Pillars of Eternity

Interlocking riveted metal links, this is traditional “chain” armor, typically consisting of a hauberk. Mail is also part of plate armor, but here it is worn alone. Mail Armor Medium Armor DR: 9 (Slash: 14, Crush: 5) Recovery Speed: -45% Value: 40cp Mail armor is quite popular for its protective qualities, especially against slashing attacks. Mail is comprised of thousands of small ri...

The heaviest armor, plate consists of large (usually) steel plates over mail with a light padded jacket underneath. Plate Armor Heavy Armor DR: 12 (Slash: 18, Shock: 6) Recovery Speed: -50% Value: 200cp The heaviest armor in regular use by adventurers and soldiers, plate armor protects its wearers from all but the most severe blows. It is comprised of three layers: the base padding, a sui...

A solid breastplate with minimal backing, typically worn over ordinary clothing or light padding. It provides middling protection. Breastplate Medium Armor DR: 8 (Pierce: 12, Freeze: 6, Shock: 6) Recovery Speed: -40% Value: 40cp Breastplates are popular for offering a modest amount of protection without the restrictive movement of heavier mail and full suits of plate armor. Due to their w...

Overlapping horn or metal (or even drake) scales sewn to a cloth or leather backing. Scale armor does not need to consistently cover the wearer in scales, just to be the dominant element of the armor. Scale Medium Armor DR: 7 (Slash: 7, Pierce: 5, Freeze:9) Recovery Speed: -35% Value: 40cp Scale armor is made of overlapping small plates of metal or horn sewn to a leather backing. It offer...

Boiled, hard leather shaped into fitted pieces of armor. Leather looks much different from hide and is more protective due to its design and creation process. Leather Armor Medium Armor DR: 6 (Slash: 9, Corrode: 3) Recovery Speed: -30% Value: 40cp Stiffer and more durable than ordinary hide armor, leather armor is shaped and boiled in oil to achieve its distinctive finish and toughness. L...

Layers of animal hide, too crudely finished and soft to be “real” leather armor. Hide is primitive armor and generally worn only by the wilder Glanfathan tribes. Hide Armor Light Armor DR: 5 (Pierce: 6, Freeze: 6, Corrode: 3) Recovery Speed: -25% Value: 40cp Hide armor is commonly worn by woodsmen, Glanfathan explorers, and those who favor speed over protection. Hide armor is made of ...

Padded is the lightest armor to be considered proper armor and can either consist of a padded undercoat or armor in its own right (in any case, it’s always worn alone). Padded Armor Light Armor DR: 4 (Crush: 5, Pierce: 5, Burn: 3, Corrode: 3) Recovery Speed: -20% Value: 40cp Padded armor consists of heavily quilted wool or linen and offers modest protection against crushing attacks. Tho...

The lightest and least restrictive of all armor types, cloth is what all “normal” outfits in the game count as. Because of this, cloth has the largest representation in the game, from Dyrwoodan peasant garb to Vailian finery. While it can provide DR just like any other armor, it is not considered “real” armor, just clothing. Simple Clothing Clothing Value: 20cp This outfit is extrem...

Protective Equipment Armor is the major form of Damage Reduction that covers the body, but there are several other categories of protective equipment. Each of these items can be placed into its own slot to provide Damage Reduction and additional bonuses. Head Helms, hats, diadems, and other doo-dads all go in the head slot. These slots have more flexible roles than the armor and weapon slots....

Armor is designed to be worn by characters of any class, though certain class mechanics lend themselves to wearing heavier or lighter armor. For example, fighters and paladins tend to wear heavier armor for added protection. The lowered speed from the heavy armor is an acceptable trade off because they can do a lot of damage at melee range with massive weapons. On other hand, monks and wizards ten...

Ends in a prominent “head” (sphere, skull, gem, crown, etc.). Bonus: Best of Slash/Crush Scepter Range: 10m Interrupt: 40 (Average) Damage: 9-14 Crush/Slash (Best) vs. Deflection Value: 5cp Scepters are the most imperious-looking magical implements and are often favored by Aedyran wizards for this reason. Like wands and rods, they have flexible damage types. Fine Scepter Range: ...

Larger than other implements, held in the middle, cylindrical. Bonus: Best of Pierce/Slash Rod Range: 10m Interrupt: 40 (Average) Damage: 11-16 Pierce/Slash (Best) vs. Deflection Value: 5cp Rods are the largest of the magical implements, though they can still be easily wielded in one hand. Rods focus and release more soul energy than wands or scepters. This attribute makes their blows mo...

Tapers to a point. Bonus: Best of Pierce/Crush Wand Range: 10m Interrupt: 40 (Average) Damage: 9-14 Pierce/Crush (Best) vs. Deflection Value: 5cp As magical implements often lack serious power compared to bows, crossbows, and firearms, the wand’s flexible damage types help wizards deal with heavily-armored opponents more easily. Wands are easily distinguished from scepters by their tap...

Like bows, crossbows always have Best of Pierce/Slash as a property, but lack any Crush capability. Crossbow Range: 15m Interrupt: 40 (Average) Damage: 22-30 Pierce vs. Deflection Value: 10cp Crossbows are commonly used for hunting by nobles in the Dyrwood, but they are also employed as weapons of war by many soldiers and adventurers. Less powerful than their close sibling, the arbalest, ...

Large, heavy-pull crossbow with a cranequin and stirrup for cocking. Arbalest Range: 15m Interrupt: 40 (Average) Damage: 32-40 Pierce vs. Deflection DR Reduction: 7 DR bypass Value: 40cp Arbalests are heavy crossbows with exceptionally high power. They must be hand-cranked before loading, so they have a slow rate of fire. Fine Arbalest Range: 15m Interrupt: 40 (Average) Damage: 22...