RIP EQUIPMENT General note about item toughnesses and power: Item has POW of 0 if it does not have magical effects on it. TGN of the item mainly depends of the material: wood 3 thich/hard wood 4 steel 7 Melee weapons ------------- Weapon aSTR WT Notes -------------------------------------- Sword(1h) 2 3 +1 parry Axe, Mace 2 5/3 -1 target armor Club 1 4/2 Bastard Sword 3 4/2 +1 parry 2h Sword 4 6/4 +1 parry Great Axe 4 8/5 -1 target armor Halbard(2h use) 4 (1) 5 (4) -1 target armor (thrusting attacks in parentheses) Dagger 1 1 -2 parry, maximum aSTR 4 or user STR/2 Spear (2h use) 1 3 +1 parry (very fast and superior reach) Staff (2h use) 0 2 +1 parry Claws, Rock 0 - cannot parry aSTR attack strength. Add user STR/2 to get final attack STR (round up) WT weapon strength. If user STR is less, parry _bonuses_ are lost and user gains -1 to-hit. Number after slash is with two-handed use. Two-handed use: If weapon is used two-handedly, add 1 to user STR to see if it is enough to reach WT level. No extra damage is caused. Some weapons are easier to use two-handedly, use value after slash. Ranged weapons -------------- Weapon aSTR WT Range Notes --------------------------------------------- Throwing dagger 1 1 STR x5 Thrower STR -1 for damage Throwing Axe 2 3 STR x3 Throwing Spear 1 2 STR x6 Thrower STR -1 for damage Bow 4 3 30 Long Bow 5 4 60 -1 target armor Crossbow 5 4 40 -1 target armor Heavy Crossbow 7 7 60 -1 target armor Ballista 10 10 100 -2 target armor aSTR attack STR. For thrown weapons, add (modified) user STR/2 for final damage (round up). Damage drops 1 per range step WT strength needed to use weapon. -1 to-hit if lower, bow range halved. Crossbows cannot be loaded if strength insufficient. Add 1 to user STR if belt-loading used, 2+ for winches range range step. Per range step meters, -1 attack STR and -2 to-hit Notes armor penetration is lost after first range step Notes about loading times: Throwing weapons can be readied as part of the movement before attack. Bows and crossbows (without tools) require one full turn for loading. At the start of the turn, they may be fired (not as interrupt) and then loaded again at the same turn. Crossbow with belt requires one turn to take things ready (user may move and fire at the same turn) and one full turn for loading. Crossbows with winch require many turns. Note that crossbow does not require skill to use. Armor ----- There are three types of basic armor: Hard Leather 1 pt armor (only vs. aSTR 5 or less) Chain 1 pt armor Plate 2 pt armor Partial armor coverages are as follows: Helmet ½ pt Full helmet 1 pt Big shoulder plates ½ pt (count as arm armors) Breastplate 1 pt Abdomen and groin 1 pt Greaves (2) 1 pt Bracers (2) ½ pt Full arm armor ½ pt Full leg armor 1 pt If armor is comletely enclosed, add 1 or 2 points, depending on quality. Example: Full plate armor is worth 6 pts (unless very good), and thus gives 3 pt armor protection on roll of 6 or less.