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	<id>https://stoneshard.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xfghdhthth46546</id>
	<title>Stoneshard wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://stoneshard.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xfghdhthth46546"/>
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	<updated>2026-07-17T03:02:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Armored_Combat_skill_data&amp;diff=76848</id>
		<title>Armored Combat skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Armored_Combat_skill_data&amp;diff=76848"/>
		<updated>2026-07-16T12:56:49Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Armored Combat skill data.&lt;br /&gt;
&lt;br /&gt;
When adding a new skill, don&#039;t forget to add it to the list in [[Skill data]] aswell.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Self-Repair= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants {{c|+|-15%}} to the equipped {{c|w|armor}} and {{c|w|weapons&#039;}} Durability loss rate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Allows to dismantling pieces of armor into {{c|w|fragments}}, which can be used to repair other armor, and also occasionally receive them as loot when killing enemies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Increase the amount of Durability restored by repair kits by {{Pos|33%}}.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped {{c|w|piece of armor}} with Durability above {{c|w|80%}} grants {{c|+|+5%}} Bleed Resistance to the respective body part and {{c|+|+3%}} Crit Avoidance.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Brace for Impact!= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=10&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=Agility, Perception, Vitality&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Brace for Impact!&amp;quot;}} for {{W|2}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|12%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|12%}} Block Chance&amp;lt;br&amp;gt;Grant all received strikes and shots {{Neg|+15%}} Fumble Chance, {{Neg|-10%}} Accuracy, and {{Neg|-25%}} Armor Penetration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the effect {{Pos|+50%}} Crit Avoidance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, also grants received strikes and shots {{Neg|-33%}} Bodypart Damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Pos|-25%}} Cooldown Duration.&lt;br /&gt;
|Formuladesc=Activates {{Pos|&amp;quot;Brace for Impact!&amp;quot;}} for {{W|2}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|12%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|12%}} Block Chance&amp;lt;br&amp;gt;Grant all received strikes and shots {{Neg|+(1.5 * AGL)%}} Fumble Chance, {{Neg|-(5 + (0.5 * PRC))%}} Accuracy, and {{Neg|-(5 + (2 * VIT))%}} Armor Penetration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the effect {{Pos|+50%}} Crit Avoidance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, also grants received strikes and shots {{Neg|-33%}} Bodypart Damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Pos|-25%}} Cooldown Duration.&lt;br /&gt;
|Enemydesc=Activates {{Pos|&amp;quot;Brace for Impact!&amp;quot;}} for {{W|2}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|12%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|12%}} Block Chance&amp;lt;br&amp;gt;Grant all received strikes and shots {{Neg|+{{#expr:1.5 * {{EnemyAttributes|AGL}}}}%}} Fumble Chance, {{Neg|-{{#expr:5 + (0.5 * {{EnemyAttributes|PRC}})}}%}} Accuracy, and {{Neg|-{{#expr:5 + (2 * {{EnemyAttributes|VIT}})}}%}} Armor Penetration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the effect {{Pos|+50%}} Crit Avoidance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, also grants received strikes and shots {{Neg|-33%}} Bodypart Damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Pos|-25%}} Cooldown Duration.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Hard Target= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Each shot taken at the character grants {{c|+|+5%}} Dodge Chance for {{W|5}} turns and applies the attacker with {{c|-|-8%}} Accuracy for {{W|5}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Both effects stack up to {{W|4}} times and trigger twice if the shot hits its target. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants all received strikes and shots {{c|-|-10%}} Armor Penetration.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Flexible Defense= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/maneuver&lt;br /&gt;
|Type=Target Area&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=14&lt;br /&gt;
|Modifiers=Agility, Perception, Willpower&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|AGL}}, {{C|Light Brown|PRC}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description=Delivers a strike to three adjacent tiles with {{Neg|-50%}} Weapon Damage and {{Pos|+100%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|-20%}} Weapon Damage, {{Neg|+20%}} Fumble Chance and {{Neg|-5%}} Accuracy for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants additional {{Pos|+1}} turn to the applied penalties&#039; duration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, hitting a target applies it with {{Neg|-15%}} Control Resistance, {{Neg|-15%}} Move Resistance, and {{Neg|-15%}} Crit Avoidance for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, replenishes {{c|Energy|5%}} Max Energy and grants {{Pos|+6%}} Energy Restoration for {{W|5}} turns for each enemy hit by the strike.&lt;br /&gt;
|Formuladesc=Delivers a strike to three adjacent tiles with {{Neg|(-60 + AGL)%}} Weapon Damage and {{Pos|+(80 + (2 * PRC))%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|-20%}} Weapon Damage, {{Neg|+20%}} Fumble Chance and {{Neg|-5%}} Accuracy for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants additional {{Pos|+1}} turn to the applied penalties&#039; duration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, hitting a target applies it with {{Neg|-15%}} Control Resistance, {{Neg|-15%}} Move Resistance, and {{Neg|-15%}} Crit Avoidance for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, replenishes {{c|Energy|(-5 + WIL)%}} Max Energy and grants {{Pos|+6%}} Energy Restoration for {{W|5}} turns for each enemy hit by the strike.&lt;br /&gt;
|Enemydesc=Delivers a strike to three adjacent tiles with {{Neg|{{#expr:-60 + {{EnemyAttributes|AGL}}}}%}} Weapon Damage and {{Pos|+{{#expr:80 + (2 * {{EnemyAttributes|PRC}})}}%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|-20%}} Weapon Damage, {{Neg|+20%}} Fumble Chance and {{Neg|-5%}} Accuracy for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants additional {{Pos|+1}} turn to the applied penalties&#039; duration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, hitting a target applies it with {{Neg|-15%}} Control Resistance, {{Neg|-15%}} Move Resistance, and {{Neg|-15%}} Crit Avoidance for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, replenishes {{c|Energy|{{#expr:-5 + {{EnemyAttributes|WIL}}}}%}} Max Energy and grants {{Pos|+6%}} Energy Restoration for {{W|5}} turns for each enemy hit by the strike.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Battle-Forged= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|AGL}}, {{C|Light Brown|VIT}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description=Using {{W|Stances}} and {{W|Maneuvers}} grants {{c|+|-10%}} Damage Taken until the next turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, moving to other tiles ({{W|Charges}} and {{W|Maneuvers}} counts as well)) grants {{c|+|+2%}} Dodge Chance and {{c|+|+2%}} Counter Chance for {{W|4}} turns for each traveled tile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}}, using {{W|Stances}} and {{W|Maneuvers}} also reduces this ability tree&#039;s cooldowns by {{Pos|1}} turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, remaining on the same tile grants {{c|+|-3%}} Abilities Energy Cost and {{Pos|+3%}} Crit Avoidance for {{W|6}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All effects stack up to {{W|5}} times.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Unyielding Defense= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=20&lt;br /&gt;
|Cooldown=14&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|AGL}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description={{c|w|Repositions}} to an adjacent tile and activates {{c|+|&amp;quot;Unyielding Defense&amp;quot;}} for {{c|w|8}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{c|+|+6%}} to all body parts&#039; Protection (no less than {{c|+|1}})&amp;lt;br&amp;gt;{{c|+|+4%}} Fortitude&amp;lt;br&amp;gt;{{c|+|+4%}} Block Power Recovery&amp;lt;br&amp;gt;{{c|+|+4%}} Block Chance or {{c|+|+4%}} Dodge Chance (the priority is given to the highest Stat). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each received strike or shot grants an extra stack of the effect (up to {{c|w|V}}).&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Battering Ram= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/charge&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=3&lt;br /&gt;
|Energy=26&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=Strength, Agility, Perception, Vitality, Dodge Chance&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|16}} or put at least {{C|Light Brown|14}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|AGL}}, {{C|Light Brown|PRC}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description=Performs a {{W|charge}} towards the target and deals {{W|5}} Crushing Damage with {{W|100%}} Accuracy and {{W|100%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Damage depends on the equipped {{W|chestpiece&#039;s}} Protection. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the skill {{Pos|+1}} Range and also grants {{Pos|2.5%}} Weapon Damage for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}} and the skill {{W|Staggers}} its target, grants {{Pos|-25%}} Cooldowns Duration for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Neg|-1}} Range and replaces its Stagger Chance with {{W|100%}} Stun Chance.&lt;br /&gt;
|Formuladesc=Performs a {{W|charge}} towards the target and deals {{W|((0.5 * Body_DEF) + (0.5 * STR))}} Crushing Damage with {{W|(50 + (2.5 * PRC) + (2.5 * AGL))%}} Accuracy and {{W|(70 + STR + VIT)%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Damage depends on the equipped {{W|chestpiece&#039;s}} Protection. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the skill {{Pos|+1}} Range and also grants {{Pos|max((0.33 * EVS), 0)%}} Weapon Damage for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}} and the skill {{W|Staggers}} its target, grants {{Pos|-25%}} Cooldowns Duration for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Neg|-1}} Range and replaces its Stagger Chance with {{W|(60 + (2 * STR) + (2 * VIT))%}} Stun Chance.&lt;br /&gt;
|Enemydesc=Performs a {{W|charge}} towards the target and deals {{W|{{#expr:(0.5 * {{EnemyAttributes|Body_DEF}}) + (0.5 * {{EnemyAttributes|STR}})}}}} Crushing Damage with {{W|{{#expr:50 + (2.5 * {{EnemyAttributes|PRC}}) + (2.5 * {{EnemyAttributes|AGL}}) round 0}}%}} Accuracy and {{W|{{#expr:70 + {{EnemyAttributes|STR}} + {{EnemyAttributes|VIT}}}}%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Damage depends on the equipped {{W|chestpiece&#039;s}} Protection. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the skill {{Pos|+1}} Range and also grants {{Pos|{{#expr:0.33 * {{EnemyAttributes|EVS}}}}%}} Weapon Damage for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|medium chestpiece}} and the skill {{W|Staggers}} its target, grants {{Pos|-25%}} Cooldowns Duration for {{W|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{Neg|-1}} Range and replaces its Stagger Chance with {{W|{{#expr:60 + (2 * {{EnemyAttributes|STR}}) + (2 * {{EnemyAttributes|VIT}})}}%}} Stun Chance.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Custom Adjustments= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|16}} or put at least {{C|Light Brown|14}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|AGL}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description=Each equipped piece of {{W|light armor}} grants {{c|+|+25%}} to the respective body part&#039;s Protection (no less than {{c|+|+2}}) and {{c|+|-2%}} Damage Taken.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped piece of {{W|medium armor}} grants {{c|+|+8%}} Bleed Resistance to the respective body part and {{c|+|+3%}} Dodge Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped piece of {{W|heavy armor}} grants {{c|+|-3%}} to its Durability loss rate and also {{c|energy|+4}} Max Energy and {{c|+|+2%}} Energy Restoration.&lt;br /&gt;
|#default = }}&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Athletic_skill_data&amp;diff=76847</id>
		<title>Athletic skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Athletic_skill_data&amp;diff=76847"/>
		<updated>2026-07-12T15:47:40Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Athletic skill data.&lt;br /&gt;
&lt;br /&gt;
When adding a new skill, don&#039;t forget to add it to the list in [[Skill data]] aswell.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Disengage= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Reduces the chance of triggering attacks of opportunity (from {{Neg|50%}} to {{Neg|25%}}).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants {{pos|+0.2%}} Magic Resistance and {{pos|+0.2%}} Nature Resistance for each {{pos|1%}} Dodge Chance&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies all adjacent enemies with {{Neg|+3%}} Fumble Chance, {{Neg|-3%}} Accuracy, and {{neg|-3%}} Crit Chance.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Leg Sweep= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Area&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=12&lt;br /&gt;
|Cooldown=8&lt;br /&gt;
|Modifiers=Strength, Agility, Perception&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Deals {{W|7 Crushing Damage}} to three adjacent tiles with {{W|100%}} Accuracy and {{W|85%}} Immobilization Chance.&amp;lt;br&amp;gt;Then allows the character to {{W|reposition}} to an adjacent tile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|+10%}} Fumble Chance, {{Neg|-10%}} Crit Chance, and {{Neg|-10%}} Weapon Damage for {{W|3}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target was hit by the strike and is adjacent after using the skill, with {{W|125%}} chance applies it with {{W|Stagger}}.&lt;br /&gt;
|Formuladesc=Deals {{W|(4 + (0.2 * Legs_DEF) + (0.3 * STR))}} {{W|Crushing Damage}} to three adjacent tiles with {{W|(80 + (2 * PRC))%}} Accuracy and {{W|(65 + (2 * AGL))%}} Immobilization Chance.&amp;lt;br&amp;gt;Then allows the character to {{W|reposition}} to an adjacent tile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|(5 + (0.5 * AGL))%}} Fumble Chance, {{Neg|-(5 + (0.5 * PRC))%}} Crit Chance, and {{Neg|-(5 + (0.5 * STR))%}} Weapon Damage for {{W|3}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target was hit by the strike and is adjacent after using the skill, with {{W|(105 + (2 * STR))%}} chance applies it with {{W|Stagger}}.&lt;br /&gt;
