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 |
| 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.