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A Rpg Map (Noname Yet) Need some helpers

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Level 4
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Okay i am working on a rpg map and i need some help.

All i relay need help with is the Landscape and making it look good, i am good but i relay don't wanna do it because it takes a lot of time and i am not pro at it so yeah. . .

I might need someone to look at my triggers and if you help i will add you name to the map and +Rep :p



OK so my map is a RPG it like an rpg in the past there is gonna be dions in it i have all of the models i need.

i have no story line to it yet i have just been doing triggers and Landscape testing.

There is only one person you can be (at the moment) but i will add more and weapons and shields an other stuff i will get the models to so all i rlly need ATM is triggers and landscape c ya i am off to school
 
Level 4
Joined
Jan 3, 2009
Messages
102
oh :p ive changed the idea of this map but i still need people to help well i will tell you the new story line of the map. (i dint reply earlier because i was on vacation).


The New RPG map is bases on Baldur's Gate okay and every one should know that story line so :p well i need help on a few thing atm like Spells i have like 10 working



PRIESTS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.

Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.

The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.

Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network

WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.

Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.

All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.

Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network


ABILITY'S
Strength

Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.

Intelligence

Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.

Wisdom

Wisdom describes a composite of the character’s enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character’s resistance to magical attack. It is the prime requisite of priests.

Dexterity

Dexterity encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character’s reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy’s blows. It is usually the prime requisite of Rogues and affects their professional skills.

Consitution

Constitution encompasses a characters physique, fitness, health, and physical resistance to hardship, injury, and disease. This ability affects the character’s hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes.

Charisma

Charisma measures a character’s persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with non-player characters, mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.


Classes
Priests - Clerics and Druids

Priests are believers and advocates of gods. The priest spells are classified into spheres which restricts the choices available to the two Priest subclasses, cleric and druid. When priests gain a new spell level, they automatically are able to use any of the available spells for the new level. They must pray for those spells they intend to use the following day. Having a high wisdom grants priests extra spells. Priests begin with two weapon proficiency slots. Up to 9th level, priests gain 1-8 (d8) hit points per level, followed by 2 per level after that. Refer to spell progression and experience point progression tables to determine their advancement.

Cleric

Clerics have spells bestowed on them by their deity and can fight wearing armor and use crushing (no edged or pointed) weapons. Clerics can cast all priest spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to Elemental spells of 3rd or lower level. Clerics also have the ability to Turn Undead. The prime requisite for clerics is wisdom with a minimum score of 9 being the only requirement to become a cleric. Priests of specific mythoi are not currently implimented in BG.

Druid

Druids are priests of nature and guardians of the wilderness. Druids can only be of True Neutral alignment. Available to the druid are natural armors like leather armor and wooden shields, and a few weapons that are not necessarily blunt, including the scimitar. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere. Druids cannot Turn Undead. Beginning at 7th level, druids gain the ability to shapechange into animals present in Baldur's Gate (excluding birds). The minimum abilities to become a druid are 12 wisdom and 15 charisma. Wisdom and charisma are prime requisites for druids. Skills from AD&D that are not implimented in BG: Pass Without a Trace, Identify Plants and Animals, knowledge of woodland creature languages (there are no languages in BG) and immunity to woodland creature charm spells.

Rogues - Thieves and Bards

Rogues live off the hard work of others as thieves and musically oriented bards. Rogues gain 1-6 (d6) hit points per level until 10th, after which they gain 2 hit points per level. Two initial weapon proficiency slots are available to each rogue. The experience point progression of rogues is summarized here.

Thief

Thieves are masters of stealth. They can wear any armor up to elven chainmail although wearing more than leather armor penalizes the thief's special abilities. A thief's weapon choices are limited but include swords, bows and daggers. Should a thief sneak up behind a humanoid victim, they can do extra damage by backstabbing. Thieves have the following special abilities: Open Locks, Find/Remove Traps, Pick Pockets and Stealth (combination of Move Silently and Hide in Shadows). The base scores for these abilities are determined by the thief's race and dexterity, and the player can then distriute 60 initial percentage points followed by 20 points for each level thereafter. At 10th level, thieves' gain the limited ability to use clerical and magical scrolls. Thieves' cannot be of Lawful Good alignment. The prime requisite for thieves is dexterity, with a 9 dexterity being the minimum requirement. Skills from AD&D that are not implimented in BG: Hear Noise, Climb Walls, Thieves' Cant and Read Languages (there are no languages in BG).

