Armor and Weapons

5. Armor and Weapons


ARMOR AND WEAPONS


This chapter covers the specifics of the various skills related to armor and weapons, and
the various armor and weapons themselves. This begins with a section on 'Armor', and is
followed by sections on 'Additional Armor' (helms, boots, gauntlets, etc) and 'Shields'.
Weapons are then covered in 'Swords', 'Ranged Weapons' and 'Other Weapons'. Lastly, a
section on 'Other Combat Skills' (skills like 'Dodge', 'Fundamentalism', 'Backstab' etc)
is included. However, before going any further, two concepts that are significant to
everything.

- For many weapons, armor, and other gear, there are stat requirements, and there
are also stat bonuses. These are pretty straight forward (e.g. if you have the stat
requirement you can use the item) for all stats except Agility, which is broken
down into 'Body Agility' (BA) and 'Arm Agility' (AA), each equal to your
Agility stat UNLESS modified due to the armor and other gear you are
wearing. In other words, if your Agility is 18 and you want to use a Greatsword
(Arm Agility requirement of 16) you cannot be wearing gear who's total Arm
Agility modifiers are greater than -2 (giving you an Arm Agility of 16) or you
will not be able to use the weapon. In general, Body Agility has a significant
impact on one's dodging ability, while Arm Agility affects all attacks and blocks
with one's weapon and shield. The specifics of what stats are required and what
stats are used as bonuses, as well as what affect an item has on one's BA and AA,
are listed in the sections in the remainder of this chapter.

- Fatigue is another important factor in the game, and armor, weapons and other
gear are each listed with a 'Fatigue Factor' (FF) representing how much fatigue
the use of that item causes. To understand how this affects one's character, the
suggestion is to try adding an item that increases your character's FF by one,
and seeing how much greater this affects your character's fatigue in combat
compared to not wearing the item. In practice, as characters build up their
stamina over time, they will be able to add gear that they were not able to wear
before (without becoming excessively fatigued in combat) as well as replace
starting gear with heavier items. Again, this is something that occurs only over
time.


ARMOR


In the lands of Mystic Realms, general melee combat abilities are taught in one of six
skill areas based on the armor type being used by the individual being trained. The
important thing to understand about these skills, is that they do not represent characters
'using' their armor per se, but instead represent a character's overall melee combat
ability when wearing that type of armor, and this affects ALL melee combat actions, both
attacking and defending. A character's armor skill is thus the most important skill for
fighter type classes and an important skill for all other classes as well.

One important aspect of armor skills, is that they might be said to be 'stepped'. In other
words, there are lighter and heavier armor skills, and the training for the heavier armor
skills in many cases includes training for the lighter armor skills. For example, if a
character is trained in Leather Vest that character may use all armor and other gear
requiring the Unarmored skill in addition to the armor and gear requiring Leather Vest.
Similarly, the Leather Hauberk and Breastplate skills include all armor and gear requiring
Leather Vest and Unarmored, the Chainmail skill includes all armor and gear requiring
Breastplate, Leather Vest and Unarmored, and the Plate Armor skill includes all armor and
gear for all other armor skills. However, the heavier armor skills are more expensive, in
terms of training point cost, so in practice it is wise to just train in the armor skill
for the armor that you plan to wear. If you come to a point where you want to move to a
heavier armor skill, you can always 'retrain' to that heavier armor skill, with the cost
in training points for this just being the difference for what you had paid for the
training in your current armor skill and what it would have cost if you had trained in the
heavier armor skill all along.

Another important aspect of armor skills is that, in general, heavier armor is better, but
this is not necessarily so in all cases. In other words, there are tradeoffs. Heavier
armor has greater Body Agility and Weapon Agility modifiers, and this affects a
character's abilities to dodge and use weapon and shield. Heavier armor is also more
fatiguing, and the stamina required could instead be used to increase
a character's Combat Intensity. So, the recommendation is that one read the discussion for
a particular armor skill and understand what ramifications the armor available for that
skill would have on their character before deciding to go to it.

The six armor skills are listed below, with the armor types that require that skill and a
discussion. The armor types are listed with Body Agility (BA), Arm Agility (AA) and
Fatigue Factor (FF) modifiers as discussed previously in this chapter. If 'Con' is listed
followed by a number it represents a minimum constitution required to wear that armor.