|Enemydesc=Deals {{W|{{#expr:4 + (0.2 * {{EnemyAttributes|Legs_DEF}}) + (0.3 * {{EnemyAttributes|STR}}) round 0}}}} {{W|Crushing Damage}} to three adjacent tiles with {{W|{{#expr:80 + (2 * {{EnemyAttributes|PRC}})}}%}} Accuracy and {{W|{{#expr:65 + (2 * {{EnemyAttributes|AGL}})}}%}} Immobilization Chance.&amp;lt;br&amp;gt;Then allows the character to {{W|reposition}} to an adjacent tile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting a target applies it with {{Neg|{{#expr:5 + (0.5 * {{EnemyAttributes|AGL}})}}%}} Fumble Chance, {{Neg|-{{#expr:5 + (0.5 * {{EnemyAttributes|PRC}})}}%}} Crit Chance, and {{Neg|-{{#expr:5 + (0.5 * {{EnemyAttributes|STR}})}}%}} Weapon Damage for {{W|3}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target was hit by the strike and is adjacent after using the skill, with {{W|{{#expr:105 + (2 * {{EnemyAttributes|STR}})}}%}} chance applies it with {{W|Stagger}}.&lt;br /&gt;
|formula_raw=Immob Chance: {{Positive| 75 + AGL}}&amp;lt;br&amp;gt;Damage: {{Positive| 5 + 0.4 * Legs DEF + 0.5 * STR}}&amp;lt;br&amp;gt;FMB: {{Positive| 5 + 0.5 * AGL}}&amp;lt;br&amp;gt;CRT: {{Positive| -5 + 0.5 * PRC}}&amp;lt;br&amp;gt;Weapon Damage: {{Positive| -5 + 0.5 * STR}}&amp;lt;br&amp;gt;Stagger Chance: {{Positive| 105 + 2 * STR}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Not This Time= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Full blocks and dodges grant {{pos|+5%}} Control Resistance and {{pos|+5%}} Move Resistance for {{W|5}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Once per {{w|90}} turns removes {{w|Stun}}, {{w|Daze}}, {{w|Stagger}} or {{w|Immobilization}} upon receiving them.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Mighty Kick= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=6&lt;br /&gt;
|Cooldown=6&lt;br /&gt;
|Modifiers=Strength, Agility, Perception&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Deals {{W|10 Crushing Damage}} with {{W|120%}} Accuracy, {{W|100%}} Stagger Chance, and {{W|80%}} Knockback Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting the target applies it with {{Neg|-30%}} Max Block Power, {{Neg|-20%}} Control Resistance, {{Neg|-20%}} Move Resistance, and {{neg|-15%}} Crit Avoidance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&lt;br /&gt;
|Formuladesc=Deals {{W|&#039;6 + (0.3 * Legs_DEF) + (0.4 * STR))}} {{W|Crushing Damage}} with {{W|(100 + (2 * PRC))%}} Accuracy, {{Pos|(80 + (2 * AGL))%}} Stagger Chance and {{W|(60 + (2 * STR))%}} Knockback Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting the target applies it with {{Neg|(-3 * STR)%}} Max Block Power, {{Neg|-(AGL + PRC)%}} Control Resistance, {{Neg|-(AGL + PRC)%}} Move Resistance, and {{neg|(-1.5 * PRC)%}} Crit Avoidance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&lt;br /&gt;
|Enemydesc=Deals {{W|{{#expr:6 + (0.3 * {{EnemyAttributes|Legs_DEF}}) + (0.4 * {{EnemyAttributes|STR}}) round 0}}}} {{W|Crushing Damage}} with {{W|{{#expr:100 + (2 * {{EnemyAttributes|PRC}})}}%}} Accuracy, {{W|{{#expr:80 + (2 * {{EnemyAttributes|AGL}})}}%}} Stagger Chance and {{W|{{#expr:60 + (2 * {{EnemyAttributes|STR}})}}%}} Knockback Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The damage dealt depends on the equipped {{W|boots&#039;}} Protection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hitting the target applies it with {{Neg|{{#expr:-3 * {{EnemyAttributes|STR}}}}%}} Max Block Power, {{Neg|-{{#expr:{{EnemyAttributes|AGL}} + {{EnemyAttributes|PRC}}}}%}} Control Resistance, {{Neg|-{{#expr:{{EnemyAttributes|AGL}} + {{EnemyAttributes|PRC}}}}%}} Move Resistance, and {{neg|{{#expr:-1.5 * {{EnemyAttributes|PRC}}}}%}} Crit Avoidance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|2}} times.&lt;br /&gt;
|formula_raw=Damage: {{Positive| 7 + 0.5 * Legs DEF * 0.2 * STR}}&amp;lt;br&amp;gt;Knockback Chance: {{Positive| 45 + 1.5 * STR}}&amp;lt;br&amp;gt;Stun Resistance: {{Positive| -5 + 0.5 * AGL + 0.5 * STR}}&amp;lt;br&amp;gt;Knockback Resistance: {{Positive| -5 + 0.5 * AGL + 0.5 * STR}}&amp;lt;br&amp;gt;Block Power: {{Positive| -3 * STR}}&amp;lt;br&amp;gt;Stagger Chance: {{Positive| 100 + 1.5 * AGL}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Dash= {{#switch: {{{2}}}&lt;br /&gt;
|Active=charge&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=4&lt;br /&gt;
|Energy=26&lt;br /&gt;
|Cooldown=20&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|AGL}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description=Performs a {{W|charge}} towards the targeted tile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants the skill {{Neg|-1}} Range for each adjacent enemy (down to {{W|2}} range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If there are adjacent enemies after using the skill, grants {{Pos|+15%}} Dodge Chance and {{Pos|+15%}} Counter Chance for {{W|2}} turns.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Inner Reserves= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Modifiers=Willpower, Vitality&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|VIT}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description=Once per {{W|20}} turns, replenishes {{c|energy|20%}} Max Energy when Energy drops below {{c|Energy|50%}}.&lt;br /&gt;
|Formuladesc=Once per {{W|(25 - (0.5 * VIT))}} turns, replenishes {{c|energy|(10 + WIL)%}} Max Energy when Energy drops below {{c|Energy|50%}}.&lt;br /&gt;
|Enemydesc=Once per {{W|{{#expr:25 - (0.5 * {{EnemyAttributes|VIT}}) round 0}}}} turns, replenishes {{c|energy|{{#expr:10 + {{EnemyAttributes|WIL}}}}%}} Max Energy when Energy drops below {{c|Energy|50%}}.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Sudden Lunge= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=20&lt;br /&gt;
|Cooldown=14&lt;br /&gt;
|Modifiers=Agility, Perception&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|AGL}} or {{C|Light Brown|PRC}}.&lt;br /&gt;
|Description=Delivers a strike with {{Neg|-50%}} Weapon Damage and {{Pos|80%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces all cooldowns by {{Pos|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target takes damage, puts all it&#039;s abilities on a {{Neg|2}} turns Cooldown.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} range.&lt;br /&gt;
|Formuladesc=Delivers a strike with {{Neg|-50%}} Weapon Damage and {{Pos|(40 + (2 * AGL) + (2 * PRC))%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces all cooldowns by {{Pos|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target takes damage, puts all it&#039;s abilities on a {{Neg|2}} turns Cooldown.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} range.&lt;br /&gt;
|Enemydesc=Delivers a strike with {{Neg|-50%}} Weapon Damage and {{Pos|{{#expr:40 + (2 * {{EnemyAttributes|AGL}}) + (2 * {{EnemyAttributes|PRC}})}}%}} Stagger Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces all cooldowns by {{Pos|2}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target takes damage, puts all it&#039;s abilities on a {{Neg|2}} turns Cooldown.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} range.&lt;br /&gt;
|formula_raw=Confuse Chance: {{Positive| 50 + AGL}}&amp;lt;br&amp;gt;Weapon Damage: {{Positive| -50}}&amp;lt;br&amp;gt;Stagger Chance: {{Positive| 45 + 1.5 * AGL + 1.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Push the Falling= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Modifiers=Willpower&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|10}} or put at least {{C|Light Brown|8}} points in the following attributes: {{C|Light Brown|AGL}}, {{C|Light Brown|PRC}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description={{W|Dazing}}, {{W|Stunning}}, {{W|Staggering}}, {{W|Confusing}}, {{W|Immobilizing}}, and causing {{Neg|Bleeding}} with strikes and shots replenishes {{c|Energy|4%}} Max Energy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using {{W|&amp;quot;Mighty Kick&amp;quot;}} against targets with these effects prolongs their duration by {{Neg|1-2}} turns, depending on each individual effect&#039;s duration cap.&lt;br /&gt;
|Formuladesc={{W|Dazing}}, {{W|Stunning}}, {{W|Staggering}}, {{W|Confusing}}, {{W|Immobilizing}}, and causing {{Neg|Bleeding}} with strikes  and shots replenishes {{c|Energy|(-6 + WIL)%}} Max Energy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using {{W|&amp;quot;Mighty Kick&amp;quot;}} against targets with these effects prolongs their duration by {{Neg|1-2}} turns, depending on each individual effect&#039;s duration cap.&lt;br /&gt;
|Enemydesc={{W|Dazing}}, {{W|Stunning}}, {{W|Staggering}}, {{W|Confusing}}, {{W|Immobilizing}}, and causing {{Neg|Bleeding}} with strikes  and shots replenishes {{c|Energy|{{#expr:-6 + {{EnemyAttributes|WIL}}}}%}} Max Energy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using {{W|&amp;quot;Mighty Kick&amp;quot;}} against targets with these effects prolongs their duration by {{Neg|1-2}} turns, depending on each individual effect&#039;s duration cap.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Elusiveness= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=Agility, Vitality, Perception&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|16}} or put at least {{C|Light Brown|14}} points in the following attributes: {{C|Light Brown|AGL}}, {{C|Light Brown|PRC}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description=Activates {{W|5}} stacks of {{Pos|&amp;quot;Elusiveness&amp;quot;}} for {{W|6}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+4%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|-2%}} Damage Taken&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each dodge as well as received fumbled strikes and shots prolong the effect&#039;s duration by {{pos|1}} turn (up to {{W|6}}) but reduce its number of stacks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Moving to other tiles ({{W|Charges}} and {{W|Maneuvers}} count as well) grants an extra stack of the effect for each traveled tile (up to {{W|V}}).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies all adjacent enemies with {{Neg|+5%}} Fumble Chance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect doesn&#039;t stack.&lt;br /&gt;
|Formuladesc=Activates {{W|5}} stacks of {{Pos|&amp;quot;Elusiveness&amp;quot;}} for {{W|6}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|(0.4 * PRC)%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|(-0.2 * VIT)%}} Damage Taken&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each dodge as well as received fumbled strikes and shots prolong the effect&#039;s duration by {{pos|1}} turn (up to {{W|6}}) but reduce its number of stacks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Moving to other tiles ({{W|Charges}} and {{W|Maneuvers}} count as well) grants an extra stack of the effect for each traveled tile (up to {{W|V}}).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies all adjacent enemies with {{Neg|(0.5 * AGL)%}} Fumble Chance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect doesn&#039;t stack.&lt;br /&gt;
|Enemydesc=Activates {{W|5}} stacks of {{Pos|&amp;quot;Elusiveness&amp;quot;}} for {{W|6}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|{{#expr:0.4 * {{EnemyAttributes|PRC}}}}%}} Dodge Chance&amp;lt;br&amp;gt;{{Pos|{{#expr:-0.2 * {{EnemyAttributes|VIT}}}}%}} Damage Taken&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each dodge as well as received fumbled strikes and shots prolong the effect&#039;s duration by {{pos|1}} turn (up to {{W|6}}) but reduce its number of stacks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Moving to other tiles ({{W|Charges}} and {{W|Maneuvers}} count as well) grants an extra stack of the effect for each traveled tile (up to {{W|V}}).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies all adjacent enemies with {{Neg|{{#expr:0.5 * {{EnemyAttributes|AGL}}}}%}} Fumble Chance for {{W|4}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect doesn&#039;t stack.&lt;br /&gt;
|formula_raw=EVS: 0.5 * minmax mp / 100: 1 * AGL&amp;lt;br&amp;gt;Damage Received: -0.5 * minmax mp / 100: 1 * Vitality&amp;lt;br&amp;gt;FMB: {{Positive| 0.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|No Time to Linger= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|16}} or put at least {{C|Light Brown|14}} points in the following attributes: {{C|Light Brown|AGL}} or {{C|Light Brown|PRC}}.&lt;br /&gt;
|Description=Grants strikes and shots against {{W|Dazed}}, {{W|Stunned}}, {{W|Staggered}}, {{W|Confused}}, {{W|Immobilized}}, or {{Neg|Bleeding}} targets {{Pos|+4%}} Accuracy, {{pos|-4%}} Fumble Chance, and {{Pos|+4%}} Crit Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using {{W|&amp;quot;Sudden Lunge&amp;quot;}} against targets with these effects grants the skill {{Pos|+75%}} Weapon Damage, {{Pos|-50%}} Cooldown Duration, and {{Pos|-50%}} Energy Cost.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Sprint Training= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|22}} or put at least {{C|Light Brown|20}} points in the following attributes: {{C|Light Brown|AGL}} or {{C|Light Brown|VIT}}.&lt;br /&gt;
|Description=Grants {{Pos|+1}} Range, {{Pos|-33%}} Energy Cost, and {{Pos|-33%}} Cooldown Duration to all {{W|Charge}} skills.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Adrenaline Rush= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Energy=20&lt;br /&gt;
|Cooldown=60&lt;br /&gt;
|Modifiers=Vitality, Willpower&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|22}} or put at least {{C|Light Brown|20}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|VIT}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description=Replenishes {{c|energy|10%}} Max Energy, grants {{Pos|-20%}} Pain, and activates {{Pos|&amp;quot;Adrenaline Rush&amp;quot;}} for {{W|5}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-3%}} Damage Taken&amp;lt;br&amp;gt;{{Pos|-5%}} Abilities Energy Cost&amp;lt;br&amp;gt;{{Pos|+10%}} Energy Restoration&amp;lt;br&amp;gt;{{Pos|+3%}} Crit Chance&amp;lt;br&amp;gt;{{Pos|+10%}} Pain Resistance&amp;lt;br&amp;gt;{{W|III}} stacks: reduces all cooldowns by {{Pos|1}} turn.&amp;lt;br&amp;gt;{{W|VI}} stacks: replenishes {{pos|4%}} Max Health if the current Health is below {{neg|40%}}.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants and extra stack of the effect (up to {{W|VI}}) for each enemy within Vision upon its activation.&amp;lt;br&amp;gt;Adjacent enemies are counted twice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect&#039;s duration as well as the amount of reduced Pain and replenished Energy depend on missing Health.&lt;br /&gt;
|Formuladesc=Replenishes {{c|energy|(WIL)%}} Max Energy, grants {{Pos|(-2 * WIL)%}} Pain, and activates {{Pos|&amp;quot;Adrenaline Rush&amp;quot;}} for {{W|(0.5 * VIT)}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-3%}} Damage Taken&amp;lt;br&amp;gt;{{Pos|-5%}} Abilities Energy Cost&amp;lt;br&amp;gt;{{Pos|+10%}} Energy Restoration&amp;lt;br&amp;gt;{{Pos|+3%}} Crit Chance&amp;lt;br&amp;gt;{{Pos|+10%}} Pain Resistance&amp;lt;br&amp;gt;{{W|III}} stacks: reduces all cooldowns by {{Pos|1}} turn.&amp;lt;br&amp;gt;{{W|VI}} stacks: replenishes {{pos|4%}} Max Health if the current Health is below {{neg|40%}}.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants and extra stack of the effect (up to {{W|VI}}) for each enemy within Vision upon its activation.&amp;lt;br&amp;gt;Adjacent enemies are counted twice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect&#039;s duration as well as the amount of reduced Pain and replenished Energy depend on missing Health.&lt;br /&gt;
