DoS Equipment

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Contents

Armor

"Normal" Armors

Padded

Resist 2 damage; Maximum Reflex +6; Weight 1
+1 vs. cold; -1 vs. heat

Leather

Resist 3 damage; Maximum Reflex +5; -1 Dexterity; Weight 1

Hide

Resist 4 damage; Maximum Reflex +4; -2 Dexterity; Slow; Weight 2 +1 vs. cold; -1 vs. heat

Exotic Armors

Cord

Resist 1 damage; Maximum Reflex +7

Bark

Resist 2 damage; Maximum Reflex +6; Weight 1

Heavy Hide

Resist 6 damage; Maximum Reflex +2; -2 Dexterity; Slow; Weight 3
+2 vs. cold; -1 vs. heat

Metal Scale

Resist 8 damage; Maximum Reflex +2; -2 Dexterity; Slow; Weight 4
+1 vs. cold; -2 vs. heat

Shields

Wooden Shield

Allows you to replace Reflex saves to dodge with Fortitude saves. Failure by 4 or more breaks your shield.

Hide Shield

Allows you to replace Reflex saves to dodge with Will saves. Failure by 4 or more breaks your shield.

Metal Shield

Allows you to replace Reflex saves to dodge with Fortitude saves. Failure by 6 or more breaks your shield.

Weapons

Materials

Wood: No modifiers
Stone: +1 damage
Bronze: +2 damage
Iron: +3 damage

Club

Base damage 1d6; Must be stone or worse; Critical hit can stun; Weight 1

Mace

Base damage 1d8; Must be stone or above; Critical hit can stun; Weight 2

Spear

Base damage 1d8; Critical hit does Con damage; Weight 1

Throwing Spear

Base damage 1d6; Ranged; Critical hit does +2 damage

Axe

Base damage 1d10; Must be stone or above; Critical hit does Str damage; Weight 2

Dagger/Knife

Base damage 1d4; +1 to hit; Must be stone or above; Critical hit does Dex damage

Sword

Base damage 1d8; +1 to hit; Must be bronze or above; Critical hit undetermined; Weight 1

Greatsword

Base damage 1d12; Must be iron; Critical hit can kill; Weight 2