SKILL: UNARMORED
Armor: Cloth Vest (BA-1, AA0, FF1)
Discussion: The Unarmored skill is generally used by Monks, Fundamentalists,
Ninja, Magic Users and, sometimes, by Warriors using the Rapier skill. Monks
and Fundamentalists are prohibited from wearing ANY armor, including cloth
vest, if they are to get their fundamentalism bonus. Magic Users cannot use any
armor other than cloth vest or they risk killing themselves when casting spells.
As for the Rapier skill, it has body agility as well as arm agility as it's stat
modifiers, and thus the disadvantage of armor with greater body or arm agility
modifiers.

SKILL: LEATHER VEST
Armor: Leather Vest (BA-2, AA0, FF2)
Armor: Studded Leather Vest (BA-3, AA0, FF3)
Armor: Brigandine Vest (BA-5, AA0, FF5)
Armor: Scale Vest (BA-8, AA0, FF9)
Discussion: The Leather Vest skill is generally used by Thieves, Assassins and
Rangers, because metal armor and heavier armor affect their stealth abilities,
and also sometimes by fighting class characters who want to retain maximum
arm agility or do not place too much emphasis on dodging (there are no AA
penalties but the BA penalties, which affect dodging, are somewhat high). The
leather vest is of the hardened variety, while studded leather has metal studs
interlaced at intervals on a soft leather base. Brigandine also uses metal on a
soft leather (or cloth) base, but in this case the metal is formed in squares and is
completely contained within the armor. The scale vest uses a soft leather vest as
a base with plates of armor attached in such a fashion that they overlap, much
like the scales of a fish. When trained in this skill, all armor and gear requiring
the Unarmored skill may be used in addition to the above and gear listed
elsewhere requiring Leather Vest.

SKILL: LEATHER HAUBERK
Armor: Leather Hauberk
Armor: Brigandine Hauberk
Armor: Reinforced Brigandine Hauberk
Armor: Scale Armor
Discussion: A 'hauberk' is a coat of armor covering the shoulders and part of
the upper arms, and down almost to the knees, usually split in the front and back
from the waist down to facilitate movement. It is typically used by characters
wanting the best armor protection they can get, who do not place much
emphasis on dodging, and who do not have the constitution or stamina required
by plate armor, and is a good choice in any case for characters using weapons
that have strength only as their stat modifiers (e.g. axe, mace). It includes
leather hauberk and those armor types built upon leather (or, sometimes, cloth).
The leather, brigandine and scale types are the same as used for the Leather
Vest armor, except formed into a hauberk, and with softer portions of armor
covering the joints. The reinforced brigandine hauberk is like the brigandine
hauberk, except with a metal breastplate added covering the upper torso. When
trained in this skill, all armor and gear requiring the Unarmored and Leather
Vest skills may be used in addition to the above and gear listed elsewhere
requiring Leather Hauberk.

SKILL: BREASTPLATE
Armor: Bronze Breastplate (BA-2, AA-1, FF3)
Armor: Thin Breastplate (BA-3, AA-1, FF4)
Armor: Plate Breastplate (BA-5, AA-1, FF6)
Discussion: A 'breastplate' is a piece of solid metal covering the upper torso
from the shoulders (the joints are not covered) down to the waist (a second
piece covers the back), and is typically used by fighting class characters
(Warriors and Rangers in particular) wanting to maximize their agility bonuses
but desiring greater armor protection than provided by Leather Vest. The
bronze breastplate is the lightest of the above but also gives the least armor
protection. The thin breastplate is about the same thickness as the bronze
breastplate, but is made from iron and thus has greater protection. The plate
breastplate is also made from iron but is much thicker and thus has much better
protection, but also has a greater agility penalties and fatigue. When trained in
this skill, all armor and gear requiring the Unarmored and Leather Vest skills
may be used in addition to the above and gear listed elsewhere requiring
Breastplate.

SKILL: CHAINMAIL
Armor: Chain Vest (DA-2, WA0, FF3)
Armor: Chain Shirt (DA-2, WA-1, FF5)
Armor: Chain Hauberk (DA-2, WA-2, FF7)
Armor: Reinforced Chain Hauberk (
Armor: Full Chain (Con: 16, DA-3, WA-2, FF11)
Discussion: Chainmail armor is made from interlocking metal rings, making up
the entire armor, and is generally used by characters wanting to retain as much
of their agility adders as possible, but otherwise desiring better protection than
offered by Breastplate. The chain vest and chain shirt are just that, with the
former covering from the shoulders to the waist and the latter covering part of
the upper arms and down to the mid thighs. The chain hauberk is a coat of chain,
completely covering the arms and down almost to the knees. The reinforced
chain hauberk is the same, except with a breastplate added covering the upper
torso. Full chain covers the entire body, and comes in the form of a full sleeve
shirt, leggings, and a head/neck covering. When trained in this skill, all armor
and gear requiring the Unarmored, Leather Vest and Breastplate skills may be
worn in addition to the above and gear listed elsewhere requiring Chainmail.

