Tes2Mod:BIOG??T0.TXT Files/Weapons and Armour

Weapons and Armor
 
Weapons and Armor coordinates are handled slightly differently than the other coordinates you will read about here.  
The   and   axes decide the base type, and the   axis determines the material from which the item is made.    &amp;   are both maces, but the former is an iron mace and the latter is an ebony mace.  To use the tables below, locate the base weapon or piece of armor in question, and then locate the desired material.  These three values become the coordinates for an   invocation.  
 
 
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Example: Desiring boots, we consult the Armor table.  A quick glance reveals our X and Y axes to be 2 and 6, respectively.  
This still leaves us with only (2, 6,  ), which is not a valid three dimension coordinate.  
Next, wanting nothing but the best, we consult Daedric in the materials chart and see a Z score of 9.  
This gives us the coordinate (2, 6, 9).  
Finally the code   grants the character daedric boots.  
 

Weapons and Armor Subcodes
 
One convenience is the set of all armor is defined by a single value on the X-axis.  
The code  IT 2      defines a piece of armor of some kind.  
The set of all weapons is similarly defined as a single value on the X-axis.  
 IT 3     

 
 
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Example: Deciding on armour means the X-axis will be 2.  
Next simply select the specific piece.  
Gauntlets have a value of 1 in the Y-axis, while a helmet has a value of 5.  
Thus far, we would have 2/3 of the gauntlets and helmet coordinates, 
(2, 1,  ) and (2, 5,  ) respectively.  
 

 
 

 
  
  

  
 
 
 
             
             
           
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 

 
 
 
 
             
             
           
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
 
         
         
         
 
  

Material Subcodes
 
For weapons and armor, the Z-axis indicates the material of manufacture for that weapon or piece of armor.  
 IT     2  indicates a silver weapon or piece of armor of some type, 
whereas  IT     0 

 
 Material by  -Axis 
 
             
           
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 
 
         
         
 

Weapon/Armor Example
 
 
Selecting option 'b' provides the character with a dagger ( =3,  =0) made of ebony ( =7).  
Similarly, option 'f' grants the character an iron cuirass (2, 0, 0), iron left and right paldrons ((2, 3, 0) &amp; (2, 4, 0)), and iron greaves (2, 2, 0).  
 

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# (&forall; )((  &isin; Weapons) &hArr; ( .  &equiv; 3))
# (&forall; )((  &isin; Armour) &hArr; ( .  &equiv; 2))
# (&not;&exist; )((  &isin; Weapons) &and; (  &isin; Armor))
# Weapons &cap; Armor &rArr; &empty;
# Weapons &oplus; Armor &equiv; Weapons &cup; Armor
]