Equipment

Armor

Common Armor Types

There are three basic types of metal armor and three basic types of organic armor that players may choose to start with. Common armor is always repairable and repairs automatically when the player gets back to the Adventurer’s encampment.

  • Metal
    • Bronze
      • 6 armor points
      • 2 weight (light armor)
      • 4 modification slots
    • Iron
      • 12 armor points
      • 4 weight (medium armor)
      • 3 modification slots
    • Steel
      • 18 armor points
      • 6 weight (heavy armor)
      • 2 modification slots
  • Organic
    • Leather
      • 6 armor points
      • 1 weight (light armor)
      • 2 modification slots
    • Hard Leather
      • 12 armor points
      • 3 weight (medium armor)
      • 1 modification slot
    • Hide Armor
      • 18 armor points
      • 5 weight (heavy armor)
      • 0 modification slots

 

Alternative Armor

Alternative armors may be found in-game or made through equipment crafting. These items will have details on the item card. Most non-common armors will not be repairable (see the Repair section for more details).

 

Tough Skin is a modification that players can select instead of wearing armor. See the Tough Skin section for more details.

Weapons

Weapon Dexterities

Weapon Dexterities are talents players can purchase that unlock a weapon's full damage potential. Weapon Dexterities cost 5 XP and there is no limit to how many a player can purchase. If a player tries to use a weapon they do not have dexterity in, they will only attack for 1.

Weapon Dexterity Categories:

  • One-handed Blades (Daggers, short swords)
  • Two-handed Blades (Longsword, Greatsword)
  • One-handed Axes (Hatchet, Battle Axe)
  • Two-handed Axes (War Axe, Greataxe)
  • One-handed Hammers (Hammer, Battle Hammer)
  • Two-handed Hammers (War Hammer, Great Hammer)
  • Bows
  • Throwing Weapons
  • Shields
  • Dual Wielding (two simultaneous one-handed weapons, one in each hand)

 

 

Weapon Classifications

The specific classification of a weapon is based on the weapon’s overall length. For more details on weapon construction and requirements, see the Out-of-Game Crafting section.

  •     Small (Daggers, hammers, hatchets): 16"
  •     Short (Shortsword, battle hammer, battle axe): 32"
  •     Long (Longsword, war hammer, war axe): 48"
  •     Great (greatsword, great hammer, great axe): No maximum size

 

Weapon Breakpoint and Stun Point

  • Each weapon has a breakpoint, which determines the point at which a weapon is no longer usable. If a weapon is hit with damage that matches or exceeds its breakpoint, it must be repaired to be used again.
  • Each weapon has a stun point, which determines the point at which the wielder is stunned from the force or impact. If a weapon is hit with damage that matches or exceeds its stun point, the player’s arms will be numb and unusable for 2 seconds. Typically the stun point is two less than the weapon’s breakpoint.
  • Breakpoint and stun point can only be applied by two-handed melee weapons.

 

Common Weapon Types

  • Common weapons have standard damage and breakpoints
    • For example, a bone short sword does 2 damage and has a breakpoint of 8.
    • Other coming materials (bronze, iron, and steel) have varying damage, breakpoints, and modification slots.

More details coming soon.

Shields

Shields block attacks from any weapon and cannot inflict damage. They operate with the same breakpoint and stun point guidelines as weapons, and they require a weapon dexterity to use. Shields are completely optional; players should decide if they are interested in using a shield based on their class and combat style.

 

Shield Class

The specific classification of a shield is equal to a proportion of the user's height and the shield's maximum diameter. (e.g., If a 6' player wants to make a buckler, the buckler must be equal to or less than 14.4" at its widest part.)

  • Buckler: 20% of the player’s height
  • Medium Shield: 35% of the player’s height
  • Great Shield: Anything larger than 35% of the player’s height

 

Shield Swing Reduction

When wielding a shield, the user’s swing is reduced by an amount based on the shield size (to a minimum swing of 1).

  • Buckler: No penalty
  • Medium Shield: -1 base damage
  • Great Shield: -2 base damage

 

Shield Stun Effects

Shields have unique effects when their Stun Point is hit:

  • Buckler: The player’s shield arm is numb and unusable for 2 seconds.
  • Medium Shield: The player stumbles backwards.
  • Great Shield: The player is shaken for 5 seconds.

 

Tomes

Tomes are an equippable “weapon” that typically enhance a player’s magic of a specific type. A player can only have one tome active per encounter.

  • A Bolt Tome allows the player to use one of their types of magic as a bolt. Bolts are thrown as a spell packet that deals 3 damage.
    • Elemental
      • Hydromancy: The player gets +1 bolt damage in stormy and underwater environments.
      • Kairomancy: The player gets +1 bolt damage when at ½ or more charge stacks.
      • Pyromancy: The player’s bolt damage benefits from 1 stack of Building Flame.
    • Manifold
      • Avlomancy: The player gets +1 bolt damage to the next bolt used against an enemy that was just hit by a Life Linked target.
      • Kinesiomancy: The player gets +2 bolt damage to the next bolt used against a target affected by forced movement.
      • Neuromancy: The player gets +2 bolt damage to the next bolt used against an enemy that is affected by a neuromancy spell.
  • A Defense Tome allows the player to focus for 30 seconds to refresh all their Tier II spells in one school of magic. Defense Tomes are magic school-specific. In order to focus and use the refreshed spells, the player must only have the Defense Tome equipped. Additionally, if the player chooses to deal damage or put away the tome, the effect will cease and all refreshed Tier II spells will no longer be usable. If the player focuses again during the same encounter it will refresh all Tier II spells at the Rank II and below, and if the player focuses a third or more times during the same encounter they will refresh all Tier II Rank I spells only. The Defense Tome’s effects reset at a new encounter
  • An Enhance Tome will enhance or alter the player’s Tier I spell in some way, specified by the type of magic.
    • Elemental
      • Hydromancy: Stance change time is decreased by half or 5 seconds (whichever is greater).
      • Kairomancy: If the player is at full Charge stacks, they will only lose half of their stacks on use. 
      • Pyromancy: One fewer attacks are required to build a stack of Building Flame, and the max number of stacks is increased by 2.
    • Manifold
      • Avlomancy: The player can Life Link to one additional target, and once per encounter they can immediately link to a new target.
      • Kinesiomancy: Surge deals 3 additional damage.
      • Neuromancy: The player gets 3 additional Mental Fortitude. The player can spend (1 + rank of ability) Mental Fortitude to use a Neuromancy ability the player has without consuming the ability. This can be done even if all uses of the ability are consumed.
  • Other tomes exist that have different effects, but they are not standard and cannot be starting items or purchased from regular vendors.