|Enemydesc=Replenishes {{c|energy|{{EnemyAttributes|WIL}}%}} Max Energy, grants {{Pos|{{#expr:-2 * {{EnemyAttributes|WIL}}}}%}} Pain, and activates {{Pos|&amp;quot;Adrenaline Rush&amp;quot;}} for {{W|{{#expr:0.5 * {{EnemyAttributes|VIT}} round 0}}}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-3%}} Damage Taken&amp;lt;br&amp;gt;{{Pos|-5%}} Abilities Energy Cost&amp;lt;br&amp;gt;{{Pos|+10%}} Energy Restoration&amp;lt;br&amp;gt;{{Pos|+3%}} Crit Chance&amp;lt;br&amp;gt;{{Pos|+10%}} Pain Resistance&amp;lt;br&amp;gt;{{W|III}} stacks: reduces all cooldowns by {{Pos|1}} turn.&amp;lt;br&amp;gt;{{W|VI}} stacks: replenishes {{pos|4%}} Max Health if the current Health is below {{neg|40%}}.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants and extra stack of the effect (up to {{W|VI}}) for each enemy within Vision upon its activation.&amp;lt;br&amp;gt;Adjacent enemies are counted twice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect&#039;s duration as well as the amount of reduced Pain and replenished Energy depend on missing Health.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Peak Performance= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Unlock= reach level {{C|Light Brown|22}} or put at least {{C|Light Brown|20}} points in the following attributes: {{C|Light Brown|STR}}, {{C|Light Brown|AGL}}, {{C|Light Brown|VIT}} or {{C|Light Brown|WIL}}.&lt;br /&gt;
|Description=Grants {{Pos|+10%}} Weapon Damage, {{Pos|+10%}} Dodge Chance and {{Pos|-10%}} Cooldowns Duration if Energy is above {{c|energy|50%}}.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=69562</id>
		<title>Combat Formulas</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=69562"/>
		<updated>2025-02-04T04:53:19Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: /* Counterattack */ Buff to duals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneshard uses turn-based system with many supporting systems integrated into it and combined with each other. The basic premise is that for each turn your character takes, all enemies take a turn too. There is currently no way to gain extra turns and similarly, enemies also cannot gain extra turns. You can spend your turn by performing different actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Character Modes==&lt;br /&gt;
As you explore the world of Stoneshard, you will find yourself in many different situations - walking through forests, villages, plains, talking with villagers, fighting and resting. To accomodate what&#039;s currently happening on your screen, the game has different modes that change how the game behaves. Some of these modes can be activated manually, some will be activated automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode===&lt;br /&gt;
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked.&lt;br /&gt;
&lt;br /&gt;
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you.&lt;br /&gt;
&lt;br /&gt;
These NPCs don&#039;t interrupt your movement:&lt;br /&gt;
* Townspeople&lt;br /&gt;
* [[Deer]], [[Fox]]es, [[Moose]]s, [[Squirrel]]s, [[Rabbit]]s or [[Saiga]]s, these are neutral animals. When these animals become Hostile, they run away from you instead of attacking and don&#039;t interrupt your movement (though rarely, they can still attack you when cornered or immobilized).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Mode===&lt;br /&gt;
Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile.&lt;br /&gt;
&lt;br /&gt;
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeons|Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors.&lt;br /&gt;
&lt;br /&gt;
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that &#039;&#039;You cannot rest while the enemies are nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Rest Mode===&lt;br /&gt;
Rest Mode is a mode when your character sits down and rests. Resting is identical to pressing Space to pass a turn repeatedly, but turns are passed automatically until you cancel Rest Mode and turns pass at an increased speed. Rest Mode stays active until cancelled or until a Hostile enemy NPC approaches. Entering Rest Mode increases your [[Health Restoration]], [[Healing Efficiency]] and [[Energy Restoration]], but lowers your [[Vision]] drastically, so be sure to find a safe spot before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: Closing the doors in a cleared room or moving up the stairs to a cleared dungeon level is usually a good way to stay safe while resting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default hotkey for rest mode is R.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack Mode===&lt;br /&gt;
By pressing CTRL you can activate and deactivate the Attack Mode. It can be activated both while in Adventure Mode or Combat Mode. The Attack Mode allows your character to attack any selected tile instead of interacting with it. This way, you can attack not just enemies, but also all decorative objects like benches, tables and statues and also all interactable objects like [[Containers]] or Doors.&lt;br /&gt;
&lt;br /&gt;
Using Attack Mode on an Enemy allows you to fire your ranged weapon without worrying about accidentally moving forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth Mode===&lt;br /&gt;
Stealth Mode is currently not available in the game, and there is no information about the effects of Stealth Mode, but it is mentioned in the [[Stealth]] attribute description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actions that take a turn==&lt;br /&gt;
These actions cost one turn to perform:&lt;br /&gt;
* Moving&lt;br /&gt;
* Attacking&lt;br /&gt;
* Picking up an item from the ground&lt;br /&gt;
* Using a skill (like [[Examine Surroundings]])&lt;br /&gt;
* Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..)&lt;br /&gt;
* Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..)&lt;br /&gt;
* Using an object (praying at a [[Shrine]], opening Doors, disarming traps, ..)&lt;br /&gt;
* Shouting&lt;br /&gt;
* [[Throwing]] items&lt;br /&gt;
&lt;br /&gt;
==Actions that do not take a turn==&lt;br /&gt;
These actions do not cost a turn:&lt;br /&gt;
* Switching between [[ammo]] types in a [[Quivers|quiver]].&lt;br /&gt;
* Switching from a Ranged Weapon loadout with the [[Dexterity]] passive skill learned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Let&#039;s have a look at how Attacking works. A simplified explanation is that for each attack the game determines an outcome, which can be either a &#039;&#039;&#039;Hit&#039;&#039;&#039; or a &#039;&#039;&#039;Miss&#039;&#039;&#039;. When you score a &#039;&#039;&#039;Hit&#039;&#039;&#039;, you remove X Health from the target. The X is calculated by using your &#039;&#039;&#039;Damage&#039;&#039;&#039; and reducing it by applying the target&#039;s appropriate &#039;&#039;&#039;Defenses&#039;&#039;&#039;. However, the mechanics behind this calculation are much more complex than this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hit &amp;amp; Miss===&lt;br /&gt;
To determine if your Attacks overcome the target&#039;s Defenses, the game first checks the nature of your attack. Attacks can be &lt;br /&gt;
&lt;br /&gt;
* Weapon attacks - swinging a melee weapon or shooting a ranged weapon, or using a skill that requires an equipped weapon. This also includes weapon attacks that deal magical damage like {{c|arcane|Arcane damage}}.&lt;br /&gt;
* Spell attacks - using some kind of Sorcery or skill like [[War Cry]].&lt;br /&gt;
&lt;br /&gt;
Weapon attacks use your [[Accuracy]] attribute to determine if an attack hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; Let&#039;s say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit.&lt;br /&gt;
&lt;br /&gt;
Spell attacks that use projectiles, like [[Fire Barrage]], [[Jolt]] and [[Boulder Toss]] are the only Sorceries that use Accuracy for the purpose of Hit checking. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don&#039;t use Accuracy - they will always hit its target.&lt;br /&gt;
&lt;br /&gt;
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some special cases.&amp;lt;br&amp;gt;&lt;br /&gt;
For example the skill [[Melting Ray]] will damage everything the beam goes through, including doors, cupboards and other enemies.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit &amp;amp; Fumbled Hit===&lt;br /&gt;
Now that our attack is a Hit, we need to figure out what kind of Hit it was. There are three possible outcomes, and they are tested in this order:&lt;br /&gt;
&lt;br /&gt;
* Fumbled Hit - is affected by [[Fumble Chance]]. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again.&lt;br /&gt;
* Critical Hit / Miracle - is affected by [[Crit Chance]] for melee and ranged attacks, and by [[Miracle Chance]] for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target&#039;s armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal.&lt;br /&gt;
* Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Critical Hit / Miracle ====&lt;br /&gt;
Your normal damage gets multiplied by your [[Crit Efficiency]]. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency.&lt;br /&gt;
&lt;br /&gt;
Your Sorceries damage and secondary effects get multiplied by your [[Miracle Potency]].&lt;br /&gt;
&lt;br /&gt;
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the [[Weapons|Weapon]] type you&#039;re using:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  Swords: +25% {{C|Light Brown|{{#tip-text: Bleed Chance|{{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Axes: +30% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Maces: +25% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Daggers: +50% {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}. Burn {{C|Energy|10%}} of the target’s {{Cl|Energy|Max Energy}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Swords: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Axes: Cleave through 3 tiles. +60% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Maces: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Staves: Cleave through 3 tiles. Attack receives +50% {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Spears: +50% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Bows: +50% {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Crossbows: +100% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miracles have different critical effects depending on the spell you cast. For example, critical [[Fire Barrage]] deals increased damage while critical [[Inferno]] creates Inferno with longer duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fumbled Hit====&lt;br /&gt;
* Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble.&lt;br /&gt;
* Fumbled Sorcery attacks deal full damage, but cost more [[Energy]] and receive longer [[Cooldowns Duration]].&lt;br /&gt;
* Fumbled attacks cannot inflict secondary effects such as [[Bleeding]], [[Stun]], etc.&lt;br /&gt;
&lt;br /&gt;
If your attack isn&#039;t a crit or a fumble, you will hit your enemy for your full damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Counterattack===&lt;br /&gt;
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack (if two weapons are equipped - with both) against the attacker, known as the counterattack. This chance is defined by the [[Counter Chance]] attribute. [[NPCs]] also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply [[Bleeding]] etc.&lt;br /&gt;
&lt;br /&gt;
===Attack of Opportunity===&lt;br /&gt;
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the [[Disengage]] skill.&lt;br /&gt;
&lt;br /&gt;
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least [[Stun]] or [[Immobilization|Immobilize]] them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as [[Leg Sweep]], [[Unyielding Defense]], [[Dash]], [[Distracting Shot]] and others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Main Hand damage vs. Off-Hand damage===&lt;br /&gt;
Your attacks and weapon skills will deal damage based on either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; that is displayed in your character screen. The amount of damage displayed comes from your equipped weapon(s) and is modified by your [[Main Hand Efficiency]] and [[Off-Hand Efficiency]] values. The type of attack you are using and the positioning of your weapons in your inventory slots decides which damage stat is used for the damage calculation. The game behaves as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Weapons equipped in the left weapon inventory slot will display their damage as &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, left weapon inventory slot will be referred to as &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Weapons equipped in the right weapon inventory slot will display their damage as &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, right weapon inventory slot will be referred to as &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Using a weapon specific skill (like [[Double Lunge]]) always uses the weapon of the appropriate type, regardless of where you equipped the weapon. Therefore:&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of a different type (Sword + Dagger) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the correct weapon type is equipped.&lt;br /&gt;
* Using non-weapon specific skills (like [[Seize the Initiative]]):&lt;br /&gt;
** If one weapon is equipped, it will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the weapon is equipped.&lt;br /&gt;
** If two weapons are equipped, it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
* [[Dual Wielding Training]] skill (DWT) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on which weapon was used for the skill that activates DWT.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the skill and your &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Sword&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Dagger&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a non-weapon specific skill (like [[Seize the Initiative]]) with two weapons of a different type (Sword + Dagger), it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the non-weapon specific skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
With the final result from the attacker&#039;s side, we switch to the defender to see how much damage was caused. There are three types of defenses and these are applied in this order:&lt;br /&gt;
* Blocking - The defender blocks/deflects incoming attacks, lessening their impact. If the defender has a [[Shields|Shield]], they can also Block ranged attacks. Spells cannot be blocked.&lt;br /&gt;
* Protection - The defender receives the attack, but its effects are partially or completely negated thanks to the defender&#039;s [[Armor]]. &lt;br /&gt;
