Equipment

The slots your character has for equipment are broken down into four categories:

  • Armor
  • Accessory
  • Held
  • Miscellaneous

Armor Slots

These slots are for armor and clothes, and the only slots that bonuses to Armor will ever appear in (asides from Enchantments). Typically, items worn in these slots will offer Armor Rating and Appearance bonuses:

  • Head
  • Chest
  • Feet
  • Legs
  • Gloves

Accessory Slots

Accessory slots are for jewelry and other accessories. Typically, items worn in these slots will offer Appearance and Focus bonuses:

  • Ears
  • Finger (Left)
  • Finger (Right)
  • Neck
  • Waist

Held Slots

Held slots are used for Weapons, Shieldsand Tools.

  • Weapon: For wielding a melee weapon such as a sword or mace. Wielding a weapon usually lowers your appearance.
  • Shield: For wielding a shield if you are not using a two-handed weapon. Wielding a shield usually lowers your appearance.
  • Ranged: For wielding a missile or thrown weapon. Wielding a ranged weapon usually lowers your appearance.
  • Utility: For wielding a tool used in crafting, such as a pickaxe or tailor's kit.

Miscellaneous Slots

Miscellaneous slots are slots that do not fit into the previous three categories.

  • Back:Can be used for either a cloak (accessory) or backpack (extra container).

Equipment Attributes and Effects

Weapons

Weapons, both melee and ranged, have Damage and Delay attributes. The Damage attribute is a multiplier for how much raw damage they can maximally inflict per hit, while Delay determines how often the weapon will strike. The faster a weapon is, the faster your Speedwill build up in combat, and conversely, Force will build up faster with a slow weapon.

Focus

Focusis an attribute governing how well your character can use Sorcery. Many types of symbols and precious stones will permit the user to channel magic through them, allowing even mundane amulets, rings and earrings to act as a source of Focus. The higher your Focus, the less Mana you need pay for the spells you cast, and conversely, the lower it gets, the more extra Mana you will have to pay – for example, at 100 Focus, you might pay only 50% Mana for all spells, while at -100 you pay 200%. Focus is increased by jewelry and other ornaments, and decreased by wearing armor.

Armor

When attacked by a melee or ranged attack, a check will be made comparing many of your attacker's factors versus your own (for example Strength, Weapon Skill and Brawl VS Dexterity, Armor skill and Balance) to determine if an attack is a successful hit or a Glancing Blow. A successful attack will inflict full damage, while a glancing hit will reduce the damage of the attack to 25% of what it should otherwise do.

Armor provides the base chance of an attack turning into a Glancing Hit and is your primary means of protection in combat. There are ways to reduce damage after a hit or a glance, such as Resistances and Perks, but no attack will ever do less than 10% of its maximum damage. In other words, you will always do some damage in combat - there are no “misses.” Even the most skilled fighter can be brought down by enough peasants swinging clubs at him, if he’s not careful.

Armor Effects

There are three types of Armor: Light, Medium and Heavy. Typically, the heavier the armor, the better protection it offers, but this protection does not come without trade-offs. Every type of armor brings with it penalties. Shown below are the effects for wearing a Full Suit of each type: The effects are reduced if you are only wearing some armor, or will be a mix of several if you are wearing mixed armor types, etc.

  • Light Armor
  • Medium Armor
  • Heavy Armor

Appearance

Appearance is an attribute that is affected by just about everything you have equipped. Fine jewelry, fine clothes and the like will increase it, while weapons, armor, or running around in nothing but your underwear will decrease it.

Appearance is a measurement of how you appear to others, and each NPC in the world has an 'ideal' appearance, and will like you more the closer you are to it, and obviously less the further you stray from it. In other words, a grizzled warrior might prefer a fairly low appearance over fine clothing, but if you intend to deal with a nobleman, it probably wouldn't hurt to dress up in your clothing.

Death

When you die, you leave your mortal coil behind, including all the items were on it. Equipment can make you powerful in Dawntide, but it is always at a risk: Anything you have, you can lose. You may be able to recover it, or have a friend nearby to do so for you... but it's no sure bet.