Redwulf's Breakage Guide
Hi gang,
We have to deal with this, so best to be prepared. Here's what I've discovered so far. Granted, some of this may only be partially right, and all of it is subject to change if Simu deems it unbalancing or unimplementable.
Every weapon, shield, and armor peice (armor, helm, arm and leg greaves, neck protection, gauntlets) has a STrength value and a DUrability value, noted as ST/DU when you CLASH with another item.
Each item also has an INtegrity level, viewable with the LOOK at my item command. Note that is the item is undamaged (100% IN), then no description will be seen. Also, there is a bug in the system that does not allow ebladed, glyphed, or items with a show description to have a visibile IN. This has been brought to the GM's attention and is being worked on.
When items CLASH, the ST values of both items are checked. The LOWER ST item must make a Catastrophic breakage check. This is done with an open-ended roll (a standard d100 roll. On a 95+, another d100 is rolled and added to the first value. If this second roll is 95+, you add and roll again), if the result is GREATER than the DU, the item breaks and is destroyed. Currently, item IN is not effecting the item DU. However, once the system is fully in place, the IN level will effect the item DU value (example, a Falchion with a DU of 200, but an IN of only 90%, will have a DU of 180 on the next clash). This is where repairs will come in and be critical. My standard falchion, with a 75/160, will be tough to break outright, but as that IN brings the DU down, it will become easier to break. Note: the ST value of the item does not yet seem to ever be effected. A 75 will always be a 75. Eventually, however, if the item is not tended, the IN value will reach 0.00% and the weapon will break regardless of catastrophic breakage checks.
HOW a item takes damage: This is still not completely clear, but we do know that the item material and the item weight have a factor. We have been told that an item WILL take damage every time it CLASHES. From my trials, this has been anywhere from .01% to .05% damage. It has usually only been .01% of the total IN of the item. However, CLASHING with a same or greater ST item has done more damage. Without knowing the weight of the opposing item, it is difficult to determine exactly how this formula is working.
So, we know that High ST items are good, but a high DU item may be even more important. It is also important to know that ST value of you equipment. If you are going into a fight with something to know to be stronger, switch to an item of equal ST or an item that can be easily replaced. We can live through this if we keep ourselves prepared for it. Just remember that every item we have will have a chance of outright destruction. If you have something that you just can't afford to lose for historic or sentimental value, my only suggestion is to just not use it.
From what I can tell:
Every item has its base (non-magic metal or magic wood). This is the 'standard' item. Leather, basic wood, basic metal.
Mithril adds +20 to ST and +40 to DU
Ora +15/+30
Imflass is unknown
Mein +25/+65
Glaes +25/+65
Vultite +15/+40
Rolaren +35/+40
Eonake +20/+55
Corasine +25/+40
Veil Iron unknown
Golvern unknown
Titanium unknown
If you get data on any weapons/metals, feel free to
send it to me.
~ Redwulf
* Sidenote from Berylla:
Attached are the stats I have gathered so far on different items. If you have any to add to the list just
send me an e-scroll!
|
Item Name |
Breakage Stats |
|
blackened vultite kite shield |
60/195 |
|
brigandine armor |
99/250 |
|
bright zorchar longsword |
65/160 |
|
broadsword |
75/160 |
|
elven hunting leathers |
10/60 |
|
faenor heater |
60/185 |
|
fel hafted vultite waraxe |
85/200 |
|
halberd |
25/150 |
|
mace |
65/250 |
|
quarter staff |
20/140 |
|
ruby-hilted black rolaren longsword |
85/225 |
|
sharp polished steel longsword |
80/220 |
|
vultite axe |
85/200 |
|
war hammer |
60/155 |