* Resistances - The defender is less susceptible to certain damage types, either thanks to Armor (Plate armor is harder to get through), naturally (Bears have thick hides, Fire is less effective if you&#039;re [[Wet]]) or magically (the Tutorial/Prologue boss was magically strenghtened from the ritual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
[[Block Chance]] affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender&#039;s [[Block Power]], depending on the damage type of the attack.&lt;br /&gt;
* If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage.&lt;br /&gt;
* If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; A Necromancer attacks me with his staff. His attack deals &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;. I have Blocked the attack and my Block Power is full at &#039;&#039;&#039;{{c|w|30/30}}&#039;&#039;&#039;.&lt;br /&gt;
* I have enough Block Power to completely Block the &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039;, which leaves &#039;&#039;&#039;{{c|w|2=30-10 = 20}}&#039;&#039;&#039; Block Power remaining.&lt;br /&gt;
* Since &#039;&#039;&#039;{{c|Unholy}}&#039;&#039;&#039; is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block &#039;&#039;&#039;{{c|w|2=20/2 = 10}}&#039;&#039;&#039; out of the &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;.&lt;br /&gt;
Thanks to Blocking, I will take only &#039;&#039;&#039;{{c|unholy|2 Unholy damage}}&#039;&#039;&#039;. However, my [[Block Power]] is now depleted. If I were to take another attack right away, I would not be able to Block any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Block Power]] automatically replenishes by your amount of [[Block Power Recovery]] %.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; I&#039;m at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover &#039;&#039;&#039;{{c|w|2=30*0,2 = 6}}&#039;&#039;&#039; Block Power every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blocking with a [[Shields|Shield]] causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped Shield.&lt;br /&gt;
&lt;br /&gt;
Blocking without a Shield causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped [[Weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
[[Protection]] reduces attack damage by a flat amount each time damage is received. Protection is always active.&lt;br /&gt;
* If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point.&lt;br /&gt;
* If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Protection]] is separated into four different values that cover different [[Injuries_&amp;amp;_Pain#Body_parts|Body Parts]]:&lt;br /&gt;
* &#039;&#039;&#039;Head&#039;&#039;&#039;, which protects your Head bodypart and uses the Protection value from [[Helmets]].&lt;br /&gt;
* &#039;&#039;&#039;Chest&#039;&#039;&#039;, which protects your Torso bodypart and uses the Protection value from [[Chestpieces]].&lt;br /&gt;
* &#039;&#039;&#039;Arms&#039;&#039;&#039;, which protects your Left Arm and Right Arm bodyparts and uses the Protection value from [[Gloves]].&lt;br /&gt;
* &#039;&#039;&#039;Legs&#039;&#039;&#039;, which protects your Left Leg and Right Leg bodyparts and uses the Protection value from [[Boots]].&lt;br /&gt;
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills will always target specific bodyparts, for example [[Nail Down]] or [[Headshot]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|17 Crushing damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, therefore I will take only &#039;&#039;&#039;{{c|w|2=17-8 = 9 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, but &#039;&#039;&#039;{{c|Fire}}&#039;&#039;&#039; is Nature damage type, therefore I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|8 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Crushing damage type, I will take &#039;&#039;&#039;{{c|w|2=8-8 = 0 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Fire damage type, I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages.&lt;br /&gt;
&lt;br /&gt;
There are four types of Resistances:&lt;br /&gt;
* Resistance to a single damage type - For example, &#039;&#039;&#039;Rending Resistance&#039;&#039;&#039; will only reduce incoming Rending damage.&lt;br /&gt;
* Resistance to a group of damage types - For example, &#039;&#039;&#039;Physical Resistance&#039;&#039;&#039; will reduce incoming damage from these 4 [[Damage Types]]: Slashing, Piercing, Crushing and Rending damage.&lt;br /&gt;
* Resistance to harmful [[Status Effects]] - For example, &#039;&#039;&#039;Control Resistance&#039;&#039;&#039; will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration.&lt;br /&gt;
* Resistance to negative health system effects - For example, &#039;&#039;&#039;Pain Resistance&#039;&#039;&#039; will cause your character to accumulate Pain slower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; An attack hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% &#039;&#039;&#039;{{c|fire|Fire Resistance}}&#039;&#039;&#039;, so I will only take &#039;&#039;&#039;{{c|fire|5 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
See [[Damage Types]] for all available damage types and their groups. See [[Attributes_%26_Stats#Secondary_Attributes|Attributes &amp;amp; Stats]] for all available Resistance attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secondary Effects==&lt;br /&gt;
Attacks don&#039;t just reduce the target&#039;s health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[Status Effects]] active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard.&lt;br /&gt;
&lt;br /&gt;
There are many various effects. Feel free to look through the different [[Skills]]&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
Secondary Effects can happen when:&lt;br /&gt;
* An attack hits or crits&lt;br /&gt;
* An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...)&lt;br /&gt;
* Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Formula.png|thumb|480px|This image was given by developers to clarify how is Attack calculated]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Ranged_skill_data&amp;diff=66795</id>
		<title>Ranged skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Ranged_skill_data&amp;diff=66795"/>
		<updated>2024-07-21T10:49:00Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fixed typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Ranged skill data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Taking Aim= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=4&lt;br /&gt;
|Cooldown=1&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition &lt;br /&gt;
|Description=Activates the following effect for the next turn:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+60%}} Accuracy&amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For each enemy within {{W|4}} tiles additionally grants the effect: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+25%}} Knockback Chance &amp;lt;br&amp;gt;{{Pos|+25%}} Immobilization Chance &amp;lt;br&amp;gt;{{Pos|+25%}} Stagger Chance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Removes the effect if not equipped with a {{W|ranged weapon}}.&lt;br /&gt;
|Formuladesc=Activates the following effect for the next turn:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+(45 + (1.5 * PRC))%}} Accuracy&amp;lt;br&amp;gt;{{Pos|+(5 + (0.5 * AGL))%}} Weapon Damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For each enemy within {{W|4}} tiles additionally grants the effect: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+(2.5 * STR)%}} Knockback Chance &amp;lt;br&amp;gt;{{Pos|+(2.5 * AGL)%}} Immobilization Chance &amp;lt;br&amp;gt;{{Pos|+(2.5 * PRC)%}} Stagger Chance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Removes the effect if not equipped with a {{W|ranged weapon}}.&lt;br /&gt;
|formula_raw=Weapon Damage: {{Positive| 5 + 0.5 * AGL}}&amp;lt;br&amp;gt;Hit Chance: {{Positive| 45 + 1.5 * PRC}}&amp;lt;br&amp;gt;Knockback Chance: {{Positive| 2.5 * STR}}&amp;lt;br&amp;gt;Immob Chance: {{Positive| 2.5 * AGL}}&amp;lt;br&amp;gt;Stagger Chance: {{Positive| 2.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Distracting Shot= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/charge&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=2&lt;br /&gt;
|Energy=20&lt;br /&gt;
|Cooldown=20&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Increases Dodge Chance to {{Pos|100%}} until the next turn and allows to perform a {{W|charge}} within {{W|2}} tiles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then takes a shot at the closest target with {{Neg|-60%}} Weapon Damage and {{Pos|+50%}} Immobilization Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the shot hits the target, grants {{Pos|+10%}} Energy Restoration and {{Pos|+10%}} Dodge Chance for {{W|5}} turns and reduces cooldowns of all skills by {{Pos|2}} turns.&lt;br /&gt;
|Formuladesc=Increases Dodge Chance to {{Pos|100%}} until the next turn and allows to perform a {{W|charge}} within {{W|2}} tiles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then takes a shot at the closest target with {{Neg|-(WPN_DMG - 60)%}} Weapon Damage and {{Neg|+50%}} Immobilization Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the shot hits the target, grants {{Pos|+(VIT)%}} Energy Restoration and {{Pos|+(AGL)%}} Dodge Chance for {{W|5}} turns and reduces cooldowns of all skills by {{Pos|2}} turns.&lt;br /&gt;
|formula_raw=Weapon Damage: {{Positive| Weapon Damage + -60}}&amp;lt;br&amp;gt;MP Restoration: {{Positive| Vitality}}&amp;lt;br&amp;gt;EVS: {{Positive| AGL}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Constant Practice= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Reduces the distance penalty to Accuracy (from {{Neg|-2%}} per tile to {{Neg|-1%}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Reduces the penalty to Accuracy from shooting over small (from {{Neg|-15%}} to {{Neg|-10%}}) and medium-sized obstacles (from {{Neg|-30%}} to {{Neg|-20%}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces the Accuracy penalty to bows when shooting at adjacent targets (from {{Neg|-50%}} to {{Neg|-25%}}) and targets that are {{W|1}} tile away (from {{Neg|-25%}} to {{Neg|-15%}}).&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Dexterity= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Killing enemies with melee strikes activates {{Pos|&amp;quot;Taking Aim&amp;quot;}} for {{W|1}} turn the next time the character switches to a loadout with an equipped {{W|ranged weapon}} (if the weapon is a {{W|crossbow}}, also instantly reloads it). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the equipped with a {{W|ranged weapon}}, switching to another loadout doesn&#039;t take a turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces the chance of bolts and arrows breaking upon hitting the target (from {{Neg|50%}} to {{Neg|25%}}).&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Startling Volley= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=7&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=Perception, Agility, Strength&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Allows to mark a tile ({{W|2}} different tiles or the same tile {{W|twice}} if equipped with a {{W|bow}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then takes a shot at each marked tile with {{Neg|-30%}} Weapon Damage and {{Pos|+50%}} Daze Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies damaged targets with {{Neg|-10%}} Block Chance and {{Neg|+10%}} Fumble Chance for {{W|8 turns}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The applied penalties and their duration are {{Pos|doubled}} if the same target wasn&#039;t marked twice. If equipped with a {{W|crossbow}}, instantly reloads it.&lt;br /&gt;
|Formuladesc=Allows to mark a tile({{W|2}} different tiles or the same tile {{W|twice}} if equipped with a {{W|bow}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then takes a shot at each marked tile with {{Neg|-30%}} Weapon Damage and {{Pos|+(20 + STR + AGL + PRC)%}} Daze Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies damaged targets with {{Neg|-(STR)%}} Block Chance and {{Neg|+((0.5 * PRC) + (0.5 * AGL))%}} Fumble Chance for {{W|8 turns}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The applied penalties and their duration are {{Pos|doubled}} if the same target wasn&#039;t marked twice. If equipped with a {{W|crossbow}}, instantly reloads it.&lt;br /&gt;
|formula_raw=Bleeding Chance: {{Positive| 10 + 2 * AGL}}&amp;lt;br&amp;gt;Armor Piercing: {{Positive| 1.5 * PRC}}&amp;lt;br&amp;gt;Daze Chance: {{Positive| 20 + STR + AGL + PRC}}&amp;lt;br&amp;gt;Weapon Damage: {{Positive| -30}}&amp;lt;br&amp;gt;PRR: {{Positive| -STR}}&amp;lt;br&amp;gt;FMB: {{Positive| 0.5 * PRC + 0.5 * AGL}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Suppression= {{#switch: {{{2}}}&lt;br /&gt;
|Active=stance&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=10&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Suppression&amp;quot;}} for {{W|12}} turns ({{W|18}} turns if equipped with a {{W|crossbow}}):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+5%}} Immobilization Chance&amp;lt;br&amp;gt;{{Pos|+10%}} Knockback Chance&amp;lt;br&amp;gt;{{Pos|+10%}} Bleed Chance&amp;lt;br&amp;gt;{{Pos|-10%}} Cooldowns Duration&amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using this ability tree&#039;s skills (except {{W|Taking Aim}}) grants an extra stack of the effect (up to {{W|IV}}).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Basic shots prolong the effect&#039;s duration by {{Pos|1}} turn (up to {{W|15}}), but reduce its number of stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one {{W|Stance}} effect can be active at a time.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Anticipation= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Damaging shots apply all targets within Vision with {{Neg|-3%}} Dodge Chance, {{Neg|+3%}} Fumble Chance, {{neg|-3%}} Accuracy, and {{Neg|-3%}} Crit Chance for {{W|6}} turns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Each missed shot grants {{Pos|+3%}} Accuracy for {{W|6}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Both effects stacks up to {{W|5}} times. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|crossbow}}, both effects trigger twice per shot.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Spot Weakness= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Grants {{Pos|+10%}} Armor Penetration to {{Pos|&amp;quot;Taking Aim&amp;quot;}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Using {{W|&amp;quot;Taking Aim&amp;quot;}} applies all targets within Vision with {{Neg|-10%}} Physical Resistance for {{W|4}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This effect doesn&#039;t stack.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Long Shot= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=12&lt;br /&gt;
