Melee Weapon Stats
Name | Bludgeoning | Piercing | Slashing | Tile range |
---|---|---|---|---|
Club | 4 | 2 | ||
Dagger | 4 | 1 | ||
Flail | 6 | 2 | 3 | |
Greatsword | 6 | 6 | 3 | |
Halbert | 8 | 4 | 5 | |
Longsword | 4 | 4 | 2 | |
Mace | 8 | 2 | ||
Quarterstaff | 4 | 2 | ||
Short Sword | 3 | 3 | 2 | |
Spear | 10 | 4 | ||
Unarmed | 2 | 1 | ||
Waraxe | 12 | 2 | ||
Warhammer | 12 | 2 | ||
A turn-based old school rpg
Name | Bludgeoning | Piercing | Slashing | Tile range |
---|---|---|---|---|
Club | 4 | 2 | ||
Dagger | 4 | 1 | ||
Flail | 6 | 2 | 3 | |
Greatsword | 6 | 6 | 3 | |
Halbert | 8 | 4 | 5 | |
Longsword | 4 | 4 | 2 | |
Mace | 8 | 2 | ||
Quarterstaff | 4 | 2 | ||
Short Sword | 3 | 3 | 2 | |
Spear | 10 | 4 | ||
Unarmed | 2 | 1 | ||
Waraxe | 12 | 2 | ||
Warhammer | 12 | 2 | ||
Encumbrance: Every suit of armor has an associated weight, and if the bearer isn’t up to carrying that much weight, strength-wise, it quickly exhausts him in combat. (Post about encumbrance)
Fitted to | ID of the Agent |
Defense vs. Slash | Amount of Damage Reduction |
Defense vs. Strike | Amount of Damage Reduction |
Defense vs. Thrust | Amount of Damage Reduction |
Noise | Amount of Noise the armor generates. Noise reduces the stealth value |
Visibility | A modifier which describes if the armor supports hiding or hinders it |
Type | CLOTH, LEATHER, CHAIN, SCALE, PLATE |
Destructible: Armor takes damages end deteriorates with usage.
Fitting: Armor needs to be fitted to the wearer. If not the wearer has the unfitting armor condition. Fitting an armor to the wearer costs and needs a person with the according craftman skills
Level: Every armor piece can be bound to an owner. She gets the level bonus.
Armor Set: If a agent wears a wild list of different armors, he will suffer in his reputation and NPCs will likely treat him worse, or even might mark him as an outcast.
Seperate body parts: There is no total armor class but rather an individual armor class (and hit point total) for each body part. As attacks pierce armor, they deduct from the hit point total of the underlying body part. Each body part has a different result when damaged, e.g. if legs have 0 HPs the agent can’t walk anymore.
Set bonus: I finished playing Dragon Age: Origins a few weeks ago, and I loved how you got bonuses for wearing different pieces of armor of the same style. It makes sense if solely from a fashion standpoint: my Morrowind character looks pretty silly with a leather cuirass, ebony boots, chain greaves, a glass pauldron on one shoulder, and a steel pauldron on the other.
Vision: Field of Vision depends on which helmet you are wearing.
Different races/classes can use any armour, but with factors like weight of the armours and wepons, characters’ strength, and fatigue from moving, attacking, defending and casting spells, it makes sense to have Dwarven and strong human fighters in heavy armour, tall and not very strong Kelden warriors in medium armour, archers and scouts in light armour and mages in only clothes. A better system than the arbitrary rules of most other CRPGs, although the end result is not so different in practice.
Coming up much sooner is Darklands where enemy alchemists throw acid potions across the map with 100% accuracy that ruin your armor. Good thing inventory is practically unlimited and unequipped items weigh nothing, so you can bring a few spare sets.
Amulets & Armor has wizards with ranged acid attacks that destroy random items from your inventory. If you’re lucky, it’s just a carrot, if not, it might be your hardened steel mail.
Unsere Rüstung kann kaputtgehen, verschmutzen oder mit Blut besudelt sein, was ebenfalls Einfluss auf unser Charisma oder unsere Bedrohlichkeit hat. Das wird dank hübscher Texturshadern gut sichtbar.
Weil es verschiedene Schichten gibt, empfiehlt es sich, diese schlau zu kombinieren. Ein weiches Unterhemd hilft, den Schaden zu mildern, den ein Prügel an einer Plattenrüstung anrichtet.
Wiederholte Schläge auf dasselbe Rüstungsteil mindern die Condition und richten folglich mehr und mehr Schäden an.
Dexterity Bonus: Dexterity-based armor class modifiers. => Dexterity is accounted by parrying
Hit zones: Every armor has weaknesses, e.g. plate armor doesn’t protect the hollow of the knee. Hitting those weak spots is very difficult but neglects the effect of the armor => Is accounted by critical hits