Equipment: Difference between revisions

58 bytes removed ,  02:26, 21 January 2022
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==Clothing==
==Clothing and Armor==
{{main|Armor (AV)}}
{{main|Armor (AV)}}
{{main|Dodge (DV)}}
{{main|Dodge (DV)}}
Clothing and [[shield|shields]] are tied to the '''AV''' {{AV}} and '''DV''' {{DV}} stats. AV is the amount of protection it provides against successful attacks and DV is how likely you are to dodge an attack. AV and DV scale inversely, as heavier armor and shields improve blocking at the cost of speed, whereas lighter armor absorbs less damage but makes dodging easier. Taking certain kinds of damage can degrade armor values: for example, being struck too many times by [[Cleave]] will cause equipped items to become [[cracked]], which causes a {{AV}} -1 penalty each time it is inflicted.
Clothing and armor items alter the '''AV''' {{AV}} and '''DV''' {{DV}} stats when equipped. High DV increases the likelihood of dodging an attack, and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck by [[Cleave]] will cause an equipped item to become [[cracked]], which causes a temporary {{AV}}-1 penalty to the item.


Clothing occupies multiple slots on the body. On the average humanoid body they are:
An unmutated human body possesses six types of slots capable of wearing clothing:


* Head
* Head
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* Body
* Body


* Hands
* Arms


* Feet  
* Feet


==Weapons==
==Weapons==
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