|Modifiers=Perception, Agility, Strength &lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Takes a shot with {{Pos|+2}} Range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each tile of distance to the target grants the shot {{Pos|+1.5%}} Weapon Damage, {{Pos|+0.8%}} Armor Penetration, and {{Pos|+2.3%}} Bodypart Damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target isn&#039;t {{W|hostile}}, {{Pos|doubles}} all the distance-related bonuses and, upon hitting the target, with {{W|80%}} chance {{W|Confuses}} it for {{W|10}} turns.&lt;br /&gt;
|Formuladesc=Takes a shot with {{Pos|+2}} Range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each tile of distance to the target grants the shot {{Pos|+((0.1 * STR) + (0.05 * AGL))%}} Weapon Damage, {{Pos|+((0.05 * PRC) + (0.025 * AGL))%}} Armor Penetration, and {{Pos|+((0.15 * STR) + (0.075 * PRC))%}} Bodypart Damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target isn&#039;t {{W|hostile}}, {{Pos|doubles}} all the distance-related bonuses and, upon hitting the target, with {{W|(60 + (2 * PRC))%}} chance {{W|Confuses}} it for {{W|10}} turns.&lt;br /&gt;
|formula_raw=Weapon Damage: {{Positive| 0.1 * STR + 0.05 * AGL}}&amp;lt;br&amp;gt;Armor Piercing: {{Positive| 0.05 * PRC + 0.025 * AGL}}&amp;lt;br&amp;gt;Bodypart Damage: {{Positive| 0.15 * STR + 0.075 * PRC}}&amp;lt;br&amp;gt;Confuse Chance: {{Positive| 60 + 2 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Hunter&#039;s Mark= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/maneuver&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=12&lt;br /&gt;
|Cooldown=12&lt;br /&gt;
|Modifiers=Perception, Agility, Strength &lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Thrill of the Hunt&amp;quot;}} for {{W|15}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+10%}} Bodypart Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+15%}} Crit Efficiency &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Applies the target of {{Neg|&amp;quot;Hunter&#039;s Mark&amp;quot;}} for {{W|15}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Neg|-10%}} Bleed Resistance &amp;lt;br&amp;gt;{{Neg|-10%}} Move Resistance &amp;lt;br&amp;gt;{{Neg|-10%}} Control Resistance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then take a shot at the target. While {{Pos|&amp;quot;Thrill of the Hunt&amp;quot;}} is active, damaging shots apply their target with {{Neg|&amp;quot;Hunter&#039;s Mark&amp;quot;}} or with an extra stack of the effect (up  to {{W|IV}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing a target affected by {{Neg|&amp;quot;Hunter&#039;s Mark&amp;quot;}} or applying it to new targets grants an extra stack of {{Pos|&amp;quot;Thrill of the Hunt&amp;quot;}} (up to {{W|IV}}). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Switching to another loadout doesn&#039;t remove the effects.&lt;br /&gt;
|formula_raw=Weapon Damage: {{Positive| 0.25 * STR + 0.25 * PRC}}&amp;lt;br&amp;gt;Bleeding Chance: {{Positive| 0.5 * AGL + 0.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Precision= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Grants {{Pos|+10%}} Accuracy to the ability tree&#039;s skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While affected by {{Pos|&amp;quot;Taking Aim&amp;quot;}}, hitting targets with shots reduces the ability tree&#039;s cooldowns by {{Pos|1}} turn and grants {{Pos|+5%}} Weapon Damage for {{W|5}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|4}} times. If equipped with a {{W|crossbow}} both effects trigger twice per shot.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Headshot= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=7&lt;br /&gt;
|Energy=20&lt;br /&gt;
|Cooldown=20&lt;br /&gt;
|Modifiers=Perception, Agility, Strength &lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Takes a shot at the target&#039;s head with {{Pos|+30%}} Bodypart Damage, {{Pos|+15%}} Crit Chance, and {{Pos|+25%}} Crit Efficiency.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the shot kills its target, replenishes {{C|Energy|25%}} Max Energy, instantly reloads the equipped {{W|crossbow}}, and activates {{Pos|&amp;quot;Taking Aim&amp;quot;}} for {{W|1}} turn.&lt;br /&gt;
|Formuladesc=Takes a shot at the target&#039;s head with {{Pos|+((1.5 * PRC) + (1.5 * AGL))%}} Bodypart Damage, {{Pos|+(5 + (0.5 * AGL) + (0.5 * PRC))%}} Crit Chance, and {{Pos|+(2 * STR)%}} Crit Efficiency.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the shot kills its target, replenishes {{C|Energy|25%}} Max Energy, instantly reloads the equipped {{W|crossbow}}, and activates {{Pos|&amp;quot;Taking Aim&amp;quot;}} for {{W|1}} turn.&lt;br /&gt;
|formula_raw=Bodypart Damage: {{Positive| 1.5 * PRC + 1.5 * AGL}}&amp;lt;br&amp;gt;CRT: {{Positive| 5 + 0.5 * AGL + 0.5 * PRC}}&amp;lt;br&amp;gt;CRTD: {{Positive| 2 * STR}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Shoot to Kill= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=Grants all shots {{Pos|+20%}} Crit Efficiency, {{Pos|+25%}} Bodypart Damage, and {{Pos|+5%}} Armor Penetration for each missing {{Neg|20%}} of the target&#039;s Health. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants all shots {{Pos|+5%}} Crit Chance for each degree of {{Neg|Injury}} and each {{Neg|&amp;quot;Net&amp;quot;}}, {{Neg|&amp;quot;Web&amp;quot;}}, {{W|Stagger}}, and {{W|Immobilization}} affecting the target.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Upper Hand= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=- Requires a ranged weapon and ammunition&lt;br /&gt;
|Description=While affect by {{Pos|&amp;quot;Suppression&amp;quot;}}, grants an extra stack of {{Pos|&amp;quot;Thrill of the Hunt&amp;quot;}} when using {{W|&amp;quot;Hunter&#039;s Mark&amp;quot;}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At the end of the turn, grants an extra stack of {{Pos|&amp;quot;Suppression&amp;quot;}} for each target affected by {{Neg|&amp;quot;Hunter&#039;s Mark&amp;quot;}} within Vision. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants melee strikes against targets affected by {{Neg|&amp;quot;Hunter&#039;s Mark&amp;quot;}} {{Pos|+20%}} Weapon Damage and {{Pos|+5%}} Crit Chance.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Armor_data&amp;diff=66794</id>
		<title>Armor data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Armor_data&amp;diff=66794"/>
		<updated>2024-07-18T12:12:10Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fixed rarity of &amp;quot;Pagan Amulet&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard armor data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----- ARMOR -----&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|Board Shield=2;shield01;Shield;Light;Common;wood;25;50;;8;8;5;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;This homemade shield is just a few rough planks cobbled together. Still better than nothing.&lt;br /&gt;
&lt;br /&gt;
|Oaken Shield=4;shield02;Shield;Light;Common;wood;40;70;;10;10;5;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It&#039;s not particularly durable, but it serves its purpose well enough.&lt;br /&gt;
&lt;br /&gt;
|Fist Shield=4;shield03;Shield;Light;Common;wood;60;40;;8;6;25;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Fist shields don&#039;t hinder mobility and allow to safely parry weaker attacks.&lt;br /&gt;
&lt;br /&gt;
|Leather Targe=6;shield04;Shield;Light;Common;leather;130;60;;10;8;10;;;;-3;;;;;;;;;;;;;;5;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The Firns&#039; descendants strictly adhere to tradition: these shields are almost exactly the same as the ones used a thousand years ago.&lt;br /&gt;
&lt;br /&gt;
|Round Shield=8;shield05;Shield;Light;Common;wood;250;100;;12;12;5;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A wooden shield reinforced with a few strips of metal. A common armament of the Aldorian militia.&lt;br /&gt;
&lt;br /&gt;
|Dwarven Shield=10;shield06;Shield;Light;Common;wood;350;125;;12;14;7.5;;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;Dwarven Shield A.png;Dwarven Shield B.png;Dwarven Shield C.png;;;Dwarves have a preference for round shields - they are suitable for tight formations as well as one-on-one combat.&lt;br /&gt;
&lt;br /&gt;
|Buckler=10;shield07;Shield;Light;Common;metal;350;125;;10;10;20;;;;-2;;;;;;;;;;;;;;15;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Any duelist worth their salt must possess three things: a buckler, a trusty blade, and a carefully rehearsed Brynn accent.&lt;br /&gt;
&lt;br /&gt;
|Nomad Kalkan=12;shield08;Shield;Light;Common;wood;600;150;;14;16;7.5;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;To make a kalkan, nomads weave reed stalks into a desired shape, then fasten it with a metal ring. The resulting shield is both lightweight and durable.&lt;br /&gt;
&lt;br /&gt;
|Rider Shield=14;shield09;Shield;Light;Common;wood;700;140;;16;16;5;-4;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The most popular shield among the cavalry - it helps with deflecting spears while on horseback and increases your chances of survival when the situation requires you to dismount.&lt;br /&gt;
&lt;br /&gt;
|Nomad Adarga=16;shield10;Shield;Light;Common;leather;950;180;;14;20;7.5;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Horsemen of the Ohirian barrens usually choose adargas over kalkans: a light leather shield is more convenient when fighting from horseback.&lt;br /&gt;
&lt;br /&gt;
|Skirmisher Shield=18;shield11;Shield;Light;Common;wood;1200;200;;18;16;5;-2;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;nistra common;;;;;;;;;;;;;;;;;;;;;;A favorite shield of the Nistrian light cavalry - its curved form protects a good portion of the rider&#039;s back from arrows.&lt;br /&gt;
&lt;br /&gt;
|Rondache=20;shield12;Shield;Light;Common;metal;1500;220;;14;12;15;;;;-3;;;;;;;;;;;;;;12;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;foreign common;;;;;;;;;;;;;;;;;;;;1;;Rondaches were brought to Aldor from the Bronze Isles. As with all things new and alien, the locals regard them with a certain amount of suspicion.&lt;br /&gt;
&lt;br /&gt;
|Kalkan=22;shield13;Shield;Light;Common;wood;1850;250;;18;18;7.5;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;12;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;This kalkan is larger and heavier than usual. Perhaps it once belonged to some nomadic nobleman.&lt;br /&gt;
&lt;br /&gt;
|Orient Shield=24;shield14;Shield;Light;Common;metal;2250;240;;16;20;10;;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Elven shields are durable and don&#039;t weigh the arm down. The alloy they are made of is exotic to Aldor.&lt;br /&gt;
&lt;br /&gt;
|Maaf Shield=26;shield15;Shield;Light;Common;metal;2750;275;;16;14;15;;;;-5;;;;;;;;;;;;;;5;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;1;;Maafs are the warrior estate which seized power in Ahjat a few centuries ago. Their round shields are hard to mistake for anything else.&lt;br /&gt;
&lt;br /&gt;
|Relict Shield=;;Shield;Light;Unique;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
&lt;br /&gt;
|Thousand-Faced Shield=;;Shield;Light;Legendary;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
&lt;br /&gt;
|Heater Shield D=10;shield16;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot.&lt;br /&gt;
&lt;br /&gt;
|Magistrate Heater Shield=10;shield16a;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;brynn common;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
|Council Heater Shield=10;shield16b;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Royal Council.&lt;br /&gt;
&lt;br /&gt;
|Gray Army Heater Shield=10;shield16c;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Gray Army.&lt;br /&gt;
&lt;br /&gt;
|Heater Shield E=10;shield16e;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears King Etbert&#039;s crest.&lt;br /&gt;
&lt;br /&gt;
|Heater Shield F=10;shield16f;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears an insignia of some noble house.&lt;br /&gt;
&lt;br /&gt;
|Raven Heater Shield=10;shield17;Shield;Medium;Unique;wood;600;200;;20;22;;-15;;;-8;-3;;;;;;;;;;;;;;;;;;;;;10;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;The fearsome Raven Gang, which used to be the scourge of the entire realm, suffered their first and final defeat in the battle of the Hangman&#039;s Hill. There were almost no survivors: Sir Wolfard&#039;s troops immediately hanged those few bandits they had captured, giving the previously nameless hill its moniker.&lt;br /&gt;
&lt;br /&gt;
|Skadian Shield=12;shield18;Shield;Medium;Common;wood;750;210;;22;24;;-17;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;skadia common;;;;;;;;;;;;;;;;;;;;;;A heavy Skadian shield bearing the crest of the Elder Prince. It was probably brought to Aldor by a mercenary who used to serve in the Prince&#039;s retinue.&lt;br /&gt;
&lt;br /&gt;
|Huscarl Shield=14;shield19;Shield;Medium;Common;wood;1000;240;;24;24;;-21;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;skadia uncommon;;;;;;;;;;;;;;;;;;;;;;Dwarven huscarls sleep in their clothes, keeping weapons and shields within arm&#039;s reach. Life in Fjall is unpredictable, and you never know when your master may require protection.&lt;br /&gt;
&lt;br /&gt;
|Kite Shield=14;shield20;Shield;Medium;Common;wood;1000;240;;24;26;;-23;;;-13;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Although this shield offers reliable cover to the entire body, from feet to shoulders, you won&#039;t run far with it weighing you down.&lt;br /&gt;
&lt;br /&gt;
|Long Shield=16;shield21;Shield;Medium;Common;wood;1350;270;;24;28;;-18;;;-14;-5;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A shield that combines convenience of heater shields with protection of kite shields. On the downside, it&#039;s rather heavy.&lt;br /&gt;
&lt;br /&gt;
|Knightly Shield=20;shield22;Shield;Medium;Common;wood;2000;330;;22;28;;-16;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Sometimes a knight needs to fight on foot. This shield is a perfect choice for such scenarios.&lt;br /&gt;
&lt;br /&gt;
|Jousting Shield=20;shield23;Shield;Medium;Unique;wood;2500;360;;26;32;;-20;;;-16;-5;;;;;;;;-5;;;;;5;;;;;;;;;;;;25;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;1;;The main purpose of jousts is to show off, so no expense is too great when it comes to elaborate shield paintings. In fact, the last joust before the war was so exceedingly festive that it was more reminiscent of a carnival than a celebration of combat prowess.&lt;br /&gt;
&lt;br /&gt;
|Brotherhood of Ouroboros&#039; Shield=22;shield24;Shield;Medium;Unique;wood;3000;380;;24;28;;-16;;;-14;-5;-10;;;;;;;;;;;;;10;;20;;;;;;;10;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Among the brotherhoods created after the dissolution of the Triple Hand Order, the Brotherhood of Ouroboros is the most secretive and mysterious one. Its symbol has a plethora of interpretations: the most popular one is a righteous death followed by a rebirth.&lt;br /&gt;
&lt;br /&gt;
|Tower Shield=20;shield25;Shield;Heavy;Common;wood;3000;400;;36;36;-25;-24;;;-20;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;Tower Shielda.png;Orient Tower Shieldb.png;;;;It will protect you from pretty much any attack, but it&#039;s a sheer torment to lug it around.&lt;br /&gt;
&lt;br /&gt;
