they could be adapted for the purpose of travelling. The gods, surprised at the uncharacteristically clever idea, worked on improving the design of the legs until they reached the present day version 7.0.1 and since they were so radically different from arms, new pieces of armour had to be forged in order to protect these new appendages.
These pieces of armour were also called legs in accordance with the same tradition of arms. Leg armour is actually more useful since a simple kick in the shins can render most heroes useless for the following 24 hours. This type of armour prevents this from happening but as a consequence, tends to wear away quicker.
Important fact: heroes usually have not one, but two legs. Unless they're always hopping.
Talismans tends to be some sort of sacred object which may have special powers. They are available in various shops in town and in a wide range of colors, shapes, and sizes. Heroes who have been around a long time may rarely consider hand-making their own talismans, but only if they cannot find a suitable one for an affordable price at the shop.
Talismans are considered lucky charms by heroes who say they improve their power, confidence and hope during battle. When lost or broken, heroes will quickly venture to town in the hopes to repair or replace it with one equally sentimental. A hero without a talisman feels lost, and tends to take longer to get back to town than usual.