Trying to keep chugging away at this as best I can! Heres some arms and armor - which are always fun to think about and enjoy. But Ive tried to come up with reasons to pick different weapons rather than always going for the highest possible numbers and also a way to combat the DnD issue with dexterity. While it was cool when your monk or rogue had 20 plus armor class from their dexterity and traits it made it pretty hard to hit them and tended to let them just walk away with the story unless they were facing a mage. Which made you have to generally adjust the campaign. I tried to come up with a way to bring them down a bit while also allowing a counter to heavy armor as well.
Hope it makes sense and you all enjoy the world building I tried to slip in as well :)
Most melee weapons rely on your brawn score to give you both a bonus to hit and bonus to damage. However nimble melee weapons can use agility instead as do the majority of the ranged weapons. A Brawn score of two would give you an extra +2 to hit and damage, increasing flatly as your score does, same with agility. If your class has a specialization with a particular weapon your bonus's may be increased.
Striking a target with your fist or feet begin with a base damage of 1d3, and each point of Brawn or agility you have increases the die you roll by one tier. However this only works for your highest score as hand to hand fighting can be practiced with strength or precision to achieve the desired outcome. As your score increases the damage will also go up - (1d3, 1d4, 1d6, 1d8, 1d10) maxing out at 1d10 for 5 Brawn or Agility. Some classes get extra bonus's to their hand to hand attacks that allows them to Stun or even have them become Nimble and Armor Defeating. Striking unarmed however only allows one attack until you are certain advanced combat classes and with a sufficient Agility or Brawn score.
Weapon qualities: Keep in mind these can and likely will be used against you as players.
* Nimble (N) - These weapons can use agility for their rolls and also half an enemies defense that they gain from their own Agility, rounded down. For example everyone starts with 8 defense. If your enemy has 3 agility they would have 14 defense. But against an Nimble weapon they would only gain 3 defense from their agility to a new total of 11.
* Armor Defeating (AD) - Weapons specially made to defeat armor, and as such half the opponents defense that they gain through armor either natural or worn as well as shields. This, like nimble, only accounts for their extra defense not their base.
* Reach (R) - Weapons that can attack at least one 'square' further away than other weapons. This allows them to reach past allies to strike an enemy in front of that ally. And can allow them to hit low flying opponents. Reach can also be Reach+ and beyond which increases the squares away that the strike can be made. But should an opponent be right next to you you suffer a -1 to your to hit score, attack, and defense for each + the reach weapon has. So a Reach+ weapon you would suffer a -2 to all those stats.
* Thrown (T) - Either built for or light enough to throw without penalty. All weapons can of course be thrown but some are far better at it than others. Trying to throw a none throwing weapon would lower your chance to hit while a weapon with the Thrown quality will not.
* Balanced (BL) - Weapons made to be held one handed in your weaker hand. Often wielded as a pair to allow two attacks at once. This does however mean you cannot use a shield or magic casting item at the same time.
* Wide Sweep (WS) - Long bladed or other broad sweeping weapons that allow you to attempt to hit multiple targets in front of you at once. With the difficultly of landing the roll increasing per extra target.
* Defensive (D) - Tough weapons that give you a +2 defense through either their size or construction by being good at deflecting lesser or even larger weapons than they.
* Stun (S) - Successfully striking an opponent with a stun weapon will have them roll a 1d6 against a number you chose. If this number lands on the same one you call before the roll is made they will be stunned for their next turn. They can still move at half speed but are unable to attack as well as suffering -4 to their defense.
Simple weapons; Everyone can use these without penalty. Some classes (Pilgrim for example) get bonuses with these. Only the most paranoid settlement would confiscate these on arrival.
* Medium length of wood(3 foot or less), 1d4
Examples; chair or table leg, broken part of a spear or gardening tool, or tent poles.
* Long length of wood(3+ foot), 1d6 (R)
Examples; Walking staves, spears without metal heads, general staffs.
* Cooking and gardening weapons, 1d4
Examples; Kitchen knives, meat cleavers, rakes, hoes, scythes.
* Basic Ranged weapons, 1d6
Examples; Sling(Can use Brawn or Agility), short/hunting bow(N), darts(Uses Brawn).
Self defense weapons; Most magic classes have these as their mainstay weapons. Rogues get bonuses with many of these as do some melee classes. These are weapons that can be used in a fight but are not made for war. Are allowed in most settlements but guards will pay attention.