|Heavy Shield=20;shield26;Shield;Heavy;Common;wood;3000;380;;32;34;-15;-22;;;-19;-6;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Also known in Aldor as a &amp;quot;storm shield&amp;quot;, it comes in handy when you need to hide from arrows raining down from the walls of a besieged castle.&lt;br /&gt;
&lt;br /&gt;
|Reinforced Shield=20;shield27;Shield;Heavy;Common;wood;3000;390;;30;30;-15;-20;;;-16;-5;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A long, sturdy shield. Its rims are reinforced with iron bands.&lt;br /&gt;
&lt;br /&gt;
|Brynn Pavise=24;shield28;Shield;Heavy;Common;wood;4500;480;;38;38;-25;-25;;;-21;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;brynn common;;;;;;;;;;;;;;;;;;;;;;These shields are employed by the famous Crossbow Brigades, the elite units of the Brynn garrison.&lt;br /&gt;
&lt;br /&gt;
|Nistrian Shield=24;shield29;Shield;Heavy;Common;wood;4500;480;;34;36;-20;-23;;;-20;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;nistra common;;;;;;;;;;;;;;;;;;;;;;To a Great Despot it&#039;s a matter of prestige to be perceived as a successor to the great Axonian Empire and its rulers. This is why many Nistrian armor and weaponsmiths still dutifully recreate the designs of ancient craftsmen.&lt;br /&gt;
&lt;br /&gt;
|Guardsman Shield=24;shield30;Shield;Heavy;Unique;wood;4500;520;;36;40;-15;-25;;;-22;-7;;;;;;;;-10;;;;;;;;;;;;;15;;5;;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;After the Royal Guard was disbanded, many former guardsmen decided to try their luck as mercenaries. Obviously, they brought their equipment along with them, including these shields.&lt;br /&gt;
&lt;br /&gt;
|Shield of the Truth&#039;s Eternal Sun=26;shield31;Shield;Heavy;Unique;wood;5000;500;;32;34;-15;-22;;;-19;-5;;;;;;15;25;;;;;;;;;;;;;;;;;15;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;It&#039;s a well-known fact that the Brotherhood of the Truth&#039;s Eternal Sun favors the pursuit of Knowledge over prayers and martial training. And yet, it doesn&#039;t affect the Brotherhood knights&#039; combat readiness in the slightest: if anything, their study of the world&#039;s secrets fills them with incredible zeal on the battlefield.&lt;br /&gt;
&lt;br /&gt;
|Orient Tower Shield=26;shield32;Shield;Heavy;Common;wood;6000;540;;40;40;-35;-27;;;-25;-8;;;;;;;;;;;;;;;;;;;;;;;;;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven rare;;;;;;;;;;;;;;;;;;;;1;;This shield, which was originally forged in the fabled lands of Shanguo, traveled for thousands of miles before finding its way to Aldor - it&#039;s nigh impossible to imagine the circumstances of its journey.&lt;br /&gt;
&lt;br /&gt;
|Rigild&#039;s Redemption=;;Shield;Heavy;Legendary;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
&lt;br /&gt;
|Crimson Headband=2;head01;Headgear;Light;Common;cloth;30;25;;;;;;;;;;;;;;;;;;;;1;5;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;;;;;;;A great example of why the best defense is a good offense.&lt;br /&gt;
&lt;br /&gt;
|Peasant Cap=2;head02;Headgear;Light;Common;cloth;30;40;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;The only distinguishing feature about this cap is that it hasn&#039;t been washed for way too long.&lt;br /&gt;
&lt;br /&gt;
|Peasant Hat=2;head03;Headgear;Light;Common;cloth;30;40;1;;;;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;In case of heat or rain, its brims can be slightly turned down.&lt;br /&gt;
&lt;br /&gt;
|Forester Hat=4;head04;Headgear;Light;Common;cloth;90;55;2;;;;;;;;;;;;;;;;;;2;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;These feathered hats are a distinguishing mark of the foresters at the service of local lords.&lt;br /&gt;
&lt;br /&gt;
|Hired Blade Cowl=4;head05;Headgear;Light;Unique;cloth;90;55;2;;;;;;-1;;;;;;;;;;;;;1;;;;;;;;;;;;;;;10;;;;;;;;;;;;;3;;5;;;;;;;;;;;;;;;special exc;;;2;;;;;;;;;;;;;20;;;;;;The Blades were a group of assassins operating in every major Aldorian city. They didn&#039;t last long though: betrayed by their client, most of them were found out, apprehended, and executed after a series of high-profile murders.&lt;br /&gt;
&lt;br /&gt;
|Hood=4;head06;Headgear;Light;Common;cloth;90;55;2;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;A woolen hood with a playfully folded tip. These were once popular among Maen townsmen.&lt;br /&gt;
&lt;br /&gt;
|Broad-Brimmed Hat=4;head06;Headgear;Light;Common;cloth;90;55;2;;;;;;-1;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;5;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;Offers a bit of respite from the scorching midday sun.&lt;br /&gt;
&lt;br /&gt;
|Plague Doctor Mask=4;head07;Headgear;Light;Unique;leather;90;55;2;;;;;-1;;;;;;;;;;;;;;;;;;5;33;;;;;20;;;;;15;;;;;;;;;;;;;5;25;;;;;;;;66;33;;;;;;;special;1;;;;;;1;;;;;;;;;10;;;;;;The tip of this unsettling mask&#039;s beak is packed with a mix of medicinal herbs, their smell repelling plague-bearing miasmas. That&#039;s how most healers explain it anyway.&lt;br /&gt;
&lt;br /&gt;
|Witchfinder Hat=6;head08;Headgear;Light;Unique;leather;180;70;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;1;;;;;;1;;;;;;;;;10;;;;;;The mere sight of this hat can scare the life out of perfectly innocent herbalists and healers.&lt;br /&gt;
&lt;br /&gt;
|Arming Cap=6;head09;Headgear;Light;Common;cloth;180;70;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;3;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;It will soften a club blow. Can&#039;t ask more of it.&lt;br /&gt;
&lt;br /&gt;
|Padded Coif=8;head10;Headgear;Light;Common;cloth;300;85;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;;;;;;;;;;;;7.5;;;;;5;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;Sweating like a pig is unavoidable when wearing this coif, but safety is above all.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Captain Headwear=14;head11;Headgear;Light;Common;cloth;840;90;3;;;;3;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;20;;15;;;;;;;;;;;5;;;;;5;;;;;;;;;;;;aldor uncommon;1;;1;;;;1;;;;;;;;;20;;;;;;The life of a mercenary is too short and perilous to spend it wearing dull outfits.&lt;br /&gt;
&lt;br /&gt;
|Norrheim Helmet=18;head12;Headgear;Light;Common;leather;1350;160;7;;;;-3;;;;;;;;;;;;;;;3;10;;;;;;;;;;;;;;25;15;;;;;;;;;;;;10;;;;;5;5;;;;;;;;;;;fjall common;1;;;;;;3;;;;;;;;;30;;;;;;If a piece of armor is decorated with wild animals&#039; horns, furs, and bones, then it most likely used to belong to a Norrheim clansman. In their society, a person&#039;s merit is based exclusively on hunting ability and prowess.&lt;br /&gt;
&lt;br /&gt;
|Cervelliere=10;head13;Headgear;Medium;Common;metal;750;150;10;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;10;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Small, light, and, quite importantly, cheap - a helmet worn by many guards and militia.&lt;br /&gt;
&lt;br /&gt;
|Mail Coif=10;head14;Headgear;Medium;Common;metal;750;150;10;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;;;;;;;;;;;;10;;;10;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;;1;;;;30;;;;;;Mail coifs are ubiquitous - they don&#039;t cost much, are lightweight, and provide decent protection against slashing strikes.&lt;br /&gt;
&lt;br /&gt;
|Cone Helmet=12;head15;Headgear;Medium;Common;metal;1050;175;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;15;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Helmets of this shape have been in use for centuries. They are usually worn by those who can&#039;t afford anything better.&lt;br /&gt;
&lt;br /&gt;
|Kettle Helmet=12;head19;Headgear;Medium;Common;metal;1050;150;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;20;15;;;;;;;;;;;;15;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;A kettle helmet is essentially a hat, albeit made of metal. Even an average village blacksmith can craft one.&lt;br /&gt;
&lt;br /&gt;
|Ornate Mail Coif=12;head17;Headgear;Medium;Unique;metal;1050;175;11;;;;5;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;20;10;;;;;;;;;;;;15;;5;15;;;;;-15;;;;;;;;;special;1;;;;;;;;;;;1;;;;30;;;;;;Donning this magnificent coif makes you want to embark on a quest for some holy chalices or rocks with a sword stuck in them.&lt;br /&gt;
&lt;br /&gt;
|Skadian Helmet=12;head18;Headgear;Medium;Unique;metal;1400;175;11;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;15;;;;;;;;;;;;15;;;5;;;;;-10;;;;;;;;;special;1;;;;;;;;;;2;;;;;20;;;;;;Generations of conflicts with Fjall dwarves and Jarimad nomads left an indelible mark of their culture on Skadian armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
|Pot Helmet=14;head16;Headgear;Medium;Common;metal;1400;200;12;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;25;;;;;;;;;;;;15;;;5;;5;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Such helmets were in use many, many years ago. In this day and age, Aldorian armorsmiths forge much more efficient designs.&lt;br /&gt;
&lt;br /&gt;
|War Hat=14;head21;Headgear;Medium;Common;metal;1400;200;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;15;;;5;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Although war hats are slightly more intricate than a simple kettle helmet, it doesn&#039;t really affect their overall price.&lt;br /&gt;
&lt;br /&gt;
|Guard Helmet=16;head20;Headgear;Medium;Common;metal;1800;225;12;;;;;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;15;;;;;5;;;-10;;;;;;;;;aldor common;1;;;;;;1;;;;2;;;;;30;;;;;;When King Etbert ascended the throne, Aldor was drowning in crime and infighting. His swift success in regaining control over the brigand-infested roads can mostly be attributed to the creation of guard units that answered directly to him rather than local lords.&lt;br /&gt;
&lt;br /&gt;
|Mail Cervelliere=16;head22;Headgear;Medium;Common;metal;1800;225;12;;;;;;;-7;-2;;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;15;;;10;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Additional neck protection is never redundant. Still, it pays off to not rely on it too much when you wear something as light as a cervellier.&lt;br /&gt;
&lt;br /&gt;
|Cervelliere with Ear Guards=16;head23;Headgear;Medium;Unique;metal;1800;225;12;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;15;;;;;20;35;;;;;;;;;;;;20;;;;;10;;;-10;;;;;;;;;special;1;;;;;;;;;;2;;1;;;50;;;;;;Judging by the eye-catching band and a pair of metal discs, meant to provide some additional protection, this helmet used to belong to some merchant&#039;s son during his service in the town militia.&lt;br /&gt;
&lt;br /&gt;
|Open Bascinet=18;head24;Headgear;Medium;Common;metal;2250;250;13;;;;;;;-8;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;20;;;;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Thanks to its domed shape, a bascinet can often redirect incoming blows, preventing them from doing significant harm.&lt;br /&gt;
&lt;br /&gt;
|Wolf Ribs Bascinet=20;head25;Headgear;Medium;Common;metal;2750;275;13;;;;;-1;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;20;;;5;;;10;;-15;;;;;;;;;aldor common;;;;;;;1;;;;2;;;;;30;;;;;;A bascinet with a grated visor and a nose guard. Protects the face better than an open variant.&lt;br /&gt;
&lt;br /&gt;
|Sallet=22;head26;Headgear;Medium;Common;metal;3300;300;14;;;;;;;-8;-1;;;;;;;;;;;;;;;;;;;;;;;;;;25;25;;;;;;;;;;;;20;;;5;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Sallets are a frequent choice among Aldorian soldiers. An open version is comfortable to wear, compromising neither your vision nor the ability to take deep breaths.&lt;br /&gt;
&lt;br /&gt;
|Footman Barbute=24;head27;Headgear;Medium;Common;metal;3900;325;14;;;;;;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;;30;30;;;;;;;;;;;;25;;;;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Barbutes offer a great balance between protection and unobtrusiveness, which makes them well-suited for archers and light infantry.&lt;br /&gt;
&lt;br /&gt;
|Barbute=26;head28;Headgear;Medium;Common;metal;4550;350;15;;;;;-1;;-10;-2;;;;;;;;;;;;;;;;;;;;;;;;;;35;35;;;;;;;;;;;;25;;;;;;;;-20;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;A reinforced variant of a barbute, preferred by those who don&#039;t find scars attractive.&lt;br /&gt;
&lt;br /&gt;
|Ornate Barbute=28;head29;Headgear;Medium;Unique;metal;5250;375;15;;;;;-1;;-8;-2;;;5;;;;;;;3;;;;;;;;;;;;;;;;30;30;;;;;;;;;;;;25;;;;;;;;-20;;;;;;;;;special;1;;;;;;;;;;2;;;;2;20;;;;;;This generously gilded helmet is supposed to be worn while leading parades in celebration of unceasing victories.&lt;br /&gt;
&lt;br /&gt;
|Visored Cervelliere=14;head30;Headgear;Heavy;Common;metal;2240;200;14;;;;;-2;;-11;-4;;;;;;;;;;-5;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;High-born or not, some knights don&#039;t have a single coin to their name. Affording decent armor is out of the question, so is wearing a common soldier&#039;s kettle helmet. And that&#039;s where cervelliers come into play.&lt;br /&gt;
&lt;br /&gt;
|Visored Pot Helmet=16;head31;Headgear;Heavy;Common;metal;2880;240;16;;;;;-2;;-13;-4;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;Such helmets were in use many, many years ago. In this day and age, Aldorian armorsmiths forge much more efficient designs. And even though the visor adds an extra layer of protection, the whole thing is still outrageously outdated.&lt;br /&gt;
&lt;br /&gt;
|Topfhelm=18;head32;Headgear;Heavy;Common;metal;3600;280;18;;;;;-2;;-14;-5;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;Topfhelms have been out of fashion for quite a while. Nowadays they are worn almost exclusively by gray-haired, irredeemably nostalgic veterans.&lt;br /&gt;
&lt;br /&gt;
|Jousting Topfhelm=18;head33;Headgear;Heavy;Unique;metal;3960;280;19;;;;;-2;;-16;-6;;;;;;;;-5;;-4;;;;;;;;;;;;;;;;30;40;10;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;4;;;;1;40;;;;;;If you ignore the lavish decorations, it&#039;s just a simple, hopelessly outdated topfhelm: the only thing you&#039;ll conquer while wearing it is the hearts of fair maidens.&lt;br /&gt;
&lt;br /&gt;
|Aldorian Topfhelm=20;head34;Headgear;Heavy;Common;metal;4400;320;20;;;;;-2;;-16;-5;;;5;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;35;;;5;10;;10;;-20;;;;;5;;;;aldor uncommon;;;;;;;;;;;4;;;;1;40;;;;;;A variation of a topfhelm, improved upon by Aldorian craftsmen - it boasts a slicker shape and exquisite decorations.&lt;br /&gt;
&lt;br /&gt;
|Klappvisor Bascinet=22;head35;Headgear;Heavy;Common;metal;5280;360;21;;;;;-2;;-17;-6;;;;;;;;;;-3;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;1;;;;3;;;;;40;;;;;;This bascinet&#039;s visor forms a solid barrier against blades and arrows. As a trade-off, it also greatly limits your vision.&lt;br /&gt;
&lt;br /&gt;
|Hounskull Bascinet=22;head36;Headgear;Heavy;Common;metal;5280;360;21;;;;;-2;;-16;-5;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;A hounskull visor may look peculiar, but it actually excels at deflecting blows to the face while also providing more breathing room.&lt;br /&gt;
&lt;br /&gt;
|Jousting Bascinet=22;head37;Headgear;Heavy;Unique;metal;6000;360;22;;;;;-2;;-19;-7;;;;;;;;-5;;-3;;;;;;;;;;;;;;;;30;45;15;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;3;;;;;30;;;;;;The flowers adorning this bascinet symbolize nobility, temperance, and purity of intention.&lt;br /&gt;
&lt;br /&gt;
