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Items are things that can be carried around, worn, or wielded. They are found in dungeons, dragon hoards, flying cities, or in the cart of the local traveling peddler. A character is limited to a certain number of items and often has to discard one item for another, giving up one advantage for a better one to improve an attack or a defense.
Items, unlike other RPG systems are just skills, see the Skills vs Items section for more details. And just like skills, items obey the standards for skills with the following additional standards.
A character is generally assumed to be wearing clothing including shoes if they are humanoid, or they have natural protections such as fur, scales, feathers, blubber, or thick hides if they are not. Although these might be considered items and even written down as such, they would not count against a character's encumbrance limits unless they are magical and offer some skill including a degree of protection.
In addition to standard clothing or natural protections, a character may pick up to ten other items including protective clothing, armor, weapons, shields, and other items that might be helpful on a journey, assuming they can wear, carry, or wield them. They should select these with the purpose of either improving the ten defensive categories, providing an attack method to fight opponents, or aiding in attributes or special abilities. Remember that monsters and characters alike often have different defensive capabilities, so having more than one way of attacking can often be advantageous in defeating enemies.
Here is a list of pages with clothing, armor, weapons, and miscellaneous items:
Any of these items in their basic, non-magical state can be acquired without any money but do require an encumbrance slot. Items with additional skills on them are not generally acquired in shops. Rather, they are found in treasure chambers, dragon hoards, and cursed crypts.