* Daggers and combat knives, 1d6 (BL/T)
Examples; Stabbing and slashing daggers, collapsible knives, anything over a pen knife but still concealable. Parrying Dagger (D(requires special training))
* Small swords, 1d8 (BL)
Examples; Shortswords, sideswords, Light sabre.
* Small specialized, 1d8
Examples; War Axe (One handed)(WS), Club (Medium lenght of wood made for combat)(S), Rapier (N), Dueling sabre (D)
* Advanced ranged weapons, 1d8 - often have a minimum Agility or Brawn Required.
Examples; Small crossbow, Longbow, javelins(Uses Brawn)
Weapons of War; The main weapons of battlefields and wars, not subtle in the slightest and requires specialized training to use effectively. Are rarely allowed to be carried around inside towns or cities - unless you work there as a guard.
* Small War, 1d10
Examples; Mace (S), Flail (WS), War Pick (spiked hammer)(AD), Arming Sword (D)
* Long blades, 1d8-1d10 depending on if you use one hand or two.
Examples; Longswords (WS), Claymore (Requires 3 Brawn to one hand)(WS/R), Zweihander/Two Mouse Sword (Requires 5 Brawn to one hand)(WS/R/D)
* Polearms, 1d10-1d12 depending how far away the enemy is, close means less damage. All have Reach
Examples; Spear (T), Corseque (N), Poleaxe/Halberd (AD), Glaive (WS), Pike (R+), Sword Staff (D), Pole Hammer (S)
* Large War, 1d12 - Requires 3 Brawn to use, always two handed
Examples; Maul (S/AD), Battleaxe (AD/WS), Great Flail (WS/R), Bear War Club (D/AD/WS)
* Expert Ranged Weapons, 1d12
Examples; Siege Crossbow (AD/R)Requires one turn to cranequin reload), Black Bow ((AD)Requires being or killing a Black Arrow, possessing a stolen or looted bow is a crime in the Flatlands), Bear Bombs (Not explosive but very heavy blunt or sharp thrown weapons(Uses Brawn))
Misc Weapons; Weapons for a specific classes or needing specialized training.
* Deepwood Staff, 1d6 - increase forest connection by 1
The tool of a Squirrel Naturist that often looks like a tree branch where one can see moss grow. Acts as a connection to the natural spirit of the land when they are outside the Forest. Requires Naturist class.
* Squirrel Hopstick, 1d8 melee 1d8 ranged, increases agility by 1. Requires Squirrel forest born or Squirrel mentorship. (N)
A combination combat staff, staff sling, and hook for climbing quickly.
* Whistlestick, 1d10 melee, hitting targets grants various buffs. (AD)
A large club filled with holes for the wind to whistle through used by strong bards to engage in melee combat. Requires the Bard class and at least two Brawn. The buffs apply to you as a Bard. But advanced Bards apply them to allies as well.
* Steel Claws, 1d6-1d12 - gives bonuses to climbing. Damage depends on material and the size of the person using them. (N/AD)
Originally a mole invention to help them dig these have been adopted by many species as of late as a very easy to hide and devastating close range weapon. Often used by criminals. They take the form of a glove most often that leaves the palm open and fits over the claws to replaces them with metal ones. Can also come in foot coverings but are treated the same as hand claws for the purpose of damage rolls. Possession of these are illegal in cities.
Shields: As your Brawn increases you are able to use larger and better shields. Shields of any size can be made of metal or wood. Wood loses two defense to ice and four to fire. While metal loses two defense to ice and four to lightning. The loss of defense can put a shield into negative values which will damage your own defense score. To use a shield you need to have a weapon you can wield in one hand. For veteran wealthy warriors it is common to have your shield enchanted.
0 Brawn - Small Buckler, 1 defense.
1 - Small round/square shield, 2 defense
2 - Heater size shields, 4 defense.
3 - Kite size shields, 4 defense - reduced damage from physical ranged attacks by two.
4 - Scutum style shield, 6 defense.
5 - Tower Shield, 6 defense - reduce damage from all ranged attacks by two.
The Uniters shield has been reported in history of being roughly kite shield in size. But at Solatics mountain it is clearly a small round shield. Curious.
Armor: Rather than tied to Brawn like shields to be able to utilize larger and better versions armor is instead tied to Vitality. As being strong is helpful sure but the ability to move and fight in heavy armor without being winded badly is more to do with conditioning rather than arm strength. Being able to pace yourself to not do more damage to yourself than an enemy would as you collapse prone. But heavier armor will limit the amount of defense you can gain from agility (in most cases) and as a player you often have to decide if you want to increase your defense do you want high vitality and good armor or high agility and be very quick. This list does not include the possible enchantments you can get for worn equipment. These are also just examples and not the only armors available at each tier.
