Post by Ramir on Apr 18, 2014 6:45:45 GMT -5
HOW EQUIPMENT WORKS
Each piece of equipment is treated separately, but there are some general rules that might help your understand equipment, it's role and it's benefits in game.
Gear is not made for power gaming,
Equipment in The Menagerie is built for role play and therefore, you won't see large bonuses granted by equipment.
Weapons traits are per the Talent list.
As per the Talent descriptions, your weapon will belong to one particular Talent and your ability with that weapon will be based on your Talent level.
Armour traits are per the armour type.
There are no armour Talents, as armour is a passive item. Different types of armour have different benefits and drawbacks. This is explained further below.
Gear quality can impact results.
Yes, a better weapon can deal more damage and better armour may prevent it. This is not quantified or calculated in any way, as it detracts from the game experience. Still you may benefit from better gear at the very moment you need it.
Gear can have special abilities.
No, your gear will not grant you passive bonuses, but you may still find a flaming sword, or other item that is capable of something truly interesting.
GEAR QUALITY
Equipment comes in grades, which indicates both the level of craftsmanship and the quality of the materials used. A higher quality sword will be sharper, more durable and better balanced, for example.
Poor: This indicates an item of sub-par quality, whether through it's crafting or due to it being in a state of disrepair.
Common: This is considered common, or acceptable quality. Your average smith produces average gear at average prices.
Grand: Grand items are created by more talented and trained smiths, or are the result of the desire to create something better than usual. The materials and craftsmanship mean they are worth more, but perform better than the norm.
Exceptional: Exceptional items are not common and more often than not, are made to order, as they take both talent and time to create. Exceptional items are therefore considered rare and are highly sought after as weapons and collectibles.
Mastercraft: Incredibly rare items that are hard to come by. Many mastercraft creations belong to lost cultures with long lost alchemical and smithing arts. A living mastercraft smith is as rare as these highly coveted items.
ARMOUR TYPES & TRAITS
Clothing: Clothing is worn by most everyone. It's not really considered armour, but many people wear it without armour and therefore, it is the one layer between them and potential harm. Clothing does next to nothing to prevent damage to the wearer, but allows maximum mobility and freedom of movement. You don't need to rely on armour, if you don't take a hit.
Light Armour: Light armour types are those which weigh less and remain somewhat flexible. Leather armour, padded armour and the like are typical of this type. They may be adorned with rivets, or some small metalwork., but generally aren't boiled and made entirely rigid. This armour can reduce the severity of injury and can negate some slight damage, but grants the user the mobility to dodge and move out of harms way.
Medium Armour: Medium armours include harder, more layered variants of light armour and up to mail suits. Mail armour can be quite heavy and taxing to wear, but does not entirely inhibit movement when worn. Mail provides better protection against damage and can negate some minor damage. Chain armour and the like can also be quite noisy when in motion.
Heavy Armour: Heavy armours include half plate, scale and banded types of armour. This armour type stops just short of dressing yourself in a tin can, but is much heavier and certainly hampers the user's movement. It can negate some moderate damage if the user is lucky, but is cumbersome, tiring and certainly not stealthy.
Full Armour: As armoured as armoured gets, full armour suits are built of solid platers that intersect and overlap to offer the wearer incredible protection. Completely built to reduce damage, they do little to aid movement and can wear out their wearer quite quickly in battle. They are large, bulky and noisy, but can negate some major damage.
UNDERSTANDING DAMAGE TYPES AGAINST ARMOUR
Typically speaking, these three rules are true to all armour, with effectiveness reduced against tougher armour types.
Edged, slashing weapons : Swords and the like do not fair well against armour. They are quicker and often more versatile, but the heavier the armour, the harder it is to slice through.
Edged, cleaving weapons: Weapons like axes can cleave into through armour, given the heft often used to deliver a blow. Be careful your weapon does not become stuck.
Piercing weapons: This includes swords when piercing, spears, lances and arrows. Given their fine point and the immense force exerted at the tip, these types of weapons can pierce armour. Again, be careful you do not leave your weapon stuck.
Bashing weapons: Bashing weapons are useful against armour, because they are designed to ignore armour and instead, crush flesh and bone beneath. They do not get stuck, but can be cumbersome to wield.