|Pig-Faced Bascinet=22;head38;Headgear;Heavy;Unique;metal;6000;360;21;;;;;-2;;-17;-6;;;;;;;;;;-4;;;;;;;;;;;20;;;;;25;35;;;;;;;;;;;;33;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;5;;;;;50;;;;;;Bascinets with such visors are novel to Aldor. What armorsmith could be responsible for its creation?&lt;br /&gt;
&lt;br /&gt;
|Bellows-Visored Sallet=24;head39;Headgear;Heavy;Common;metal;6240;380;22;;;;;-2;;-15;-5;;;;;;;;;;-3;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;30;;;;5;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;This type of visor is named after forge bellows. The numerous perforations allow for less restricted breathing and improved air flow.&lt;br /&gt;
&lt;br /&gt;
|Visored Sallet=24;head40;Headgear;Heavy;Common;metal;6240;400;22;;;;;-2;;-18;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;Fear makes the wolf bigger than he is, and it&#039;s hard to see a damn thing in one of these sallets - as a result, they are often worn by those fighting on the front lines.&lt;br /&gt;
&lt;br /&gt;
|Ornate Sallet=26;head41;Headgear;Heavy;Unique;metal;7280;440;23;;;;;-2;;-18;-6;;;;;;3;;-5;;-4;;;;;;;;;;;;;;;;30;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;15;;;;special;;;;;;;;;;;5;;;;;50;;;;;;A sallet painted in black with a prayer meticulously inscribed on its rim - supposedly, it should provide additional protection against stray arrows and sudden strikes.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Sallet=26;head42;Headgear;Heavy;Unique;metal;7280;440;23;;;;3;-2;;-18;-6;;;5;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;3;;;;2;30;;;;;;This helmet&#039;s original owner was Lord Nothward, notorious for his obsession with weapons and armor. Rather peculiarly, he was also an irredeemable coward insistent on avoiding the battlefield.&lt;br /&gt;
&lt;br /&gt;
|Visored Barbute=26;head43;Headgear;Heavy;Common;metal;7280;440;23;;;;;-2;;-18;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;Visored barbutes can easily rival sallets and bascinets. Choosing one over another is mostly a matter of preference.&lt;br /&gt;
&lt;br /&gt;
|Gryphon Sallet=28;head44;Headgear;Heavy;Common;metal;8400;480;24;;;;;-2;;-19;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;aldor rare;;;;;;;;;;;5;;;;;50;;;;1;;The beak-like visor of this sallet keeps the wearer&#039;s face safe from most dangers. Such helmets are usually worn by warriors of noble blood.&lt;br /&gt;
&lt;br /&gt;
|Visored Grand Bascinet=30;head45;Headgear;Heavy;Common;metal;9600;520;25;;;;;-3;;-20;-7;;;;;;;;;;-4;;;;;;;;;;;;;;;;40;40;;;;;;;;;;;;35;;;;10;;10;;-25;;;;;;;;;aldor rare;;;;;;;;;;;5;;;;;50;;;;1;;One of the heaviest helmets out there, it can protect your head and neck from just about anything - not to mention how formidable it looks.&lt;br /&gt;
&lt;br /&gt;
|Apprentice Cowl=2;head46;Headgear;Light;Common;cloth;80;30;;;;;;;;;;;;3;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;3;3;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;A cowl that brings clarity to one&#039;s thoughts. Or is it just your imagination?..&lt;br /&gt;
&lt;br /&gt;
|Novice Cowl=4;head47;Headgear;Light;Common;cloth;240;50;1;;;;;;;;;;;5;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;Its colors are reminiscent of the cowls worn by freshmen of the Academy.&lt;br /&gt;
&lt;br /&gt;
|Wanderer Cowl=8;head48;Headgear;Light;Common;cloth;800;70;2;;;;;;;;;;-8;7;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;These cowls are usually pulled over one&#039;s eyes: many commoners believe that a mage&#039;s gaze brings woes and misfortune, so why not ease their fears?&lt;br /&gt;
&lt;br /&gt;
|Witch Hat=8;head49;Headgear;Light;Unique;cloth;999;33;1;;;;;;;;;;;9;;;3;;;-9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;;;;;;;;;;;;;;;special;1;;2;;;;;;;;;;;;;20;;;;;;It&#039;s just an old, dusty hat, but for some reason you are compelled to put it on your head.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Cowl=12;head50;Headgear;Light;Common;cloth;1680;90;3;;;;;;;;;;-10;10;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;20;20;;;;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;The inner layer of this cowl is embroidered with protective spells.&lt;br /&gt;
&lt;br /&gt;
|Arcanist Cowl=18;head51;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;25;25;;;;;;;;;;25;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Barely forms any wrinkles when subjected to portal jumps.&lt;br /&gt;
&lt;br /&gt;
|Pyromancer Cowl=18;head52;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;;5;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;5;25;25;;;;;25;;;;;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Fire magic can be dangerous even to pyromancers themselves. This cowl can extinguish the flames that creep dangerously close to its wearer&#039;s face.&lt;br /&gt;
&lt;br /&gt;
|Geomancer Cowl=18;head53;Headgear;Light;Common;cloth;3600;100;2;;;;;;;;;;-10;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;15;;;;;;;;10;25;25;;;;;;;;;;15;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Pulling up this cowl makes you feel inexplicable unity with the ground under your feet.&lt;br /&gt;
&lt;br /&gt;
|Electromancer Cowl=18;head54;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;5;25;25;;;;;;25;;;;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;While wearing these cowls, novice electromancers often complain about being distracted by the constant crackling of electric discharge. They quickly grow accustomed to it though.&lt;br /&gt;
&lt;br /&gt;
|Chronomancer Cowl=18;head55;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;25;25;;;;;;;;;;15;;;10;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Most people barely feel the flow of time. Chronomancers, on the other hand, perceive the world in a completely different manner - their consciousness is bursting with flashes of both future and past events.&lt;br /&gt;
&lt;br /&gt;
|Cryomancer Cowl=18;head56;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;5;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;5;25;25;;;;;;;;;25;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Keeps your mind cold and your ears warm.&lt;br /&gt;
&lt;br /&gt;
|Academy Circlet=8;head57;Headgear;Light;Common;leather;800;30;;;;;;;;;;;;8;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;A constant companion of every Maen Academy student - the resonance created by precious metals makes it simpler to overcome the hurdles of learning magic.&lt;br /&gt;
&lt;br /&gt;
|Topaz Circlet=10;head58;Headgear;Light;Common;leather;1200;40;;;;;;;;;5;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Topaz is relatively cheap - pieces of jewelry encrusted with it are often purchased by mages of modest income.&lt;br /&gt;
&lt;br /&gt;
|Gilded Circlet=14;head59;Headgear;Light;Common;leather;2240;50;;;;;;;;5;;-5;-5;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Hardly the most elegant piece of jewelry - the craftsman was clearly more interested in the practical applications of gold than its aesthetics.&lt;br /&gt;
&lt;br /&gt;
|Dwarven Circlet=14;head60;Headgear;Light;Common;leather;2240;65;;;;;;;;;;;;10;;-5;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;fjall uncommon;1;;;;;;;;;;;;;;;;;;;;;A traditional headwear of Fjall seidrs, practitioners of the bizarre mix of Axonian magic and local pagan rituals.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Circlet=16;head61;Headgear;Light;Common;leather;2880;60;;;;;;;;;;;;20;;;5;;-5;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Battlemages aren&#039;t averse to risks. Many of them willingly forgo proper head protection to stay unhindered while casting complex spells.&lt;br /&gt;
&lt;br /&gt;
|Ruby Circlet=20;head62;Headgear;Light;Common;leather;4400;65;;;;;;;;;;;;20;;;8;10;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;The ability of rubies to withstand violent energies makes them particularly attractive to sorcerers who favor dangerous and unpredictable schools of magic, such as pyromancy.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Diadem=22;head63;Headgear;Light;Common;metal;5280;70;;;;;;;;15;;;;25;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Just a few years worth of village taxes is all it costs for a lord to equip his court mage with one of these diadems.&lt;br /&gt;
&lt;br /&gt;
|Hermit Wreath=20;head64;Headgear;Light;Unique;wood;4400;100;;;;;;;;;15;;-15;20;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;33;33;;;;;;;;;;;;;;;special;1;;;;;;;;;;;;;;;;;;;;;Inexplicably, the strips of bark still appear to be fresh, alive even... What power makes it possible?&lt;br /&gt;
&lt;br /&gt;
|Tattered Rags=2;chest01;Chestpiece;Light;Common;cloth;1;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;1;;;;;;;;;;;;;10;;;;;;It&#039;s completely soaked in blood and sweat.&lt;br /&gt;
&lt;br /&gt;
|Old Shirt=2;chest02;Chestpiece;Light;Common;cloth;15;5;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;;;;10;;;;;;A ragged shirt littered with stitches, patches, and oily spots.&lt;br /&gt;
&lt;br /&gt;
|Linen Shirt=2;chest03;Chestpiece;Light;Common;cloth;30;10;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;10;;;;;;Some peasants own only a single shirt. Naturally, it&#039;s worn for every occasion.&lt;br /&gt;
&lt;br /&gt;
|Townsman Shirt=2;chest04;Chestpiece;Light;Common;cloth;30;20;1;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;;;;10;;;;;;Townsmen lead much better lives than common peasants, and their clothes reflect this.&lt;br /&gt;
&lt;br /&gt;
|Townsman Garment=4;chest05;Chestpiece;Light;Common;cloth;90;35;2;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;2;;;;;;;;;;;;;20;;;;;;In Aldwynn and Brynn, a well-to-do townsmen can easily be recognized by their attire. Can&#039;t say the same about Maen - anyone overtly rich has long been hanged there.&lt;br /&gt;
&lt;br /&gt;
|Elven Garment=6;chest06;Chestpiece;Light;Common;cloth;180;70;3;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;1;1;;;;;;;;;;;;40;;;;;;There is a faint flowery scent coming from the cloth. It reminds you of places you&#039;ve never traveled to.&lt;br /&gt;
&lt;br /&gt;
|Velmir&#039;s Embroidered Caftan=4;chest07;Chestpiece;Light;Unique;cloth;90;100;2;;;;4;;;;;;;;;;;;;;;2;;;;;;;;;;;;;;;10;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;special exc;;;1;1;;;;;;;;;;;;40;;;;;;This well-made caftan is battered and worn out, a distant echo of the life left behind.&lt;br /&gt;
&lt;br /&gt;
|Mahir Robe=4;chest08;Chestpiece;Light;Unique;cloth;90;70;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;0;;;;;;Mahir Robe&lt;br /&gt;
&lt;br /&gt;
|Leo Doublet=4;chest09;Chestpiece;Light;Unique;cloth;90;70;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;0;;;;;;Leo Doublet&lt;br /&gt;
&lt;br /&gt;
|Fur Vest=2;chest10;Chestpiece;Light;Common;leather;30;50;1;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;3;;;;;;;;;;;25;;;;;;norse common;;;1;;;;1;;;;;;;;;20;;;;;;It won&#039;t protect you from anything but cold. On the other hand, Fjall dwarves don&#039;t usually need more than that.&lt;br /&gt;
&lt;br /&gt;
|Dirwin&#039;s Vest=4;chest11;Chestpiece;Light;Unique;cloth;90;75;2;;;;3;;;;;;;;;;;;;-10;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;3;;;;;;;;;;;10;;;;;;special exc;;;;1;;;1;;;;;;;;;40;;;;;;Dirwin has been wearing this vest for so long, it&#039;s a miracle it hasn&#039;t yet fused with him.&lt;br /&gt;
&lt;br /&gt;
|Leather Vest=4;chest12;Chestpiece;Light;Common;leather;90;75;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;3;;;;;;;;;30;;;;;;Comfortable and pragmatic, such vests are favored by wealthy peasants.&lt;br /&gt;
&lt;br /&gt;
|Padded Leather Vest=6;chest13;Chestpiece;Light;Common;leather;180;90;3;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;3;;;;;;;;;;;;aldor common;;;1;;;;2;;;;;;;;;30;;;;;;An attire that would be the main source of pride for any show-off from the slums.&lt;br /&gt;
&lt;br /&gt;
|Doublet=8;chest14;Chestpiece;Light;Common;cloth;300;100;4;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;1;;;1;;;;;;;;;40;;;;;;It&#039;s suitable for a night out, a duel, or both at the same time. You&#039;ll look appropriate either way.&lt;br /&gt;
&lt;br /&gt;
|Padded Doublet=10;chest15;Chestpiece;Light;Common;cloth;450;125;5;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;7.5;;;;;3;;;;;;;;;;;;aldor common;;;;1;;;1;;;;;;;;;40;;;;;;It protects much better than a common doublet, and it looks fancy to boot.&lt;br /&gt;
&lt;br /&gt;
|Vehement Gambeson=12;chest23;Chestpiece;Light;Common;cloth;1050;145;5;;;;5;;;;;;;8;;;;;;-10;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;15;15;;;;;;;;;;;;;;;aldor magic;;;;;1;;;;;;;;;;;30;;;;;;The Vehement are militant Hieronites who took up arms to fight against all manner of ghouls, warlocks, and unholy monstrosities.&lt;br /&gt;
&lt;br /&gt;
|Pourpoint=14;chest16;Chestpiece;Light;Common;cloth;840;160;6;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;;;;;;1;;;;;;;30;;;;;;The fashion for wearing gambesons as civil clothing was spearheaded by King Etbert himself. Thanks to his efforts, it became a sign of good taste to wear a pourpoint when attending the court.&lt;br /&gt;
&lt;br /&gt;
|Skarhogg Garment=16;chest17;Chestpiece;Light;Common;cloth;1080;160;6;;;;8;;-5;;;;;;;;;;;;;5;10;;;;;;;;;;;;;;20;;25;;;;;;;;;;;5;20;20;;;;;;;;;15;;;;;;fjall uncommon;;;;1;1;;;;;;;;;;;60;;;;;;There&#039;s a dwarven belief that an attire blessed by Skarhogg shamans can fortify strength and resolve of any warrior who puts its on.&lt;br /&gt;
&lt;br /&gt;
|Norrheim Garment=16;chest18;Chestpiece;Light;Common;leather;1080;180;7;;;;10;;;;;;;;;;;;-5;;;;;5;;;;;;;;;;;;15;25;15;;;;;;;;;;;;10;10;10;;;;15;;;;;25;;;;;;fjall uncommon;;;;;;;1;1;;;;;;;;40;;;;;;The dwarves of the Norrheim clan have to deal with the most dangerous beasts the North can offer on a daily basis, so their warriors&#039; garments are frequently imbued with protective enchantments.&lt;br /&gt;
&lt;br /&gt;
|Duelist Doublet=20;chest19;Chestpiece;Light;Common;cloth;1650;150;7;;;;12;;;;;;;;;;;;;-5;;;;10;;;;;;;;;;;;;40;;15;;;;;;;;;;;7.5;;;;5;;;;;;;;;;;;;aldor uncommon;;;1;;1;;;;;;;;;;;40;;;;;;Some duelists prefer wearing all black when showing up to a fight. Why? Blood is harder to spot on dark fabric.&lt;br /&gt;
&lt;br /&gt;
|Gambeson=8;chest20;Chestpiece;Light;Common;cloth;500;128;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;30;;;;;;Makes you look fat, but who cares about appearances in the thick of a battle?&lt;br /&gt;
&lt;br /&gt;
|Magistrate Gambeson=8;chest21;Chestpiece;Light;Common;cloth;500;128;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;brynn common;;;;1;;;;;;;;;;;;30;;;;;;A regular quilted gambeson, painted with the blues and whites of the Magistrate. It&#039;s often worn by village militias and light infantry.&lt;br /&gt;
&lt;br /&gt;
|Quilted Jacket=10;chest22;Chestpiece;Light;Common;leather;750;175;8;;;;;;;-3;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;30;;;;;;Stuffed with tow, these jackets are quite popular among guards and poor soldiers.&lt;br /&gt;
&lt;br /&gt;