0 Vitality - Clothing for any weather is about as much as you can muster. This offers no defense against attack. This does not cap your defense gained from agility.
1 - Leather (made from work/food animals) or quilted armor such as Gambesons. Both of these are water sensitive and can get much heavier and harder to move in when wet. Offers 2 extra defense and caps your agility gained defense at 8.
2 - Speaking Leather (Heavier and made from the skins of the sentient walking talking animals of Spall (Solatic, South Flatlands, and Auro find this barbaric. Often purchased from Badlands or Northern Flatlands - made of skin or scales)). Or Chitinous armor from the various insects of the Badlands. Sold at most of their trading outposts in many styles considering which species it is mainly made from - they have no issue with this. Offers 4 extra defense and caps your agility gained defense at 6
3 - Coat of Plates also known as Brigandine. Constructed from a jacket like a Gambeson that then has metal plates sewn into it to provide much stronger protection at only a moderate increase to weight. Most Flatland Soldiers that have proven themselves are issued this. Another example of tier three armor would be a simple mail shirt. Offers 6 extra defense and caps your agility gained defense at 4.
4 - Half Plate. Generally seen on veteran mercenaries of the land this armor generally consists of a breastplate, front and back, gauntlets, boots, and a helmet. Lessoning the weight that one much carry while protecting vital areas. Mail also arrives here with extra reinforcement in the form of scale mail. Offers 8 extra defense and caps your agility gained defense at 2.
5 - Full plate. Often seen on expert soldiers of the North and Southern Flatlands this armor is very expensive to acquire but can allow shrugging off the strongest of blows without even filching. Offers 10 extra defense and allows you no defensive bonus from agility.
Special armor types: A few examples from a few societies, not everyone is listed here and these are not the only ones they offer.
- Heart of the Host (2 defense, no agility cap, holds one Soul) More of a hefty holder for an amulet this Badlands creation is the work of the Moths. And while made mainly for them the chest can fit on other races. And if gotten from the Moths for a great deed done for them can be charged with whatever you would like. The Soul could be that of a grand warrior increasing your Brawn and combat skill, or a great Healer for vitality and healing power. While less beneficial for an actual Essense Host the ability to hold one more soul than their current cap would be a great benefit for them as well.
- Bark Cloak (2 defense, no agility cap, camouflage in any natural terrain). The cloak of Squirrel Elite who have devoted their life to the Forest. Aptly named it looks like bark but flows like the softest cloth. Often leaders of Hoppers and Naturists who ensure those in the forest mean it no harm. Often by being in direct sight of those intruding into it but impossible to see.
- Assassin Leathers (4 defense, no agility cap, gives 1 Agility). Requires acquiring one from a dead Assassin or being issued one through the guild, possession and public display of this armor marks you as very dangerous individual and a big target. A jet black set of leather harvested from unknown sources. The general populace only know of this armor from its display in the Rogues guild in the Northern Flatlands. Otherwise seeing it in the wild means you are likely about to die.
- Chosen Garb (6 defense, allows 6 gained from agility, 50% magic damage reduction). Acquired by being blessed by Solatic and picked out as one of his Chosen. The armor itself rarely looks like armor but does glow with a gold light and is occasionally seen at the Sanctum as the wear of the individuals who are called on for big issues. Can be taken from you at any time by Solatic as he is now personally watching you.
- Experimental Bastion (6 defense, 6 from agility, increases personal magic capacity by 50%). One of the most recent inventions from Auro that is still in the prototype phase this coat, glove, and waist apparatus is studded with mana crystals that rather than being the normal blue are orange. A project of Alchemists, Mages, Solatic converts, and the Insects. These are able to hold both arcane energy, life, holy, and even natural magic. Solatic is very angry this exists. The crystals gradually siphon off the energy of their host until they are full and are able to be tapped into when needed. This is a painless process that can easily happen while asleep or outside combat by wearing one piece and being near the others to charge up them and yourself with no reduction in personal mana regen.
- Badger Plate (10 defense, 2 from agility, reduce all damage taken by four). While called Badger it is made in other sizes too but only at the cost of a great favor. While the North may enjoy more Smiths per capita than the South the best in the South prize quality above all else. And this plate is the pinnacle of it. You would struggle to find a more solid suit of armor.