SKILL: PLATE ARMOR
Armor: Platemail (Con: 17, DA-4, WA-3, FF10)
Armor: Field Plate (Con: 18, DA-5, WA-4, FF15)
Armor: Full Plate (Con: 19, DA-6, WA-5, FF18)
Discussion: Plate armor offers the best protection one can get from armor,
while having agility modifiers only slightly greater than chainmail. As such,
it is the most desired armor by all characters except those who cannot use it
because of their class (e.g. Monks, Magic Users, etc) and those who really need
more agility due to their weapon of choice. However, the constitution
requirements (due to the difficulty of the body breathing with plate armor on)
are such that those with a constitution of less than 17 simply cannot wear the
armor. Also, for characters that do have a high constitution, the fatigue is still
way too much for a starting character to handle, and thus one must increase their
stamina over time to the point wear they can handle the heaviest armor in their
current armor skill before they can even think about going to plate armor. Given
this, platemail is a suit of chain (excepting boots, gauntlets and helm) with plate
sections covering the upper torso and the more exposed areas otherwise on the
body. Field plate is a full suit of plate armor covering the entire body except
for the areas listed above. Lastly, full plate is like field plate, except heavier and
better constructed to deflect blows, and is simply the best armor that can be
found. When trained in Plate Armor, all armor and gear requiring ANY other
armor skill can be used as well as the above and gear listed elsewhere
requiring Plate Armor.


ADDITIONAL ARMOR


This section covers gear that is added AFTER you put on your armor. Gear such as helmets,
boots, gauntlets, epaulettes, etc. These items do not have a skill associated with them
directly (i.e. there is no 'Helm' skill) but are instead associated with the armor skills.
When you put on your armor the highest skill level in armor skills that you have that
allows the wearing of that armor is determined and that is the skill that is used to
determine if you can wear the items in this section. If this armor skill is the one listed
for a particular item, or allows the use of items requiring that skill (as listed in the
previous section), then you can wear the item (for example, if you have the Chainmail
skill and are wearing a chain shirt, you can use any of the helmets listed below except
the Visored Helm).

The items are listed below by category with the armor skill required (if any) and any Body
Agility, Arm Agility or Fatigue Factor modifiers.

HELMS:
Item: Leather Helm (Leather Vest, FF1)
Item: Pot Helm (Leather Vest, FF1)
Item: Pot Helm w Aventail (Leather Vest, FF2)
Item: Bronze Helm (Breastplate, BA-1, FF1)
Item: Full Helm (Breastplate, BA-1, FF2)
Item: Plate Helm (Breastplate, BA-1, FF3)
Item: Visored Helm (Plate Armor, BA-2, FF4)
Discussion: The advantage that the leather helm has over the other helms is that
it has no affect on stealth abilities. The pot helm (simply a metal crown,
covering the top of the head but not the ears or neck) is no more fatiguing than
the leather helm and offers better protection. An aventail is a piece of chainmail
or other material that attaches to the pot helm and covers the ears and neck
areas. The rest of the helms completely cover the head, with the full helm being
about the same thickness as the bronze helm except made from iron, and the
plate helm being like the full helm except made with thicker armor. The visored
helm is also made from plate armor, but covers the face as well as the rest of the
head.

WRISTBANDS/ARM GREAVES
Item: Leather Wristbands (Leather Vest)
Item: Metal Wristbands (Leather Vest)
Item: Arm Greaves (Breastplate, AA-1, FF1)
Discussion: Leather wristbands have no negative affects and increase armor
protection slightly. Metal wristbands increase armor protection slightly more,
but have a negative impact on stealth abilities. Arm greaves offer even greater
protection but have a tradeoff with the impacts to arm agility and fatigue. In all
cases above, if you are wearing leather gauntlets, leather hauberk armor, or
plate armor, then no armor protection benefits are gained.

GLOVES/GAUNTLETS
Item: Leather Gauntlets (Leather Vest, AA-1, FF1)
Item: Chain Gloves (Chainmail, AA-1, FF1)
Item: Plate Gloves (Plate Armor, AA-1, FF2)
Discussion: Leather gauntlets are heavy leather gloves covering the arm
almost up to the elbow. Chain gloves are meant to be worn with chain armor,
and can only be worn with chain hauberk, full chain and platemail. Similarly,
plate gloves can only be worn with field plate and full plate.

