Equipment

For enchantments/item enhancements check out Crafting

For what to do with this stuff, see Combat

Weapons:

Each weapon is tied to a relevant skill. For more information on which weapons are tied to which skills, see Combat Skills.

All weapons deal damage as d6’s. The smallest weapons use 1d6, then 2d6, and finally 3d6 for the largest weapons. Small weapons can often be thrown or dual wielded without penalty, medium weapons balance well with shields, and large weapons deal the most damage. Perks can have a tremendous effect on how you use weapons.

All weapons can critically hit on the attack (skill) roll. Small weapons are easier to manipulate, and so they “crit” more often (18-20), heavy weapons are harder to control, and only crit on a Natural 20 with medium weapons somewhere in between (19-20)

So:
Weapon Quick Guide
Small: 1d6 damage, 18-20 crit
Medium: 2d6 damage, 19-20 crit
Heavy: 3d6 damage, N20 crit

Armors:

Armor Class (AC) is calculated as such:

Base 10 + Total Armor Value (see chart below) + Dex

Penalties:
Armor is great for protecting your character from physical attacks, but there is a cost. The added weight and restrictiveness yields some penalties to your character in other areas, and these effects are even more debilitating to spellcasting. With that said, certain materials and perks can alter these penalties, for better or worse. Penalties are cumulative.

Penalties are applied to almost all athletics and stealth checks, as well as some burglary, deception, ride, and perform checks. Your GM will usually remind you.
In addition, the Reflex save is penalized by your armor’s rating (-1 for light, -2 for med, -3 for heavy).

And Finally, the bonus from the dodge perk is penalized by armor rating (-1 for med., -2 for heavy) and some heavier armors have a maximum DEX bonus. This limits the reward a high Dexterity score has on armor.

Armor Penalties are generally (some exceptions) equal to 1/2 AC (rounded up) given. This penalty is doubled on spellcasting checks.

Light Armors
Padded Armor: +1 AC (can be used untrained, no penalty)
Leather Armor: +2 AC, 1 DR. -1 penalty.
Brigandine: +3, 1 DR, -2 penalty (easily concealed) More expensive.
Chain Shirt: +3, 1 DR, -2 penalty

Medium Armors
Hide Armor: +4 AC, 2 DR, -2 penalty
Breastplate: +5 AC, 2 DR, -3 Penalty
Lamellar Armor: +5 AC, 2 DR, -3 Penalty
Chainmail: +6 AC, 2 DR, -3 penalty

Heavy Armors
Half-Plate: +6 AC, 3 DR, -3 Penalty
Scale Mail: +7 AC, 3 DR, -4 penalty
Banded Mail: +8 AC, 3 DR, -4 Penalty
Full Plate: +9 AC, 3 DR, -5 Penalty

Special
Dragoon: +12 AC, 5 DR, -6 penalty

Shields: Add 1 penalty. Can be used to Block.
Buckler: +1 AC (can’t attack with it or actively block)
Light: +1 AC (can act as 1d6 weapon)
Heavy: +2 AC -1 Dodge (can act as 2d6 weapon)
Tower: +3 AC -1 Dodge (can act as cover, can’t actively block, can’t attack except bullrush)

All armor items raise your AC (Armor Class), but may adversely affect some skills, escpecially spell casting skills. This is due to the complex movements required to cast spells, as well as natural energy dampening. Armors can be further customized by the materials used to craft them.

Equipment

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