- Uniters armor. Rather than other armor which comes as a full suit the Uniters armor is split into six parts. Helmet, chest, arms, hands, legs, and feet. Each one bears unique enchantments and gives its own armor value. With each piece also becoming stronger when more are worn. However - since the Uniter took her armor off no beast has ever been able to gather or wear more than three at once.
Hope it makes sense and you all enjoy the world building I tried to slip in as well :)
Most melee weapons rely on your brawn score to give you both a bonus to hit and bonus to damage. However nimble melee weapons can use agility instead as do the majority of the ranged weapons. A Brawn score of two would give you an extra +2 to hit and damage, increasing flatly as your score does, same with agility. If your class has a specialization with a particular weapon your bonus's may be increased.
Striking a target with your fist or feet begin with a base damage of 1d3, and each point of Brawn or agility you have increases the die you roll by one tier. However this only works for your highest score as hand to hand fighting can be practiced with strength or precision to achieve the desired outcome. As your score increases the damage will also go up - (1d3, 1d4, 1d6, 1d8, 1d10) maxing out at 1d10 for 5 Brawn or Agility. Some classes get extra bonus's to their hand to hand attacks that allows them to Stun or even have them become Nimble and Armor Defeating. Striking unarmed however only allows one attack until you are certain advanced combat classes and with a sufficient Agility or Brawn score.
Weapon qualities: Keep in mind these can and likely will be used against you as players.
* Nimble (N) - These weapons can use agility for their rolls and also half an enemies defense that they gain from their own Agility, rounded down. For example everyone starts with 8 defense. If your enemy has 3 agility they would have 14 defense. But against an Nimble weapon they would only gain 3 defense from their agility to a new total of 11.
* Armor Defeating (AD) - Weapons specially made to defeat armor, and as such half the opponents defense that they gain through armor either natural or worn as well as shields. This, like nimble, only accounts for their extra defense not their base.
* Reach (R) - Weapons that can attack at least one 'square' further away than other weapons. This allows them to reach past allies to strike an enemy in front of that ally. And can allow them to hit low flying opponents. Reach can also be Reach+ and beyond which increases the squares away that the strike can be made. But should an opponent be right next to you you suffer a -1 to your to hit score, attack, and defense for each + the reach weapon has. So a Reach+ weapon you would suffer a -2 to all those stats.
* Thrown (T) - Either built for or light enough to throw without penalty. All weapons can of course be thrown but some are far better at it than others. Trying to throw a none throwing weapon would lower your chance to hit while a weapon with the Thrown quality will not.
* Balanced (BL) - Weapons made to be held one handed in your weaker hand. Often wielded as a pair to allow two attacks at once. This does however mean you cannot use a shield or magic casting item at the same time.
* Wide Sweep (WS) - Long bladed or other broad sweeping weapons that allow you to attempt to hit multiple targets in front of you at once. With the difficultly of landing the roll increasing per extra target.
* Defensive (D) - Tough weapons that give you a +2 defense through either their size or construction by being good at deflecting lesser or even larger weapons than they.
* Stun (S) - Successfully striking an opponent with a stun weapon will have them roll a 1d6 against a number you chose. If this number lands on the same one you call before the roll is made they will be stunned for their next turn. They can still move at half speed but are unable to attack as well as suffering -4 to their defense.
Simple weapons; Everyone can use these without penalty. Some classes (Pilgrim for example) get bonuses with these. Only the most paranoid settlement would confiscate these on arrival.
* Medium length of wood(3 foot or less), 1d4
Examples; chair or table leg, broken part of a spear or gardening tool, or tent poles.
* Long length of wood(3+ foot), 1d6 (R)
Examples; Walking staves, spears without metal heads, general staffs.
* Cooking and gardening weapons, 1d4
Examples; Kitchen knives, meat cleavers, rakes, hoes, scythes.
* Basic Ranged weapons, 1d6
Examples; Sling(Can use Brawn or Agility), short/hunting bow(N), darts(Uses Brawn).
Self defense weapons; Most magic classes have these as their mainstay weapons. Rogues get bonuses with many of these as do some melee classes. These are weapons that can be used in a fight but are not made for war. Are allowed in most settlements but guards will pay attention.
* Daggers and combat knives, 1d6 (BL/T)
Examples; Stabbing and slashing daggers, collapsible knives, anything over a pen knife but still concealable. Parrying Dagger (D(requires special training))
* Small swords, 1d8 (BL)
Examples; Shortswords, sideswords, Light sabre.