BOOTS:
Item: Leather Boots (Leather Vest, BA-1, FF1)
Item: Chain Shoes (Chainmail, BA-1, FF1)
Item: Plate Shoes (Plate Armor, BA-2, FF2)
Discussion: Leather Boots represent hardened leather boots ususally covering
to above the calf and thus providing a level of armor protection. Chain shoes
can only be worn with full chain or platemail armor. Plate boots can only be
worn with field plate or full plate armor.

OTHER ARMOR:
Item: Leg Greaves (Breastplate, BA-2, FF1)
Item: Epaulettes (Leather Vest, BA-1, FF1)
Discussion: Leg greaves are metal covering protection the lower leg from the
ankle to above the knee. They may not be worn with armor that covers the
lower legs (e.g. leather boots, full chain and plate armor). Epaulettes are shoulder
armor, made from leather for flexibility, and may be worn with any armor
the leather hauberk and plate armor types.
------------------

SHIELDS


There are two shield skills, and the difference is more a matter of usage than anything
else. With the SHIELD skill, the shields are round and, to a greater extent, moved to the
point of attack to block, while with the LARGE SHIELD skill, the shields are rectangular
and held more stationary. Thus the different stat modifiers. The buckler is a small shield
that attaches directly to the forearm, and has the advantage in that there is no modifier
to a character's body agility (and is thus a favorite of those using the Rapier skill).
The small wooden shield has the advantage over the round shield in that there is no affect
on stealth abilities, but the round shield is made from metal and has superior blocking
with the same body agility modifier. The kite shield is actually slightly inferior to the
round shield in blocking ability, but is typically used by those wearing armor covering
the arm joints because of the stat modifiers. The wooden shield is larger that the kite
shield, and offers slightly greater protection, but has greater modifiers. The large kite
shield is similar in width to the kite shield but is much longer, running from shoulders
to toes. It offers superior protection, but has a significant body agility modifier and is
thus usually only used by those not caring too much about dodging. Lastly, the body shield
runs from shoulders to toes also, but is wider than the large kite shield, and offers
tremendous protection, but is so wide that the only weapons that can be used with it are
the short sword, spear and javelin.

SKILL: SHIELD (STRENGTH, AGILITY)
Item: Buckler (FF1)
Item: Small Wooden Shield (BA-1, FF1)
Item: Metal Shield (BA-1, FF2)

SKILL: LARGE SHIELD (STRENGTH, STRENGTH)
Item: Kite Shield (BA-2, FF2)
Item: Wooden Shield (BA-3, FF3)
Item: Large Kite Shield (BA-4, FF3)
Item: Body Shield (BA-4, FF3)


WEAPONS


SKILL: AXE (STRENGTH, STRENGTH)
Weapon: Hand Axe (FF1, Hack, Bash)
Weapon: Battle Axe (Str: 17, FF3, Hack, Bash)
Weapon: Great Axe (2H, Str: 18, FF6, Hack, Bash)

SKILL: BROADSWORD (STRENGTH, AGILITY)
Weapon: Bastard Sword (1/2H, Str: 17, FF3)
Weapon: Broadsword (1/2H, Str: 18, FF4)
Discussion: In the land of TMF, a broadsword is a sword that is as large and
heavy as possible, but not too heavy to be used in one hand, and can be used
both one-handed and two-handed. The bastard sword gets it's name from the
fact that it's hilt is larger than needed for just one hand, but not large enough to
fit both hands. So, when used two-handed the second hand doesn't completely
grip the weapon. The broadsword, on the other hand, is larger and has a hilt that
can be gripped completely by both hands. It should be noted here that the
two-handed usage of these weapons is not exactly the same (and not as
effective) as the two-handed usage for the greatsword skill, and thus there is no
agility requirement and no 'sweep' attack type.

