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¶
- Combat — AS/DS, AvD, criticals, roundtime
- Skills & Training — weapon, armor, and shield skills
- Inventory — the two-hand rule and worn packs