* Small specialized, 1d8
Examples; War Axe (One handed)(WS), Club (Medium lenght of wood made for combat)(S), Rapier (N), Dueling sabre (D)
* Advanced ranged weapons, 1d8 - often have a minimum Agility or Brawn Required.
Examples; Small crossbow, Longbow, javelins(Uses Brawn)
Weapons of War; The main weapons of battlefields and wars, not subtle in the slightest and requires specialized training to use effectively. Are rarely allowed to be carried around inside towns or cities - unless you work there as a guard.
* Small War, 1d10
Examples; Mace (S), Flail (WS), War Pick (spiked hammer)(AD), Arming Sword (D)
* Long blades, 1d8-1d10 depending on if you use one hand or two.
Examples; Longswords (WS), Claymore (Requires 3 Brawn to one hand)(WS/R), Zweihander/Two Mouse Sword (Requires 5 Brawn to one hand)(WS/R/D)
* Polearms, 1d10-1d12 depending how far away the enemy is, close means less damage. All have Reach
Examples; Spear (T), Corseque (N), Poleaxe/Halberd (AD), Glaive (WS), Pike (R+), Sword Staff (D), Pole Hammer (S)
* Large War, 1d12 - Requires 3 Brawn to use, always two handed
Examples; Maul (S/AD), Battleaxe (AD/WS), Great Flail (WS/R), Bear War Club (D/AD/WS)
* Expert Ranged Weapons, 1d12
Examples; Siege Crossbow (AD/R)Requires one turn to cranequin reload), Black Bow ((AD)Requires being or killing a Black Arrow, possessing a stolen or looted bow is a crime in the Flatlands), Bear Bombs (Not explosive but very heavy blunt or sharp thrown weapons(Uses Brawn))
Misc Weapons; Weapons for a specific classes or needing specialized training.
* Deepwood Staff, 1d6 - increase forest connection by 1
The tool of a Squirrel Naturist that often looks like a tree branch where one can see moss grow. Acts as a connection to the natural spirit of the land when they are outside the Forest. Requires Naturist class.
* Squirrel Hopstick, 1d8 melee 1d8 ranged, increases agility by 1. Requires Squirrel forest born or Squirrel mentorship. (N)
A combination combat staff, staff sling, and hook for climbing quickly.
* Whistlestick, 1d10 melee, hitting targets grants various buffs. (AD)
A large club filled with holes for the wind to whistle through used by strong bards to engage in melee combat. Requires the Bard class and at least two Brawn. The buffs apply to you as a Bard. But advanced Bards apply them to allies as well.
* Steel Claws, 1d6-1d12 - gives bonuses to climbing. Damage depends on material and the size of the person using them. (N/AD)
Originally a mole invention to help them dig these have been adopted by many species as of late as a very easy to hide and devastating close range weapon. Often used by criminals. They take the form of a glove most often that leaves the palm open and fits over the claws to replaces them with metal ones. Can also come in foot coverings but are treated the same as hand claws for the purpose of damage rolls. Possession of these are illegal in cities.
Shields: As your Brawn increases you are able to use larger and better shields. Shields of any size can be made of metal or wood. Wood loses two defense to ice and four to fire. While metal loses two defense to ice and four to lightning. The loss of defense can put a shield into negative values which will damage your own defense score. To use a shield you need to have a weapon you can wield in one hand. For veteran wealthy warriors it is common to have your shield enchanted.
0 Brawn - Small Buckler, 1 defense.
1 - Small round/square shield, 2 defense
2 - Heater size shields, 4 defense.
3 - Kite size shields, 4 defense - reduced damage from physical ranged attacks by two.
4 - Scutum style shield, 6 defense.
5 - Tower Shield, 6 defense - reduce damage from all ranged attacks by two.
The Uniters shield has been reported in history of being roughly kite shield in size. But at Solatics mountain it is clearly a small round shield. Curious.
Armor: Rather than tied to Brawn like shields to be able to utilize larger and better versions armor is instead tied to Vitality. As being strong is helpful sure but the ability to move and fight in heavy armor without being winded badly is more to do with conditioning rather than arm strength. Being able to pace yourself to not do more damage to yourself than an enemy would as you collapse prone. But heavier armor will limit the amount of defense you can gain from agility (in most cases) and as a player you often have to decide if you want to increase your defense do you want high vitality and good armor or high agility and be very quick. This list does not include the possible enchantments you can get for worn equipment. These are also just examples and not the only armors available at each tier.
0 Vitality - Clothing for any weather is about as much as you can muster. This offers no defense against attack. This does not cap your defense gained from agility.
