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Armor & Weapons

Worn armor provides direct combat protection, and your weapon determines your attack skill, your recovery, 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 contributes more Guard and lowers the grade of criticals landed on you (the "crit padding" applied in combat):

Group Guard / 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 grade of any hit you take (see Combat → Margin, grazes, and wounds) — plate turns many would-be severe wounds into lesser ones. The cost is hindrance, which Armor Training offsets; untrained heavy armor degrades evasion and lengthens caster recovery.


Weapons

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

Weapon skills

Skill Key Base RECOVERY Notes
Blades skill.edged 5 s the common one-handed melee skill
Crushing Weapons skill.blunt 5 s clubs, maces, hammers
Great Weapons skill.twohanded 5 s+ greatswords and other heavy two-handed arms
Unarmed Combat skill.brawling 3 s unarmed; fastest, lowest damage
Dual Wielding skill.multiweapon each rank removes 1 point of the off-hand Attack penalty

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

Weapon class (Matchup)

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

Class ↓ / Armor → cloth leather scale chain plate
unarmed 0 −4 −8 −13 −18
brawling (knuckles, cestus) 8 4 0 −4 −7
sword 19 11 2 −4 −9
dagger 15 7 −1 −6 −12
mace 11 7 3 1 5
axe 16 7 2 −3 −8
two-handed 24 15 7 2 −3
polearm 17 10 5 1 −3
spear 17 9 1 −5 −10
bow 21 12 3 −3 −10
crossbow 19 14 8 4 0
thrown 17 9 2 −4 −10

Maces are the one class whose Matchup improves from chain to plate, while crossbows hold their ground against the heaviest armor. Swords and bows are strongest into light protection. 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 Training bonus) or a second weapon; fighting effectively with an off-hand weapon is what Dual Wielding trains.

Damage and condition

On a hit, the weapon contributes a random roll between its minimum and maximum damage, plus margin and Might bonuses, minus armor reduction (see Combat → Margin, grazes, and wounds). 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