Bard

Bards are the jack-of-all trades and the masters of none. Bards can fight with any weapon and wear any armor up to and including chainmail, but cannot use a shield. Bards can cast wizard spells, although their spell progression is slower. Like wizards, they cannot wear armor when casting spells. All bards are proficient musicians but in BG they access their abilities by singing alone without instrumental accompaniment. By singing, bards can grant a +1 bonus to attack rolls, a +1 bonus to saving throw rolls and a +2 bonus to morale. bards are able to Pick Pockets like thieves. Due to their studies and travels, bards also have exceptional Lore ability, allowing them to identify magic items much better than other classes. The alignment of the bard must be at least partially Neutral. The minimum abilities for becoming a bard are dexterity 12, intelligence 13 and charisma 15. The prime requisites of the bard are dexterity and charisma. Skills from AD&D that are not implimented in BG: Detect Noise, Climb Walls, Read Languages, Remove Traps and using a musical instrument.

Warriors - Fighter, Rangers and Paladins

Warriors earn their keep by skill in armed combat and are divided into three subclasses: fighter, ranger and paladin. They can wear any armour and use any weapon. For each level up to 9th, they earn 1-10 hit points (1d10) and then accumulate 3 hit points per level. They also receive greater bonus hit points for high constitution (17+) than the other classes. Only warriors may possess exceptional strength, denoted by a score of 18 followed by a percentile score such as 18/56 or 18/00 (the highest, 100%). Warriors begin with four weapon proficiency slots. As they rise in levels, warriors gain additional attacks per round. Because they concentrate on combat, these men-at-arms are restricted in the variety of magical items they can employ. The experience point progression of warriors is summarized here.

Fighter

Fighters are masters of weapons. They are the only class that can achieve the highest levels of weapon specialization: Mastery, High Mastery and Grandmastery. The prime requisite for fighters is strength. The only requirement for becoming a fighter is a strength of at least 9.

Ranger

Rangers are skilled woodsmen and hunters. Although able to use any armor, they must wear studded leather or lighter armor when trying to moving silently in the shadows and underbrush. In BG, this skill is called Stealth and can be used in any setting, including cities. Because of their empathy with animals, ranger's can cast Charm Animal as a special ability (number of times per day depends on ranger's level). rangers can become Specialized in specific weapons. From 8th to 16th level, rangers gain the ability to cast some priest spells. These woodsman have a hated enemy, normally some type of humanoid creature. The ranger gains a +4 bonus to hit these creatures in combat but suffers a -4 penalty to encounter reaction rolls due to this hatred. Rangers must be of good alignment and have ability scores of at least 13 in strength and dexterity and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, dexterity and wisdom. Should ranger's perform evil acts, they will become fighters known as fallen rangers that have lost all their special abilities. Skills from AD&D that are not implimented in BG: Tracking, two-weapon fighting, and damage bonuses against giant creatures.

Paladin

Paladins are noble, holy warriors. Paladins can become Specialized in specific weapons. They can Detect Evil and are surrounded by a Protection from Evil aura (the number of times per day for each special ability depends on the character's level). Their hardiness gives them +2 bonuses to saving throws against poison and spells. Once per day, paladins can lay hands on an individual, curing 2 hit points per level of the paladin. They can also Turn Undead as a cleric two levels below their level as a paladin. At 9th level, paladins gain the ability to cast clerical spells. Paladins must be humans of Lawful Good alignment and have ability scores of at least 9 in constitution, 12 in strength, 13 in wisdom, and 17 in charisma. The prime requisites for paladins are strength and charisma. Should the paladin perform evil deeds, they will lose their status and become fighters known as fallen paladins. Skills from AD&D that are not implimented in BG: resistance to disease (there is no disease in the game), Cure Disease, possession of a faithful war horse, and the necessity of giving away wealth and most possessions.

Wizards - Mages and Specialist Mages

Wizards study arcane knowledge and are adept at casting powerful spells. Naturally, they are weak in physical combat being unable to wear any armor and having only a small selection of weapons. Mages begin with one weapon proficiency. However, wizards can use many magic items that no other class has access to. Wizards may also choose to specialize in one of the eight major schools of magic. To enter new spells into their spell books, a mage must copy them from scrolls that are found or bought. The number of spells that can be copied into the spell book and the chance of failure on copying the spell are determined by the mage's intelligence. These spells are then memorized to be cast the following day. Mages receive 1-4 (1d4) hit points per level up to 10th level and then 1 hit point per level. The experience point progression of wizards is summarized here.

Mage

Mages have powerful spells and when unspecialized, can cast them from any School. Mages can simultaneously memorize the number of spells per day as outlined in the progression table. The prime requisite for mages is intelligence with the minimum being 9.

Specialist Mage

Specialist mages have become narrowly trained in a specific field of magic. Specialists receive one additional spell per spell level (does not have to be from their school) than unspecialized mages do in the progression table. Because of their specialization, these mages receive a +15% chance to learn spells from their school but suffer a -15% penalty when learning spells outside their specialty. When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarily, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field. Specialists are unable to cast spells from the opposing school. Mages must be single-classed or dual-classed to specialize with the exception of gnomes. Gnomes can only be illusionists so are permitted to multiclass. A specialist must have a 9 intelligence in addition to the School-specific minimum ability from the table below. The prime requesites for specialty mages are intelligence and their School's ability.
 
