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Armor & Weapons

Worn armor provides direct combat protection, and your weapon determines your attack skill, your roundtime, and your effectiveness against different armors.


Wearing gear

WEAR <item>     (DON)    put on armor, clothing, or a pack
REMOVE <item>   (DOFF)   take it off into a free hand

Removing an item needs a free hand. Worn armor's protection comes from each piece on its body slot; coverage stacks across pieces.

Body slots

Slot Typical items
Head helm, cap, hood
Neck gorget, amulet
Chest breastplate, coat, shirt
Back cloak, worn pack
Arms vambraces, sleeves
Hands gauntlets, gloves
Waist belt, girdle
Legs greaves, trousers
Feet boots, sandals
Fingers (×2) rings

Armor groups

Armor falls into five groups, trading protection against weight and hindrance. Heavier armor adds more Defensive Strength and lowers the rank of criticals landed on you (the "crit padding" applied in combat):

Group DS / damage reduction Crit padding Hindrance
Cloth minimal 0 none
Leather low 0 very light
Scale moderate −1 moderate
Chain good −1 noticeable
Plate high −2 heavy

Crit padding subtracts directly from the critical rank of any hit you take (see Combat → Critical hits) — plate turns many would-be severe wounds into lesser ones. The cost is hindrance, which the Armor Use skill offsets; untrained heavy armor degrades dodging and lengthens caster roundtime.


Weapons

A weapon has two relevant properties: the skill that trains it (driving Attack Strength and roundtime) and the class that sets its AvD against armor.

Weapon skills

Skill Key Base RT Notes
Edged Weapons skill.edged 5 s the common one-handed melee skill
Blunt Weapons skill.blunt 5 s clubs, maces, hammers
Two-Handed Weapons skill.twohanded 5 s+ greatswords, polearms
Brawling skill.brawling 3 s unarmed; fastest, lowest damage
Multi-Weapon Combat skill.multiweapon each rank removes 1 point of the off-hand AS penalty

An under-trained weapon lengthens roundtime (+5% per rank below max(5, level × 2), capped +50%). See Combat → Roundtime.

Weapon class (AvD)

A weapon's class chooses its column in the AvD table — the flat modifier added to the endroll based on the defender's armor group:

Class ↓ / Armor → cloth leather scale chain plate
unarmed 10 5 0 −5 −10
sword 30 20 10 5 0
dagger 25 15 5 0 −5
mace 20 15 10 8 12
axe 25 15 10 5 0

The mace is the only class that gains against plate (+12) — the heavy-armor answer. Swords dominate light armor but lose their advantage against plate. Match the weapon to the foe.

The right-hand rule

Your weapon must be in your right hand — the primary weapon hand. The left hand can hold a shield (for the Shield Use bonus) or a second weapon; fighting effectively with an off-hand weapon is what Multi-Weapon Combat trains.

Damage and condition

On a hit, the weapon contributes a random roll between its minimum and maximum damage, plus margin and Strength bonuses, minus armor reduction (see Combat → Damage). The weapon's maximum damage also scales critical bonus damage. Weapons (and lockpicks) can wear or break with use; the smith repairs weapons.


GM spawning (testing)

/spawnitem broadsword         drop a weapon, then GET it
/spawnarmor chest leather     spawn leather chest armor, then GET + WEAR
/spawnarmor pack              spawn a worn backpack (back slot)

See the GM Guide.

See also