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Armor and weapons help you in certain ways, they also hinder you. Below are the listing of how they affect you in both the positive and the negative. Heavier weapons and armor make you slower and are shown as an increase to your initiative roll. The opposite is true of light weapons and armor and is shown as a decrease to your initiative roll. Someone with a giant axe and full plate armor might be able to hit hard but they are going to be slow.

Weapons

Weapons are divided into several categories, most weapons will provide normal damage, however, some of the larger weapons will give a bonus to damage. This bonus is not a freebie though, the larger weapons are harder to wield and shall be reflected in that aspect with a negative initiative modifier. A person wielding a longsword will be faster than a person wielding a two handed claymore, fact of life.

ALL HITS WILL DO AT LEAST ONE (1) POINT OF DAMAGE.

 

Weapon

Damage Bonus/Minus

Initiative Modifier

Daggers, Claws, Knifes, etc.

-1 damage

-1

Short Swords, Long Swords Bastard Swords, small axes etc.

None

None

Two handed axes, Swords, etc.

+1

+1

Polearms, lances, pikes, etc.

+2

+3

Short Bow, Horse Bow

None

-1

Long Bow, Composite Short Bow, Light Cross Bow

+1

+1

Composite Long Bow, Large Crossbow

+2

+2

 

armor

Armor is divided into several categories, offering slightly different protection. Each armor will add to the DP of the wearer, this DP, once used, can not be healed. It is ALWAYS the first damage taken. It must be repaired before it will be of any use again. Some of armors will allow more protection against certain types of weapons, allowing a -1 DP advantage against that type of weapon, while others might be better against a different type of weapon. Two sets of armor may not be worn together. However, because such protection does become cumbersome, it will also affect how fast a person can move, which will be shown with a negative initiative modifier.

NOTE: A successful hit will ALWAYS do one point of damage even if the modifiers reduce it to 0.

Armor

Bonus against Weapon

Leather & Padded

No bonus against crushing or piercing weapons, -1 bonus to cutting weapons. Assassin and thief can wear both. Highest a Mage can wear.

Hide & Studded Leather

No bonus against Crushing damage, -1 bonus to cutting and piercing weapons. Assassin and thief can wear both, Highest for a thief.

Studded Hide, Brigandine, & Ring Mail

Studded Hide allows -1 bonus against all damage, highest armor an Assassin can wear. Highest for a Martial Artist if unenchanted.

Scale, Chain, Splint and Banded Mail

Chain allows no bonus against piercing weapons. -1 bonus against all weapons. Group is the highest if enchanted that a Martial Artist can wear.

Partial Plate, Breast plate, Cuirass

Body Protection only, -2 against all types of damage.

Field & Full Plate

-2 against all damage, full body protection.

 

 

Armor

DP Bonus

Initiative modifier

Leather, Padded

5

0

Hide, Studded Leather

10

0

Studded Hide, Brigandine, Ring Mail

15

+2

Scale Mail, Chain Mail, Splint Mail, Banded Mail

20

+3

Partial Plate Mail, Breast Plate, Cuirass

25

+4

Field Plate, Full Plate

30

+6

 

Magical enhancements will reduce the initiative modifier by the amount of the plus as well as reducing the amount of damage done by a hit. The plus of the armor will also reduce damage done from a spell attack by a like amount.

 

Shields

 

Shield Type

Bonus

Initiative Modifier

Buckler

3DP (allowed for thief, assassin, and mage)

0

Small Shield

5DP

0

Medium Shield

8DP -1 DP from attacks

+1

Large Shield

12DP -1 DP from attacks

+2

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