Equipment
The musty tombs and forgotten treasure troves of the world are filled with useful items. The fighter can find a sharp new sword or the thief might stumble across a deadly poison. Most items are mundane—not magical or intrinsically unique in any way. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. The fighter’s signature weapon is never mundane.
Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. If a weapon is awkward, it might mean that you’re more likely to drop it when you fail that hack and slash roll.
By no means is this an exhaustive list—feel free to create your own tags.
General Equipment Tags
These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools.
Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”
n coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.