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Wiki Systems Gear

Gear

Equipment slots, wearing and wielding, and the level and class limits on gear.

Everything you equip falls into one of two groups. Armor, jewelry and clothing are put on with wear and taken off with remove. Weapons are taken up with wield and put away with unwield. equip does either, whichever suits the item you name. gear (or equipment) lists everything you have on, slot by slot, and ooc <item> shows an item's full record: its type, grade, armor rating or weapon class, quality, condition, sockets and any class or level requirement.

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

Slots#

Every piece of armor, jewelry or clothing has an item type, and the type decides its slot. You may wear one item in each slot; trying 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, armguards
Arms sleeves, arm plates
Elbows couters, elbow guards
Forearms vambraces, forearm guards
Wrists bracers, wristguards, wristbands, cuffs
Hands gloves, gauntlets, mitts, handwraps, handguards
Waist belts, girdles, cinches, cords
Sash sashes
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
Ring rings, bands, signets
Amulet amulets, pendants, lockets, charms
Necklace necklaces, chokers, torcs
Trinket talismans, fetishes, idols, relics
Bracelet bracelets, bangles
Brooch brooches, clasps, pins
Badge badges, emblems, crests
Insignia clan insignia
Bag backpacks, packs, satchels, bags
Off hand shields, bucklers, kite shields, tower shields

Rings are the one exception: you may wear any two rings, and a third is refused. There is no left or right hand for rings. You may wear one bracelet, and there are no anklets.

Level requirements#

Most gear has a minimum level. The requirement is the floor of the grade band the item's level falls in, so a level 43 piece can be used from level 40. If you are below it, the refusal names the grade. 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 set a higher requirement for one particular class. That can only raise the bar for that class, never lower the item's own floor. A weapon a warrior has gripped can be wielded ten levels sooner than its grade allows.

Armor categories and class#

Armor with a category can be worn only by the classes listed for it. Armor with no category can be worn by anyone, and it is all that merchants and diplomats can wear. Explorers wear leather, the light armor their guild hands out.

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

Clerics of Kranos are the one exception: from level 27 the war god's clerics may wear plate as well.

The category also sets how much armor a generated piece carries. Taking plate as the measure, mail is worth 88% of plate for the same slot and tier, leather 78% and cloth 70%. Only plate and mail come as shields, and a shield is worth as much as a chest piece, so a fully armored warrior carries about one and a half times a caster's armor.

Every tier is a real step up. For the same slot, category and quality, a piece from a higher tier always carries more armor rating than the tier below, and no generated piece carries none. Quality still counts across tiers: a Pristine piece can carry more armor than a Poor one from the tier above.

Weapon classes#

Every weapon has a type, and each type is open to certain 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
Club warrior, rogue, thief, assassin, explorer
Dagger warrior, rogue, thief, assassin, ranger, bard, paladin, templar, psion, explorer
Scythe necromancer, explorer
Polearm warrior, ranger, explorer
Staff mage, necromancer, cleric, healer, bard, psion, explorer
Bow ranger, explorer
Instrument bard
Fist warrior, rogue, thief, assassin, explorer

Items can also bar particular races, and weapons can be barred to followers of particular faiths. Any such limit shows in the item's ooc record.

Armor rating and mitigation#

Armor rating is the only armor number combat reads. Your armor class is the sum of the armor rating of everything you wear, plus flat armor class from socketed runes, from a completed plate or mail set and from blessings, plus five points for every point of Constitution above 10.

The pieces you wear are weighed against the attacker's level: 4.8 points of worn armor are worth 1% against a level 25 attacker, 8.8 against level 50 and 16.8 against level 100, so a set of your own level stops about two fifths of a blow from a creature of your level at any level. Everything else in your armor class (shield, Constitution, set bonus, runes, blessings) is worth 1% for every 25 points. Total reduction from all sources is capped at 75%.

Weapons in the hand#

A two-handed melee weapon adds 55% to the whole blow, your fighting style and sharpened edge included (a mage's staff adds 33%). It misses 5% more often, on top of the 5% chance of a miss everyone has, and cannot be used with a shield: you cannot wear a shield while wielding a two-hander, or wield a two-hander while wearing a shield. A ranger's bow adds 22% to the whole blow, rising with level to 52%. In anyone else's hands a bow adds 20% to the damage roll.

Small weapons such as daggers can be taken in the off hand with offwield once your main hand holds a weapon. The off hand follows your main hand 10% of the time at level 1, rising to 50% at level 100, and its blow lands for half of what the same blow would do from the main hand. You cannot fight with two weapons while carrying a shield.

Mages and healers deal 15% less damage with weapons than other classes, and a mage's weapon blows are cut to four fifths again on top of that.

A merchant can appraise an item for you. Higher ranks of the skill name unknown potions, scrolls and tools, look over whole containers and write signed appraisals. See Merchant.

Weapon sets and outfits#

qwield keeps up to five weapon sets and puts one in your hands with a single command. A set is whatever you hold when you save it: a main weapon, with an off hand weapon or a worn shield. It is handy for putting your weapons away before walking past Aurin's watch and drawing them again outside.

Command What it does
qwield save <number> Saves what you hold now as set 1 to 5.
qwield <number> Switches to that set.
qwield list Shows your sets.
qwield clear <number> Forgets a set.

Switching puts away anything in your hands that is not part of the set, then wields and wears the set. You must still be carrying every piece.

wardrobe does the same for clothing and jewelry. It keeps up to ten named outfits of the clothes and jewelry you wear; armor, weapons, guild satchels and clan insignia are left alone. An outfit remembers your actual items, not copies, so every piece must be in your inventory itself, not in a bag, when you change. A piece you have sold, stored or given away stops the change before anything comes off.

Command What it does
wardrobe save <name> Saves what you wear as an outfit; an existing name is replaced.
wardrobe or wardrobe list Lists your outfits.
wardrobe show <name> Shows an outfit's pieces and slots.
wardrobe wear <name> Changes into it; wardrobe switch <name> is the same.
wardrobe delete <name> Forgets an outfit and changes nothing you wear.

A name is up to 24 letters, digits, spaces, hyphens or underscores. You cannot change outfits in a fight or while you cannot move your hands.

Neither command touches social mode. dress puts you in social attire, where others see your clothing instead of your armor and weapons; you cannot start a fight, and if you are attacked your armor gives no protection. undress returns you to combat mode.