Gear Found and Used
Dungeon NPCs can pick up and equip items they find in the room during their turn. If a better weapon is lying in the same space as the NPC, it may arm itself with it before the player's next action. The same applies to armour, shields, and other wearable items. An NPC that begins the encounter lightly armed may not remain so if the dungeon has left equipment nearby.
Some NPCs are placed with gear already equipped. Their starting stats reflect that equipment. Removing the NPC from the encounter also removes the gear it carried — it does not teleport into the player's inventory but falls back into the room where the fight ended.
The Same Measures
NPCs use the same stat model as the player. Health, stamina, mana, elemental defences, strength, speed, dodge, sneak — all are tracked per NPC. A dungeon creature with high fire defence is genuinely resistant to fire spells; a humanoid with high dodge is genuinely harder to hit. When an NPC equips or loses a piece of gear, its stats are recalculated from scratch — base values first, then all equipped bonuses stacked on top.
Carry capacity follows the same rule as the player: an NPC can carry weight equal to its strength multiplied by forty. An NPC that is overburdened cannot pick up additional items, even if they would be an improvement.