1 - Leather (made from work/food animals) or quilted armor such as Gambesons. Both of these are water sensitive and can get much heavier and harder to move in when wet. Offers 2 extra defense and caps your agility gained defense at 8.
2 - Speaking Leather (Heavier and made from the skins of the sentient walking talking animals of Spall (Solatic, South Flatlands, and Auro find this barbaric. Often purchased from Badlands or Northern Flatlands - made of skin or scales)). Or Chitinous armor from the various insects of the Badlands. Sold at most of their trading outposts in many styles considering which species it is mainly made from - they have no issue with this. Offers 4 extra defense and caps your agility gained defense at 6
3 - Coat of Plates also known as Brigandine. Constructed from a jacket like a Gambeson that then has metal plates sewn into it to provide much stronger protection at only a moderate increase to weight. Most Flatland Soldiers that have proven themselves are issued this. Another example of tier three armor would be a simple mail shirt. Offers 6 extra defense and caps your agility gained defense at 4.
4 - Half Plate. Generally seen on veteran mercenaries of the land this armor generally consists of a breastplate, front and back, gauntlets, boots, and a helmet. Lessoning the weight that one much carry while protecting vital areas. Mail also arrives here with extra reinforcement in the form of scale mail. Offers 8 extra defense and caps your agility gained defense at 2.
5 - Full plate. Often seen on expert soldiers of the North and Southern Flatlands this armor is very expensive to acquire but can allow shrugging off the strongest of blows without even filching. Offers 10 extra defense and allows you no defensive bonus from agility.
Special armor types: A few examples from a few societies, not everyone is listed here and these are not the only ones they offer.
- Heart of the Host (2 defense, no agility cap, holds one Soul) More of a hefty holder for an amulet this Badlands creation is the work of the Moths. And while made mainly for them the chest can fit on other races. And if gotten from the Moths for a great deed done for them can be charged with whatever you would like. The Soul could be that of a grand warrior increasing your Brawn and combat skill, or a great Healer for vitality and healing power. While less beneficial for an actual Essense Host the ability to hold one more soul than their current cap would be a great benefit for them as well.
- Bark Cloak (2 defense, no agility cap, camouflage in any natural terrain). The cloak of Squirrel Elite who have devoted their life to the Forest. Aptly named it looks like bark but flows like the softest cloth. Often leaders of Hoppers and Naturists who ensure those in the forest mean it no harm. Often by being in direct sight of those intruding into it but impossible to see.
- Assassin Leathers (4 defense, no agility cap, gives 1 Agility). Requires acquiring one from a dead Assassin or being issued one through the guild, possession and public display of this armor marks you as very dangerous individual and a big target. A jet black set of leather harvested from unknown sources. The general populace only know of this armor from its display in the Rogues guild in the Northern Flatlands. Otherwise seeing it in the wild means you are likely about to die.
- Chosen Garb (6 defense, allows 6 gained from agility, 50% magic damage reduction). Acquired by being blessed by Solatic and picked out as one of his Chosen. The armor itself rarely looks like armor but does glow with a gold light and is occasionally seen at the Sanctum as the wear of the individuals who are called on for big issues. Can be taken from you at any time by Solatic as he is now personally watching you.
- Experimental Bastion (6 defense, 6 from agility, increases personal magic capacity by 50%). One of the most recent inventions from Auro that is still in the prototype phase this coat, glove, and waist apparatus is studded with mana crystals that rather than being the normal blue are orange. A project of Alchemists, Mages, Solatic converts, and the Insects. These are able to hold both arcane energy, life, holy, and even natural magic. Solatic is very angry this exists. The crystals gradually siphon off the energy of their host until they are full and are able to be tapped into when needed. This is a painless process that can easily happen while asleep or outside combat by wearing one piece and being near the others to charge up them and yourself with no reduction in personal mana regen.
- Badger Plate (10 defense, 2 from agility, reduce all damage taken by four). While called Badger it is made in other sizes too but only at the cost of a great favor. While the North may enjoy more Smiths per capita than the South the best in the South prize quality above all else. And this plate is the pinnacle of it. You would struggle to find a more solid suit of armor.
- Uniters armor. Rather than other armor which comes as a full suit the Uniters armor is split into six parts. Helmet, chest, arms, hands, legs, and feet. Each one bears unique enchantments and gives its own armor value. With each piece also becoming stronger when more are worn. However - since the Uniter took her armor off no beast has ever been able to gather or wear more than three at once.
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