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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 attacker’s encumbrance and armor RT’s 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 attacker’s roundtime when swinging a weapon and increases the chance of an unsuccessful dodge against certain spells and effects (boil earth, roa’ters).  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%      

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