Equipment

## Slots and Encumbrance

### Slots

These are the Equipment Slots for a Player Character. Each Slot may only have 1 item of each type, except for accessories, of which 4 may be equipped.

* Main Hand - Primary weapon held in the dominant hand
* Off Hand - Shield, quiver, magical focus, or second weapon held in the non-dominant hand
	+ If a Buckler is slotted in this hand, the player will still be able to hold a two-handed weapon, or their secondary weapon can be held in the off-hand
* Secondary weapon - Another weapon, shield, quiver, or focus ready to be drawn at a moment's notice
* Armor - Protective (or not) covering of the body
* Head - Helmets, Circlets, Funny Cat Ears
* Feet - Greaves, Boots or Shoes
* Hands - Gauntlets, Bracers, Gloves
* Belt - Holds up your pants
	+ Belt Slot - some belts allow an additional weapon or item to be slotted for quick access
* Accessories - rings, amulets, and trinkets that confer additional bonuses or abilities

Encumbrance

A Players total Carrying Capacity is equal to their Vitality (Power \* Endurance).

Carrying heavy objects slows the character down. This has different levels of penalties.

 25-50%
 50-100%
 Over 100%

## **Weapons**

There are many weapons available, but all of them fit into one of the below basic categories. Within each category, there may be certain special weapons that do different damage types, have access to a different special/weapon art, or favor vertical versus horizontal attacks. For example, a **War Pick** is a hammer-type weapon that produces piercing damage with all of its attacks.

There is a linear relationship between weapon weight and average damage-per-second, beginning with unarmed (non-monk) as a 0-weight weapon. Average DPS factors both weapon speed and average damage-per-swing. Weapons that require two hands to use attack and recover more quickly than heavy one-handed weapons despite weighing more, in addition to generally having a longer reach. This advantage is offset by the inability to use shields other than bucklers or an offhand weapon.

## Armor

Armor comes in a variety of styles and appearances, but all fall into six basic types, two each of light, medium, and heavy armor, all with progressively higher minimum endurance requirements to wear, and some with other special properties. There are also items that occupy the chest slot that do not count as armor, such as robes and other clothing, which do not impede casting and can be worn by monks. The heavier the armor, the more it increases the mana cost of casting spells, and greater armor weight leads to greater encumbrance. On the other hand, heavier armor offers greater damage and stagger resistance, and less stamina loss when receiving glancing blows.

### Head

Various items may be worn on the head, such as helmets, hats, circlets and crowns, which confer a wide range of different benefits. Helmets often provide additional damage reduction, while other headgear generally confer bonuses to secondary stats or perform other modest magical effects.

### Feet

Armored boots such as **Sabatons** provide additional damage reduction, while other boots and shoes provide no armor effects, but may provide some magical or other bonuses. Without any footwear at all, you move more slowly.

### Hands

Gauntlets and bracers often provide additional damage reduction as well as increased damage with unarmed strikes. Gloves generally provide little or no protection, but may carry beneficial enchantments or other bonuses .

### Belts

Belts rarely provide any additional protective benefit, but the right belt is essential for any adventurer. Some belts allow equipping an additional quick weapon, or may hold your quiver or magical focus for you, such as the **Battle Harness, Skirmisher's Bandolier,** or **Apprentice's Sash**, while others may provide useful magical benefits or allow an item to be used like a skill, like the **Belt of Giant Strength** or the **Hip Flask** or **Thieves' Tools**. Plus, you don't want your pants falling down in the middle of an adventure.

### Accessories

No hero is complete without accessories. You may equip up to four rings, necklaces, earrings, hair clips, medals, tiny portraits in your pocket, watches, you get the picture, at a time. These often carry modest enchantments or ingenious mechanical devices to aid you in your quest, and may provide a passive benefit or an activated ability. For example the **Ring of Regeneration** applies a slow, permanent health regeneration for the player and does not require activation, but the **Vial of Myconid Toxin,** which provides a poison buff for 5 minutes, requires activation.

## Materials and Upgrades

In addition to the many differenty types of weapons and armor available, most can be found in several different materials, each of which provides different properties. Weapon and armor materials are especially important for Druids, who cannot activate their stances while wearing metal armor, and for Rogues who wish to move silently.

### Weapon Materials

Weapons may be found in Bronze, Iron, Steel, Ironwood, Ceramic, Obsidian, and Orichalcum construction.

### Armor Materials

Armor may be found in Cloth, Leather, Bronze, Iron, Steel, Ceramic, and Orichalcum construction.

### Upgrades

Every weapon may be upgraded with two components. These may change or add a damage type, increase chance or potency of critical hits, enhance guarding, etc. Armor pieces may be upgraded once.