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Wiki Systems Gear

Gear

How equipment slots, wearing, wielding and the level and class gates on gear work.

Everything you equip falls into one of two groups. Armour, jewellery and clothing are put on with wear and taken off with remove. Weapons are taken up with wield and put away with unwield. The equip command handles either, choosing the right one for the item you name. gear (also equipment) lists everything you currently have on, arranged by slot, and ooc <item> prints an item's full record: its type, grade, armour rating or weapon class, quality, condition, sockets and any class or level requirement.

wear, remove, wield and equip all accept the bracketed number shown beside an item in your inventory, as well as its name, an ordinal such as 2nd sword, or a name followed by a number.

Slots#

Every piece of armour, jewellery or clothing declares an item type, and that type decides which slot it occupies. You may wear one item per slot. Attempting to put on a second names the piece already there and refuses.

Slot Item types that fill it
Head helms, helmets, coifs, hoods, caps, hats, crowns, circlets, headdresses
Face masks, visors, faceguards
Eyes goggles, glasses, spectacles, eyepatches
Neck neckpieces, gorgets, neckguards, torques, collars
Ears earrings, earcuffs
Shoulders pauldrons, spaulders, shoulderpads
Back cloaks, capes, mantles, shawls, wraps
Chest cuirasses, breastplates, chestplates, hauberks, chainmail, scale mail, brigandines, tunics, jerkins, vests
Undershirt shirts, gambesons, arming jackets, padding
Upper arms rerebraces, arm-guards
Arms sleeves, arm armour, armplates
Elbows couters, elbow-guards
Forearms vambraces, forearm-guards
Wrists bracers, wristguards, wristbands, cuffs
Hands gloves, gauntlets, mitts, handwraps, handguards
Waist belts, girdles, sashes, cinches, cords
Hips faulds, tassets, hip-guards
Groin codpieces, groin-guards, cups
Abdomen belly-guards, plackarts
Thighs cuisses, thigh-guards
Knees poleyns, kneeguards
Shins greaves, shin-guards, leg-guards
Legs pants, leggings, trousers
Feet boots, shoes, sandals, sabatons, footguards
Robe robes, coats, surcoats, tabards, overcoats, vestments, regalia
Dress gowns, dresses, outfits
Right ring rings and bands
Left ring left rings
Amulet amulets, pendants, lockets, charms
Necklace necklaces, chokers
Trinket talismans, fetishes, idols, relics
Bracelet bracelets, bangles
Brooch brooches, clasps, pins
Badge badges, emblems, crests
Insignia clan insignia
Off-hand shields, bucklers, kite shields, tower shields

Rings are the one exception to the one-item-per-slot rule. There are two ring slots, right and left, and you may wear two rings in total. A plain ring or band goes on the right hand; a piece made specifically as a left ring goes on the left. A third ring is refused.

Level requirements#

Most gear carries a minimum level to wear or wield it. If you are below it, the refusal names the grade band the item belongs to rather than a bare number. Grade is nothing more than the name of that band, so a level 90 ring and a level 90 sword are both Ancient.

Grade Level required
Basic 1
Common 10
Uncommon 20
Rare 30
Epic 40
Superior 50
Exceptional 60
Elite 70
Masterwork 80
Ancient 90
Legendary 100

A piece may additionally set a higher requirement for one particular class. That entry can only raise the bar for that class, never lower the item's own floor.

Armour categories and class#

Armour that declares a category may only be worn by the classes that category belongs to. Armour with no category at all is unrestricted, which is what Explorers and the other classes outside these lists can wear.

Category Classes
Plate warrior, paladin
Mail warrior, bard, cleric, paladin, templar
Leather ranger, rogue, thief, assassin, bard
Cloth mage, necromancer, cleric, bard, healer

The category also decides how much armour a generated piece carries. Working from plate as the baseline, mail is worth 90 percent of the plate value for the same slot and tier, leather 82 percent and cloth 74 percent. Only plate and mail come in shield form, and a shield is worth as much as a chest piece at the top tiers, so a fully kitted warrior lands near twice a caster's mitigation on merit rather than by any hidden cap.

Weapon classes#

Weapons carry a type, and each type is open to a set of classes.

Weapon type Classes
Heavy warrior, paladin, templar, explorer
Sword warrior, ranger, paladin, templar, rogue, thief, assassin, explorer
Axe warrior, ranger, paladin, explorer
Mace warrior, cleric, paladin, templar, explorer
Dagger warrior, rogue, thief, assassin, ranger, bard, paladin, explorer
Polearm warrior, ranger, explorer
Staff mage, necromancer, cleric, healer, bard, explorer
Bow ranger, explorer
Instrument bard
Fist warrior, rogue, thief, assassin, explorer

Individual items can also bar particular races, and weapons can be barred to followers of particular religions. Anything of that sort is listed in the item's ooc record.

Armour rating and mitigation#

Armour rating is the only armour number combat reads. Your armour class is the plain sum of the armour rating of everything you are wearing, reduced by each piece's condition, plus flat armour class from socketed runes, plus flat armour class from a completed plate or mail set, plus one point for every point of constitution above ten.

Damage reduction is armour class divided by 500. One point of armour class is worth a flat 0.2 percent, so armour class 125 is 25 percent reduction and armour class 250 is 50 percent. There is no class floor and no class ceiling on the way up; the only hard limit is a 75 percent ceiling on total reduction from all sources. A naked character mitigates nothing.

Weapons in the hand#

A weapon that needs two hands is two-handed, and that single fact drives everything else about it. A two-handed weapon deals 33 percent more damage, misses 5 percent more often on top of the flat 5 percent chance everyone carries, and cannot be used with a shield. The rule works in both directions: you cannot wear a shield while a two-hander is wielded, and you cannot wield a two-hander while a shield is worn.

Small weapons such as daggers can be taken in the off hand with offwield once you have a primary weapon in place. Off-hand swings deal a third of their normal damage, and you cannot dual wield while carrying a shield. Mages deal 15 percent less damage with weapons than other classes, whatever they are holding.

A merchant with the right training can identify an item to read out its enchantment and bonuses without you needing a scroll, or appraise it for a full report covering grade, quality, condition, socketed runes, stat bonuses and resistances in one go.