A fine list.
Personally, I prioritize getting armor to 210 (250 with attachment) with reinforced mail Hauberks for the frontline and mostly make do with whatever the bandits drop before I think about buying top tier weapons.
But in either case gear >>>> expensive Bros (especially early and midgame). Spending all your coins on expensive backgrounds is still a very common mistake.
Great early-to-mid investments IMO:
- Billhook: reliable damage output with low FAT usage. Gr8 against pretty much everything and not-very-common drop.
- Longaxe: reliable damage AND 1-shot (shield) potential that takes its sweet time until it becomes a drop. Buy at least one of these bad boys.
- Warbow: midgame investment, after you have a decent archer. Stick to the more common drop-bows before that, don't rush this one. Very rare drop and therefore worth buying.
- Heather shield: drastically increases your dude's survivability. Superior to kite early on, but gets phased out once shieldbreaking foes become too common.
- Fighting axe: 1-shot early game shields with the proper perk. 'nuff said. Becomes a common drop later on, but the very first must be bought IMO. Big power spike when compared to the Handaxe.
- Leather Lammerlar and studded leather armor (90 and 80 hp IRC): cost effective armor for your non-disposable dudes early on. Don't buy for everyone, this is merely a stepping stone to farm raider armors.
- Falchion/boar spear: your early game "vs everything" weapons.
Situational/decent ones:
- Mail Hauberk: first "srs bzns" armor you'll probably use. Add attachments and guard your flanks!
- Noble Sword: if you have some money floating AND you're covered on other areas, this one is a rare drop, so go for it. Ultimate weapon against beefy "soft" targets.
- Pike: cheaper than the billhook by a decent margin, tho not as useful and more common as a drop. I usually buy one of these.
- Wolf mantle: you'll probably have some direwolf skins, so go for it. +HP and terror chance with no drawback is a must.
- Expanded quivers: you'll learn to love them. At least 1 per "serious" (with a warbow) archer.
- Cheap food/tools/medicine: see a positive event that affects prices? Stock up! Also focus on building relationships with settlements that have workshop (tools) and herbalist groove (medicine)
Trap (bad) ones:
- Flails: They drop by the boatload, don't waste your money.
- Handaxe: Same as flails.
- Kite shields: same.
- Winged mace: they drop relatively early. Mace ability to stun and deal FAT damage is the same, regardless of tier, so investing into a winged mace is a piss-poor strategy. Stick to whatever you got from raiders. Maces are a case of brostat > weapon tier.
- Superexpensive armors: if you don't have 12 dudes with mid-to-high tier weapons already, going for ONE "hero-tier" armor is a very bad move. Again: weapons can be easily recovered from fallen bros, but armor is
lost. Not to mention the added tool-cost of repairing a 200+ HP armor. Armor is a post-first-crisis concern, IMO.
- Hedge Knight/Swordmaster/Sellsword: already explained above.
Great investments for AFTER you've dealt with the first crisis (or is currently dealing with it):
- 2H weapon of choice (not talking about backrow weapons here)
- Scale Mail armor (240HP): expensive af, but has superior HP-to-weight ratio among the heavier variants of armor
- Armor attachments: buy and craft them for min-maxing purposes whenever you have the chance. Attachments don't generate all that often.
- Wound kit: new craftable that makes long campaigns a lot more viable. Going back to town in order to heal becomes way too expensive after a while, so the ability to heal wounds at temple-like efficiency while on the wilds is invaluable.