SKILL: BOW (AGILITY, EMPATHY)
Weapon: Shortbow
Weapon: Longbow
Weapon: Composite Bow

SKILL: CROSSBOW (AGILITY, COGNITION)
Weapon: Hand Crossbow (Shoot)
Weapon: Small Crossbow (2H, Str: 16, Shoot)
Weapon: Large Crossbow (2H, Str: 18, Shoot)

SKILL: DAGGER (AGILITY, LUCK)
Weapon: Dagger (Trust, Slash, Stab)
Weapon: Stiletto (Trust, Slash, Stab)

SKILL: FLAIL (Agility, Strength)
Weapon: Flail (Slash, Bash)
Weapon: Large Flail (2H, Strike, Bash)
Weapon: Morning Star (Strike, Bash)
Discussion: A fail is a two foot or so handle with typically three chains attached
having small balls with sharpened barbs at their end. The large flail is the same
except being larger and requiring two hands to use. The morning star is similar
to the flail except having just one chain with one large ball having many
sharpened barbs. In practice the flail makes a good alternative to the mace for
those, such as clerics, who have reasonably good agility and do not wear very
encumbering armor (e.g. hauberk), and have a lot of other skills that they must
put time and effort into. The flail may not do as much damage as other weapons
(but, it will do more than the mace) but is relatively easy to hit with. The large
flail will do more damage than the flail but has the disadvantage in not being
able to use a shield. The morning star, on the other hand, is one of the more
effective one handed weapons, assuming one has the stats to use it.

SKILL: GREAT AXE (STRENGTH, AGILITY)
Weapon: Great Axe (2H, Str: 18, Agl: 16, Hack, Sweep, Bash)

SKILL: GREATSWORD (STRENGTH, AGILITY)
Weapon: Claymore (2H, Str: 17, Agl: 16, Trust, Hack, Sweep, Bash)
Weapon: Greatsword (2H, Str: 18, Agl: 17, Trust, Hack, Sweep, Bash)

SKILL: HALBERD (STRENGTH, AGILITY)
Weapon: Halberd (2H, Trust, Hack, Bash)
Weapon: War Hammer (2H, Trust, Strike, Bash)

SKILL: LONGSWORD (STRENGTH, AGILITY)
Weapon: Greek Sword (Trust, Hack, Bash)
Weapon: Longsword (Str: 16, Trust, Hack, Bash)

SKILL: MACE (STRENGTH, STRENGTH)
Weapon: Mace (Strike, Bash)
Weapon: Hammer (Str: 18, Strike, Bash)
Weapon: Maul (Str: 17, Strike, Bash)
Discussion: The mace is one of the simplest of weapons, a metal handle with a
heavier striking end. The hammer is similar, except with a heavier, two sided
hammer on the striking end. The maul is a hammer except larger, requiring two
hands to use. The mace is a popular weapon for clerics and others that have
good strength but do not have much agility and/or wear encumbering armor
(e.g. hauberk). It may not do as much damage as other weapons but is easy to
hit with. The hammer, on the other hand, is one of the more effective
one-handed weapons available, assuming one has the strength to use it. The
maul is even more deadly than the hammer, but has the disadvantage of not
being able to use a shield.

SKILL: PIKE (STRENGTH, STRENGTH)
Weapon: Pike (2H, Str: 15, Trust)
Weapon: Two-handed Spear (2H, Str: 17, Trust)

SKILL: RAPIER (AGILITY, AGILITY)
Weapon: Epee
Weapon: Rapier

SKILL: SABER (AGILITY, AGILITY)
Weapon: Saber
Weapon: Cutlass

SKILL: SCIMITAR (AGILITY, AGILITY)
Weapon: Scimitar
Weapon: Falchion

SKILL: SHORTSWORD (STRENGTH, AGILITY)
Weapon: Shortsword (Trust, Hack, Bash)

SKILL: SPEAR (STRENGTH, AGILITY)
Weapon: Spear (Trust)

SKILL: STAFF (STRENGHT, AGILITY)
Weapon: Staff
Weapon: Fighting Staff

SKILL: SLING (AGILITY, AGILITY)
We
SHIELD GUIDELINES

There are three different shield skills. BUCKLER is good for using a Buckler only, which
is basically used by a character not wanting to lose ANY Dodge Agility. The SHIELD skill,
on the other hand, is good for a variety of shields. The difference between it and the
third shield skill, LARGE SHIELD, is that the latter's stat modifiers are Strength twice,
while the former's are Strength and Weapon Agility. In other words, the LARGE SHIELD skill
is a typical choice for those not having a very high Weapon Agility.

