DoS Equipment
From Myth-Wiki
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
