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[PROJECT][CLASS] The Guild Shop - Equipment - Insurance

Choose the adventurer making the purchase. The price comes from that character's available Guild savings. Party membership does not create a shared purse. Companions may transfer money between their profiles before buying

| Purchase | Price | What arrives | | Random Q0 equipment | 6 gold | One Q0 Weapon, Outfit or Accessory | | Random Q1 equipment | 14 gold | One Q1 Weapon, Outfit or Accessory | | Random Q2 equipment | 28 gold | One Q2 Weapon, Outfit or Accessory |

You choose Quality, not the particular item, slot or class affinity. Equipment from every class may appear. Trade-only scraps are excluded: the Guild does not sell an empty jar disguised as a weapon parcel. Duplicates are possible. If the last three parcels were boots, the fourth parcel has not developed a moral obligation to be a sword ⚔️

Your purchase enters the character's safe stash. Inspect it, equip it, exchange it or list it for sale before the next expedition. The Guild Shop is separate from Shops encountered on the road.

What one adventurer may equip

| Equipment slot | Maximum equipped | | Weapon | 1 | | Outfit | 1 | | Accessories | 4 | | Total | 6 items |

Artifacts count as Accessories unless their own entry says otherwise. Six equipped items is a wearing limit. Belongings left in that stash remain safe when an expedition fails.

A skill granted by equipment must occupy one of those three active slots. It does not create another slot. Keep the enabling equipment worn if you want to keep using its skill. Class affinity improves the item's eligible stat bonuses, not every number or special effect printed beneath its name. General equipment has no matching-class bonus.

Insurance

Before departure, identify the equipped starting items you want protected. Insurance costs 5 gold per selected item for that expedition. You do not have to insure everything. No selected items cost nothing and protect precisely that much. On final failure, selected insured starting equipment is returned.

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