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For every combined +15 bonus in dexterity and reflexes, subtract 1 second off RT. The rank for speeds of one handed edged are (fastest to slowest); dagger, rapier, short sword, scimitar, handaxe, broadsword and falchion.
If the attackers encumbrance and armor RTs are constant, a 3 lb. falchion will cause the same RT as an 18 lb. falchion. Also, the number of items carried by the attacker can influence RT. Hunting with a sack full of herbs (weighing 22 lbs) will increase your RT over a single item (such as a very large satchel) that weighs 22 lbs. Strength comes into play in reducing your encumbrance, so the stronger you are, the less RT encumbrance is applied to your character.
Armor Use is the skill of using armor. Armor increases an attackers roundtime when swinging a weapon and increases the chance of an unsuccessful dodge against certain spells and effects (boil earth, roaters). This skill allows the character to train in armor to the point of negating these penalties.
For example, if you have a +66 armor skill and use AsG 10 armor, you may have a 5 second RT while performing a normal attack (with a broadsword), but while ambushing, you may have a 6 second RT with a 2 second RT adder due to weapon speed, for a total of an 8 second RT. Once you trained away the armor RT adder (+82 skill), the extra RT second will be eliminated.
You can overcome some of the armor RT penalty before you are 'fully trained' in the armor type you are using, with a high reflex and dexterity. For each +15 combined reflexes and dexterity stat bonus, subtract 1 second from your roundtime (not to go below 5 seconds without Haste I or II). However, overtraining in armor use (in excess of what it takes to completely remove the armor RT adder), will not lower ambush RT.
There are five major armor groups (AG): clothing, leather, scale, chain, and plate. It is important to keep these five groups in mind, because when a monster hits you, the amount of damage that is done is affected by what type of AG is covering that area of your body. Armor groups and armor sub groups (ASG's) are as follows:
AG class (AG type) elemental spiritual mental action RT
Armor name ASG Body coverage hindrance hindrance hindrance penalty adder
AG 1 (clothing)
Robes, Leather Jerkin 1 Varies (pants cover legs, etc.) 0% 0% 0% 0 0
AG 2 (leather)
Light Leather 5 Torso 0% 0% 0% 0 0
Full Leather 6 Torso, arms 0% 0% 0% 0 1
Reinforced Leather 7 Torso, arms and legs 2% 0% 0% -5% 2
Double Leather 8 Torso, arms, legs, head and neck 4% 0% 5% -8% 2
AG3 (scale)
Leather Breastplate 9 Torso 5% 4% 3% -5% 2
Cuirbouilli Leather 10 Torso, arms 7% 5% 5% -7% 4
Studded Leather 11 Torso, arms and legs 8% 6% 5% -10% 6
Brigandine 12 Torso, arms, legs, head and neck 10% 8% 15% -13% 6
AG 4 (chain)
Chain Mail 13 Torso 12% 8% 9% -10% 3
Double Chain Mail 14 Torso and arms 14% 10% 10% -12% 6
Augmented Chain Mail 15 Torso, arms and legs 15% 11% 10% -15% 9
Chain Hauberk 16 Torso, arms, legs, head and neck 20% 15% 25%