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Armour; Rules
Topic Started: Apr 28 2016, 06:19 PM (192 Views)
Tenys Delyx
Member Avatar
High Elf
Armours
NameSave Modifier - HelmetSave Modifier - GlovesSave Modifier - BootsSave Modifier - ArmourSave Modifier - ShieldExtra RulesRunes/Enchantments
Leather Armour+2+1+1+3+2+2 dex while wearing a full set (not including shield)H-2
G-1
B-1
A-3
S-2
Studded Leather Armour+3+1+1+4+3+2 dex while wearing a full set (not including shield)H-2
G-1
B-1
A-3
S-2
Hide Armour+1+1+1+3+2+2 dex while wearing a full set (not including shield)H-2
G-1
B-1
A-3
S-2
Studded Hide Armour+2+1+2+4+3+2 dex while wearing a full set (not including shield)H-2
G-1
B-1
A-3
S-2
Iron Armour+2+2+2+4+3-1 dexterity per piece wornH-2
G-1
B-1
A-3
S-2
Steel Armour+3+2+2+5+4-1 dexterity per piece worn
Always strike last (4)
H-2
G-1
B-1
A-3
S-2
Heilmar Armour+5+4+4+7+6-2 dexterity per piece worn
Always strike last (2)
H-3
G-2
B-2
A-4
S-3
Bronze Armour+3+2+2+3+3Always strike last (5)H-2
G-1
B-1
A-3
S-2
Elven Armour+3+2+2+4+3+1 save modifier for elves with full set
+2 dex for full set (not including shield
H-3
G-2
B-2
A-4
S-3
Dwarven Armour+4+3+3+5+4-1 dexterity for each piece worn
Always strike last (3)
+1 save modifier for dwarves with full set
H-3
G-2
B-2
A-4
S-3
Chainmail Armour---+3-Can be worn with other armour
-1 dexterity
A-1
Dragonscale+4+2+2+4+3+4 dexterity for full set (not including shieldH-3
G-2
B-2
A-4
S-3
Dragonbone+5+4+4+8+7+1 strength for each piece worn
-3 dexterity for each piece worn
Always strikes last (1)
H-3
G-2
B-2
A-4
S-3
Camouflage Armour+2+2+2+3-+1 stealth for each piece wornH-2
G-1
B-1
A-3

Armour Tiers
TierSave ModifierCraft ValueFind ChanceFortitude
Damaged-150-150
Normal02016-355
Pristine+13036-5010 (max 15)
Edited by Tenys Delyx, May 2 2016, 07:31 AM.
The king has spoken!
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Tenys Delyx
Member Avatar
High Elf
Random Loot
Npcs (such as bandits) who are non-unique will have random loot.
Normally the armour type will be given, but the prefix/tier will not
Roll another d50 to determine tier.
eg. I loot a bandit. He has a leather helmet. I then roll a d50 ([result]3&3,1d50,0,3&1d50[/result]) which gives the helmet the tier damaged

Blocking and Dodging
Both blocking and dodging allow you to completely evade damage. When dodging, roll 1 dice more than your enemy rolled to attack you (e.g. if they rolled 2d6, roll 3d6) If you roll under or equal to your dexterity, you successfully evade all damage.
When Blocking, find your save modifier by adding together all your armour's modifiers. For example, a full set of pristine leather armour with shield gives a save modifier of 14. You then roll a d40 (weird, I know) and if you roll under or equal to your save modifier, you successfully evade all damage.

Crafting
Crafting works like casting spells, but using dexterity. At a forge, you roll 2D6 and add your dexterity, and you craft the armour at the tier whose crafting value you have exceeded.
For example, I decide to craft a leather hemet, and my dexterity is 18, so I roll 2D6 and add 18, giving me [result]28&4:6,2d6,18,28&2d6+18[/result]. I have crafted a normal tier helmet.

Fortitude
All armours start with the top fortitude of their level, for example, a pristine helmet would have 15 fortitude, and my normal helmet would have 9. Fortitude decreases by 1 for every battle (but not every enemy, so, if you were fighting wolves and then went back to a town, your fortitude would decrease by one when you stop fighting). When fortitude drops down a level, the armour goes down a tier. For example, if my normal helmet's fortitude drops below 5, it would become a damaged helmet.
Improving/repairing armours works like crafting. You roll 2d6 and add your dexterity, and you can improve/repair your weapon up to the tier you have exceeded.

Always strikes first/last
Normally, in combat, the combatant with the highest dexterity will strike first. However, some armours mean that the combatant using them attacks first/last. Armours with these rules always take priority over weapons with these rules. In the case of two of these armours being used against each other, the one with the lowest number in brackets next to it (e.g. heilmar armour has always strikes last (1)) will take the top priority of the rule. So if someone with heilmar armour was fighting someone with dragonbone armour (2) the heilmar attacks last, and similarly for always strikes first. If two armours have the same priority, the combatant with the higher dexterity goes first. If both combatants have the same dexterity, they are considered to be attacking at the same time.
Edited by Tenys Delyx, Apr 28 2016, 07:19 PM.
The king has spoken!
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