Weighting, Padding, Sighting: Difference between revisions
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Primary: |
Primary: |
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*[[Level]]: +1 per level |
*[[Level]]: +1 per level |
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*Primary Skill: +2 per primary skill to level, +1 over that. For weapons, this is the primary weapon skill required to use the weapon. In the case of hybrid weapons such as katars, both skills are required and averaged. For armor, this is just Armor Use. |
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*[[Strength]]: +1 per stat bonus |
*[[Strength]]: +1 per stat bonus |
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*[[Discipline]] +1 per stat bonus |
*[[Discipline]] +1 per stat bonus |
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Secondary: |
Secondary: |
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*[[Physical Fitness]]: +1 per 10 ranks |
*[[Physical Fitness]]: +1 per 10 ranks |
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*Secondary Skill: +1 per 10 ranks. For weapons, this is the secondary and tertiary weapon skills similar to how [[Martial Mastery]] is determined. In the case of hybrid weapons such as katars, you will need four weapon skills for maximum skill. For armor, this is Shield Use. |
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*[[Secondary Ranks]]: +1 per 10 ranks |
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Other: |
Other: |
Revision as of 14:09, 7 September 2021
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Mechanics
Warriors of at least level 20 can use FEAT GRIT to add critical/damage weighting, padding, or sighting (WPS) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torsor armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself.
Success Factors
Primary:
- Level: +1 per level
- Primary Skill: +2 per primary skill to level, +1 over that. For weapons, this is the primary weapon skill required to use the weapon. In the case of hybrid weapons such as katars, both skills are required and averaged. For armor, this is just Armor Use.
- Strength: +1 per stat bonus
- Discipline +1 per stat bonus
Secondary:
- Physical Fitness: +1 per 10 ranks
- Secondary Skill: +1 per 10 ranks. For weapons, this is the secondary and tertiary weapon skills similar to how Martial Mastery is determined. In the case of hybrid weapons such as katars, you will need four weapon skills for maximum skill. For armor, this is Shield Use.
Other:
- Magical workshop: +20 bonus
- Wounds (hinders)
- Spirit (having less then full spirit hinders)
- Applicable skill and stat enhancives (helps)
- Gift of Eonak (helps)
Gear Difficulty Modifiers
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1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.
2 Materials with anti-magical properties cannot be improved via magical player services, such as Enchant (925) and Ensorcell (735)
3 'Wood' has a different difficulty for shield/bow/runestaff (-10) vs melee weapon/armor (-100).
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*Elven Armor Note: Per GM Oscuro, "The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting." Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.
**Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.
† Combat Flourish and Subscript penalties stack with all other modifiers.
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