WEAPON GUIDELINES

The first rule of thumb regarding weapons, is that the higher the stat requirements for a
given weapon the better the weapon. The second rule of thumb is that, two-handed weapons
are better attacking compared to weapon and shield combinations, but are inferior when
defending. Otherwise, the game is designed so that all weapon combinations are equally
viable. But, the most important thing to understand is that there is a WIDE VARIETY of
weapons and weapon abilities that is impossible to describe here. So, what a player should
do is decide on what weapon YOU want to use, make sure you will have the right stats,
including the somewhat involved Weapon Agility, and then go for it. If you want to get
into a more detailed study of what weapon possibilities are available, you can do that by
reading through the weapon descriptions later in this chapter.


FATIGUE/REQS SUMMARY


For the convenience of the players, this section summaries the stamina fatigue and stat
requirements for the various gear. The factors affecting stamina fatigue are first listed,
followed by the gear with the numbers listed indicating the fatigue factor for that item
and any stat requirements. Abbreviations used include:

FF - Fatigue Factor
TFF - Total Fatigue Factor
DA - A Defensive Agility subtractor
WA - a Weapon Agility subtractor
C - Minimum Constitution required
S - Minimum Strength required
A - Minimum Agility required
2H - A Two-Handed weapon

Fatigue:
Fatigue Recovery Rate: 1 + 25% of Total Stamina (fractions rounded down)
Engaged in Melee Combat at End of Turn: 1 TFF
Attacking: 1 TFF per Attack
Movement: 25% of Movement Times TFF
Other Actions: 1 TFF per Turn Total

Armor:
Cloth Vest: 1 (DA-1)
Leather Vest: 2 (DA-1, WA-1)
Studded Leather Vest: 4 (DA-2)
Brigandine Vest: 6 (DA-2, WA-1)
Bronze Cuirass: 3 (DA-2, WA-1)
Metal Cuirass: 5 (DA-2, WA-1)
Plate Cuirass: 7 (DA-2, WA-1)
Chain Vest: 4 (DA-2)
Chain Shirt: 6 (DA-2, WA-1)
Chain Hauberk: 8 (DA-2, WA-2)
Chain HB plus Cuirass: 12 (DA-3, WA-2) (C16)
Leather Hauberk: 6 (DA-6, WA-4)
Brigandine Hauberk: 7 (DA-7, WA-5)
Brig HB plus Cuirass: 10 (DA-8, WA-6) (C16)
Scale Mail: 13 (DA-8, WA-6) (C17)
Bronze Platemail: 6 (DA-3, WA-2) (C16)
Platemail: 11 (DA-4, WA-3) (C17)
Field Plate: 16 (DA-5, WA-4) (C18)
Full Plate: 19 (DA-5, WA-4) (C19)

Armor Add-Ons:
Leather Helm: 1 ()
Pot Helm: 1 (DA-1) (Cuirass or heavier)
Bronze Helm: 2 (DA-1) (Cuirass or heavier)
Full Helm: 3 (DA-1) (Cuirass or heavier)
Visored Helm: 4 (DA-2) (Plate Armor only)
Leather Gauntlets: 0 (Leather Vest or heavier)
Chain Gauntlets: 1 (Chainmail or heavier)
Plate Gauntlets: 2 (Plate Armor only)
Leather Arm Greaves: TBD
Metal Arm Greaves: TBD
Epaulettes: TBD
Armored Skirt: TBD
Chain Leggings: TBD
Leather Leg Greaves: TBD
Metal Leg Greaves: TBD
Leather Boots: 1 (Leather Vest or heavier)
Armored Boots: 2 (Plate Armor only)

Shields:
Buckler: 0
Small Wooden Shield: 1
Small Metal Shield: 1
Rein. Wooden Shield: 2
Kite Shield: 2
Large Kite Shield: 3
Body Shield: 4

Weapons:
FF0: Dagger, Stiletto
FF1: Main Gauche, Epee (A17), Rapier (A16), Shortsword (S11), Small Sword
(S13), Scimitar, Hand Axe, Spear, Trident, Javelin, Sling, Shortbow, Hand
Crossbow, Net
FF2: Saber, Cutlass, Greek Sword (S15), Longsword (S16), Mace, Flail, Staff,
Pike, Longbow, Composite Bow, Small Crossbow
FF3: Falchion, Bastard Sword (S17), Battle Axe, Club, Heavy Mace, Morning
Star, Greatstaff, Two-Handed Spear, Fauchard, Greatbow, Large
Crossbow
FF4: Broadsword (S18), Hammer (S18), Halberd (2H), War Hammer (2H)
FF5: Claymore (2H, S17, A15), Two-Handed Flail (2H, S17)
FF6: Greatsword (2H, S18, A16), Greataxe (2H, S18), Maul (2H, S18)

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