Level 4
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Messages
102
School Descriptions

You can goto schools to learn spells

Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.

Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.

Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.

Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.

Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.

Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races

Race is the character’s species: human, elf, dwarf, gnome, half-elf or halfling are the most common choices. For Baldur's Gate II, the half-orc has also been introduced. A character's race will affect their ability scores upon creation and will limit the choice of the character’s class.

Dwarf

Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.

Elf

Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.

Gnome

Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.

Half-Elf

Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.

Halfling

Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. Their prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings gain a +1 bonus to their attack rolls when using thrown weapons or slings. Depending on lineage, certain halflings have infravision, and all are especially resistant to magic and poison.

Human

Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.





Alignments

Alignment is a guide to a character’s basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. The chosen alignment is a guide of how the character will handle moral dilemmas. Although alignment defines general attitudes, it certainly doesn’t prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes. Order and Chaos, and Good and Evil. Combining the different variations in the sets, nine alignments are created.

Lawful Good

Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working farmer, a kindly and wise king, or a stern but forthright minister of justice are all examples of Lawful Good people.

Lawful Neutral

Order and organization are of paramount importance. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are examples of Lawful Neutral behavior.

Lawful Evil

These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, Lawful Evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if their can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of Lawful Evil beings.

Neutral Good

These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a Neutral Good character.

True Neutral

True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True Neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides, as the previous loser becomes the winner. A True Neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.

Neutral Evil

Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, doing it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it is legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the "every man for himself" attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.

Chaotic Good

Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push others around and tell them what to do". Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.

Chaotic Neutral

Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason purposely gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.

Chaotic Evil

These characters are the bane of all that is good and organized. Chaotic Evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever mean possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take whatever they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalities.
 
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Level 4
Joined
Jan 3, 2009
Messages
102
Armor

i am not very good with modles and icons so i will need hilp with them i will send you the icons when you need them just post on this thred that you need them :p.

I am not sure how to add a system that makes it so you can only carry like 360 pounds of 68 stuff like that and something that makes each item have a weight

Leather armor is created from hard, stiff leather that has been boiled in oil. Studded leather on the other hand has a soft leather backing to which are attached many metal rivets. Leather, hide and studded leather armors can be worn by all classes except Mages. By linking together many small metal rings, chainmail is fashioned and normally worn over a soft leather padding to prevent chafing. Chainmail cannot be worn by Mages, Thieves and Druids. Splint mail has metal strips attached to a leather backing with chainmail covering the more flexible joints. Instead of strips, plate mail uses metal plates to cover most of the body and these are kept in place by a series of straps and buckles. Full plate armor covers even more of the body than plate mail, requiring that each suit is custom designed for the owner. Splint mail, plate mail and full plate mail can only be worn by Fighters, Rangers, Paladins and Clerics.

Item-----------------------AC------ Weight
Anhkeg Plate Mail-----------1------ 25
Chain Mail------------------5------ 40
Chain Mail +1---------------4------ 20
Chain Mail +2---------------3------ 10
Chain Mail +3---------------2------ 9
Full Plate Mail---------------1------ 70
Full Plate Mail +1------------0------ 35
Hide Armor------------------2------ 9
Leather Armor---------------8------ 15
Leather Armor +1------------7------ 10
Leather Armor +2------------6------ 5
Leather Armor +3------------5------ 4
Mithril Chain Mail +4----------1------ 7
Plate Mail--------------------3------ 50
Plate Mail +1-----------------2------ 20
Plate Mail +3-----------------0------ 18
Shadow Armor----------------4------ 8
(+15% Hide in Shadows,------------
only Thief can use)----------------
Splint Mail--------------------4------ 40
Splint Mail +1-----------------3------ 20
Studded Leather Armor--------7------ 25
Studded Leather Armor +1-----6------- 15
Studded Leather Armor +2-----5------ 8
Studded Leather Armor +2
(Cursed, AC 15 against missiles)------5------ 8
Missiles Attraction


Boots

Boots, usually of leather, are worn to protect to feet. Boots can be used by all classes.

Item----------------------------AC------ Weight
Boots of Avoidance
(+5 AC vs. missiles)
--------------------------------------0------ 4
Boots of Grounding
(+50% electrical resistance)
-------------------------------------- 0------ 4
Boots of Speed
(Doubles movement rate)
-------------------------------------- 0------ 0
Boots of Stealth
(+35% Stealth)
-------------------------------------- 0------ 4
Boots of the North
(+50% cold resistance, Quest reward)
-------------------------------------- 0------ 4
Worn Out Boots
(Quest item) -------------------------- 0------ 4
 
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