|Long Gambeson=12;chest24;Chestpiece;Light;Common;leather;1050;200;9;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;10;5;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;60;;;;;;It protects well for its price. The main concern is overheating to death.&lt;br /&gt;
&lt;br /&gt;
|Mirror Plate Gambeson=14;chest25;Chestpiece;Light;Common;leather;1400;220;9;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;20;;;;;;;;;;;;;15;;;;10;5;5;;;;;;;;;;;nistra common;;;;;1;;;1;;;1;;;;;70;;;;;;A Nistrian gambeson reinforced with a round chest plate. Frugal Nistrian merchants rarely bother to sell these in Aldor.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Gambeson=16;chest26;Chestpiece;Light;Common;cloth;1800;170;7;;;;;;;-3;;-10;-10;10;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;15;20;;;5;;;;;;;;;;;;aldor magic;;;;;1;1;;;;;;;;;;60;;;;;;Much lighter than a common gambeson and much sturdier than a mantle, this chestpiece combines the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
|Lamellar Gambeson=18;chest27;Chestpiece;Light;Common;leather;2250;250;10;;;;;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;25;;;;;;;;;;;;;20;;;5;;;15;;;;;;;;;;;aldor common;;;;;;;;;2;;;;;;;60;;;;;;Some unknown craftsman reinforced this gambeson with rows of leather plates. The execution lacks quality, but it serves its purpose well enough.&lt;br /&gt;
&lt;br /&gt;
|Royal Ranger Gambeson=24;chest28;Chestpiece;Light;Unique;leather;3900;350;12;;;;;;;-5;-1;;;;;;;;;;5;5;;;;;;;;;;;;;;;40;;;;;;;;;;;;;25;35;15;;;10;30;;;15;;;;;;;;special;;;;;;;;1;;1;;;;;;60;;;;;;The main task of the Royal Rangers was to patrol the hunting grounds of His Majesty. Their gambesons were sewn by the best craftsmen of Aldor.&lt;br /&gt;
&lt;br /&gt;
|Der Vyrne Heirloom Cuirass=10;chest29;Chestpiece;Medium;Unique;metal;1200;90;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;5;;;;;;;;;;;;;10;;;;5;;;;-10;;;;;;;;;special exc;;;;;;;;;;;2;;;2;;80;;;;;;This cuirass holds sentimental value to Arna - it used to be the most treasured heirloom of the House der Vyrne, passed down through generations. Time wasn&#039;t kind to it.&lt;br /&gt;
&lt;br /&gt;
|Hauberk=10;chest30;Chestpiece;Medium;Common;metal;750;190;9;;;;-6;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;10;;;;;;;;;;;;;15;;;5;;;;;-5;;;;;;;;;aldor common;;;;;;;;1;;;;1;;;;60;;;;;;Hauberks have stood the test of time: they were already in use when the Ald tribes, the ancestors of the modern Aldorians, took over the Firn foothills.&lt;br /&gt;
&lt;br /&gt;
|Skadian Yushman=12;chest31;Chestpiece;Medium;Common;metal;1050;220;10;;;;-2;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;15;;;5;5;;;;-10;;;;;;;;;skadia common;;;;;;;;;;;;1;;;;30;;;;;;Skadians borrowed the practice of reinforcing mail armor with iron plates from Jarimad warriors. Such armor is more than capable of protecting the cavalry from stray arrows and spear thrusts.&lt;br /&gt;
&lt;br /&gt;
|Mail Shirt=14;chest33;Chestpiece;Medium;Common;metal;1400;280;11;;;;-6;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;;;2;;;;60;;;;;;Mail shirts protect well and don&#039;t restrict mobility. On the downside, you can&#039;t make one without thousands of metal rings and lots and lots of time - obviously, all of that adds to the price.&lt;br /&gt;
&lt;br /&gt;
|Magistrate Mail=14;chest34;Chestpiece;Medium;Common;metal;1400;280;11;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;brynn common;;;;;;;;;;;;2;;;;60;;;;;;A mail shirt with a blue and white tabard - a standard chestpiece of the Magistrate&#039;s garrisons.&lt;br /&gt;
&lt;br /&gt;
|Fjall Armor=14;chest32;Chestpiece;Medium;Common;metal;1400;200;11;;;;-6;;;-6;-2;;;;;;;;;;;;;;;;;;;;;;;;;5;20;;;;;;;;;;;;;15;;;;;5;20;;-10;;;10;;;;;;fjall common;;;;;;;;1;;;;1;;;;60;;;;;;Fjall iron is hardly of the best quality, yet dwarves have an incredible knack for forging relatively decent armor from it.&lt;br /&gt;
&lt;br /&gt;
|Mail Mantle=16;chest35;Chestpiece;Medium;Common;metal;1800;220;10;;;;-6;;;-5;-1;;;10;;-5;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;20;25;10;;;;;-5;;;;;;;;;aldor magic;;;;2;;;;;;;;1;;;;90;;;;;;Such mantles have been a common garb of Aldorian battlemages ever since the Radiant Wars - the long range of maaf bows would make short work of anyone wearing light clothes.&lt;br /&gt;
&lt;br /&gt;
|Footman Brigandine=16;chest36;Chestpiece;Medium;Common;metal;1800;300;12;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;25;;;;;;;;;;;;;20;;;;;10;;;-10;;;;;;;;;aldor common;;;;;;1;;;;;;1;;;;60;;;;;;A favorite garb of Aldorian mercenaries - it protects much better than a simple gambeson and it&#039;s not as cumbersome as plate armor.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Cuirass=18;chest37;Chestpiece;Medium;Common;metal;2250;350;13;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;25;;;;;;;;;;;;;20;10;15;;;;;;-10;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;1;;;40;;;;;;The growing threat of the undead and other abominations caused many mercenaries to make alterations to their armor, primarily in the form of protective seals and charms.&lt;br /&gt;
&lt;br /&gt;
|Captain Brigandine=20;chest38;Chestpiece;Medium;Common;metal;2750;400;14;;;;-10;;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;20;35;;;;;;;;;;;;;25;;;5;;;;;-10;;;;;;;;;aldor common;;;;;;;;;;1;;1;1;;;90;;;;;;Sergeants and veteran mercenaries sport this type of armor while they&#039;re saving up for something more substantial.&lt;br /&gt;
&lt;br /&gt;
|Knightly Brigandine=20;chest40;Chestpiece;Heavy;Common;metal;4400;450;20;;;;-16;;;-22;-6;;;;;;;;;;;;;;;;;;;;;;;;;15;35;;;;;;;;;;;;;30;;;5;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;1;;;1;2;;;;;;;;A chestpiece favored by Aldorian knights. It protects almost as well as full plate but costs less and looks fancier.&lt;br /&gt;
&lt;br /&gt;
|Jousting Armor=22;chest39;Chestpiece;Heavy;Unique;metal;5280;450;22;;;;-20;;;-24;-7;;;;;;;;-5;;;;;;;;;;;;;;;;;10;25;;15;;;;;;;;;;;33;;;5;;;;;-20;;;;;;;;;special;;;;;;;;;;;;;1;2;1;;;;;;;Some of its combat effectiveness was stripped away in favor of imposing aesthetics. And yet it&#039;s hard to deny, this armor makes quite an impression.&lt;br /&gt;
&lt;br /&gt;
|Vehement Brigandine=24;chest41;Chestpiece;Heavy;Common;metal;6240;350;18;;;;-14;;;-18;-4;;;10;;;5;;;;;;;;;;;;;;;;;;;10;30;;;;;;;;;;;;;25;30;35;;;;;;;;;;;;;;;aldor magic;;;;;;;;;;1;;1;;2;;;;;;;;When it comes to the Vehement, their members hail from all walks of life - there are peasants, fanatical pilgrims, knights errant, and even battlemages.&lt;br /&gt;
&lt;br /&gt;
|Elven Brigandine=24;chest42;Chestpiece;Heavy;Common;metal;6240;560;22;;;;-16;;;-24;-6;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;33;;;5;5;;;;-10;;;;;;;;;elven common;;;;;;;;;;2;;2;;;;;;;;;;Sipahi are the heavy cavalry that forms the core of the Ahjat Empire&#039;s army, a cornerstone of its many victories. Unsurprisingly, their armor is crafted only by the best armorsmiths on the personal orders of Ahjat emirs.&lt;br /&gt;
&lt;br /&gt;
|Plate Cuirass=24;chest43;Chestpiece;Heavy;Common;metal;6240;560;22;;;;-18;;;-24;-6;;;;;;;;;;;;;;;;;;;;;;;;;15;30;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor common;;;;;;1;;;;;;;1;2;;;;;;;;Even if they spend their entire lives saving up, most people still won&#039;t be able to afford something like this.&lt;br /&gt;
&lt;br /&gt;
|Ceremonial Cuirass=26;chest44;Chestpiece;Heavy;Unique;metal;7280;500;23;;;;-18;;;-25;-6;;;;;;;;;;;;;;;5;20;;;;;;;;;15;35;;;;;;;;;;;;;33;;;5;;;;;-15;;;;;;;;;special;;;;;;2;;;;;;;2;2;;;;;;;;Judging by the engraving, it once belonged to Sir der Ulne, a famous glutton and a drunkard. A dozen years ago, during one of his feasts, Sir der Ulne met a heroic death in a prolonged battle with a whole roast hog.&lt;br /&gt;
&lt;br /&gt;
|Aldwynn Cuirass=26;chest45;Chestpiece;Heavy;Common;metal;7280;600;23;;;;-20;;;-25;-6;;;;;;;;;;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldwynn uncommon;;;;;;;;;;;;1;1;3;;;;;;;;Aldwynn cuirasses are infamous for demanding months of hard work to craft.&lt;br /&gt;
&lt;br /&gt;
|Vagabond Knight&#039;s Armor=28;chest46;Chestpiece;Heavy;Unique;metal;8400;369;24;;;;-18;;;-26;-6;;;;;-3;;;-6;;;;;;;;;;;;;;;9;;33;33;;;;;;;;;;;;;36;;;9;;;;;-20;;;;;;;;;special;;;;;;;;;;;;1;;4;;;;;;;;This mysterious armor looks both surprisingly modern and incredibly ancient...&lt;br /&gt;
&lt;br /&gt;
|Apprentice Robe=2;chest47;Chestpiece;Light;Common;cloth;80;35;1;;;;;;;;;;;3;;-1;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;3;3;;;;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;;;;;;;The black color of this robe indicates that an apprentice wearing it hasn&#039;t yet decided which Circle they wish to pursue.&lt;br /&gt;
&lt;br /&gt;
|Jonna&#039;s Mantle=6;chest48;Chestpiece;Light;Unique;cloth;480;45;3;;;;;;;;;;-10;5;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;5;10;;;;;;;;;;;;;;;special exc;;;;2;;;;;;;;;;;;;;;;;;A uniform of the Academy student, fashioned by Jonna from a man&#039;s mantle.&lt;br /&gt;
&lt;br /&gt;
|Novice Mantle=6;chest49;Chestpiece;Light;Common;cloth;480;60;3;;;;;;;;;;;5;;-5;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;aldor common;;;2;1;;;;;;;;;;;;;;;;;;A magically gifted person can try their luck as an apprentice to an experienced sorcerer. They rarely turn anyone down - not for the love of teaching, but largely because there&#039;s always a use for a personal servant.&lt;br /&gt;
&lt;br /&gt;
|Wanderer Mantle=10;chest50;Chestpiece;Light;Common;cloth;1200;80;5;;;;;;;;3;-5;-5;7;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor common;;;2;1;;;;;;;;;;;;;;;;;;There are mages who make a living by wandering the world, offering their services to anyone willing to pay. Most of them suffer a miserable fate: some die after taking on a contract they can&#039;t handle, some join brigand gangs, while others fall victim to the mob, which is quick to act upon its prejudice.&lt;br /&gt;
&lt;br /&gt;
|Brigand Mantle=14;chest51;Chestpiece;Light;Common;cloth;2240;100;4;;;;;;;;;;-5;8;;;;;;-5;;;;;;;;;;;;;;;;;15;;;;5;5;;5;;;;;;5;15;10;;;;;10;;;;;;;;;;aldor rare;;;1;2;;;;;;;;;;;;;;;;;;Whoever it is that makes mantles for brigands, they seem to know their way around a needle.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Mantle=14;chest52;Chestpiece;Light;Common;cloth;2240;130;5;;;;;;;10;;;;12;;;;;;;;;;;10;;;;;;;;;;;;10;;;;;;;;;;;;;10;15;15;;;;;;;;;;;;;;;aldor common;;;;2;;;;;;1;;;;;;;;;;;;Skillful mages are always in demand and, consequently, are wealthy enough to afford being well-groomed and dressed up in the latest fashion.&lt;br /&gt;
&lt;br /&gt;
|Red Silk Mantle=16;chest54;Chestpiece;Light;Common;cloth;2880;90;3;;;;;;;;;;-10;14;;;5;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;20;30;;;;;;;;;;;;;;;aldor magic;;;;3;;;;;;;;;;;;;;;;;;Red silk is brought to Brynn by elven caravans, from where it eventually finds its way to Maen craftsmen - only they know how to work this fascinating material to unlock its full potential.&lt;br /&gt;
&lt;br /&gt;
|Hermit Garment=16;chest53;Chestpiece;Light;Unique;leather;2880;200;7;;;;;;;;9;;;20;;;;;-9;-9;;;;;;9;;;;;;;;;;;30;;;;;;;;;;;;;10;50;35;;;;;;;;;;;;;;;special;;;1;;;;;1;;;;;;;;;;;;;;The enigmatic Sages, who made the deepest thicket of the local forests their home, are one of the greatest Aldorian mysteries. Many believe it was them who&#039;d been protecting the land from the worst of it - and now that their numbers have dwindled, everything comes crashing down.&lt;br /&gt;
&lt;br /&gt;
|Maen Mantle=18;chest55;Chestpiece;Light;Common;cloth;3600;115;6;;;;;;;;;;;16;;-8;;;-5;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;30;20;;;;;;;;;;;;;;;aldor magic;;;;2;;;;1;;;;;;;;;;;;;;Most of the time, the weather in Maen is rather chilly, so local mages have a preference for thick, heavy mantles. Why risk catching a cold if you can avoid it?&lt;br /&gt;
&lt;br /&gt;
|Arcanist Mantle=18;chest56;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;10;;;;;;;;;;;;;;;;;;;10;;;;;;;;5;;;;;;;;;25;;;;5;10;20;;;;;;;;;;40;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A distinct mantle of the Arcane Circle, it&#039;s thoroughly imbued with pure magic.&lt;br /&gt;
&lt;br /&gt;
|Pyromancer Mantle=18;chest57;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;-10;;20;;;;;;;;;;;;;;;;;;;5;;;;25;;;;;;;;;5;10;10;;;;;40;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;This mantle bears a special enchantment: it&#039;s not exactly flameproof, but it&#039;s definitely slow to catch fire.&lt;br /&gt;
&lt;br /&gt;
|Geomancer Mantle=18;chest58;Chestpiece;Light;Common;cloth;3600;100;4;;;;;;;;10;;;;;;;;-5;;;;;;;;;;;;;;;;;;10;;;;;25;;;;;;;;15;15;15;;;;;;;;;;20;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;The runic embroidery strengthens the connection between a geomancer and the boulders they summon.&lt;br /&gt;
&lt;br /&gt;
|Electromancer Mantle=18;chest59;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;;10;;;-5;;;;;;;;;;;;;;;;;5;;;;;;;25;;;;;;5;10;10;;;;;;40;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;Barely touching the material sends a sharp, tingling sensation up one&#039;s arm. That is unless you&#039;re an electromancer.&lt;br /&gt;
&lt;br /&gt;
|Chronomancer Mantle=18;chest60;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;;;;;-15;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;25;5;10;10;;;;;;;;;;30;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A mantle decorated with inscriptions in a long-forgotten ancient language. The present day chronomancers have to contend with merely reciting the few surviving spells, possessing little to no understanding of the source of their power.&lt;br /&gt;
&lt;br /&gt;
|Cryomancer Mantle=18;chest61;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;-15;;;;;;;;;;;;15;;;;;;;;;;;;5;;;;;;;;25;;;;;5;10;10;;;;;;;;;40;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;Made of deceptively light cloth, this mantle is fortified with cryomantic enchantments that can withstand even the harshest of frosts.&lt;br /&gt;
&lt;br /&gt;
|Hired Mage Mantle=20;chest62;Chestpiece;Light;Common;cloth;4400;140;7;;;;5;;;;5;;;14;;;;;;;;;;;;;;;;;;;;;;;15;;;10;;;;;;;;;;10;15;15;;;10;;;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A sturdy garment that can take a beating, a reasonable choice for most contracts.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Mantle=22;chest63;Chestpiece;Light;Common;cloth;5280;70;4;;;;;;;15;;;;20;;;5;15;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;25;25;;;;;;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;2;;;;;;;Mages who find themself a part of a noble court are a subject of envy. The life they lead is comfy, lucrative, and devoid of any real dangers - that is until their master decides to participate in a military campaign...&lt;br /&gt;
&lt;br /&gt;
|Town Gloves=2;arms01;Gloves;Light;Common;cloth;25;40;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;For when you don&#039;t want to get your hands dirty.&lt;br /&gt;
&lt;br /&gt;
|Leather Gloves=4;arms02;Gloves;Light;Common;leather;90;55;2;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;These gloves were crafted from finely tanned leather.&lt;br /&gt;
&lt;br /&gt;
|Blacksmith Mittens=6;arms03;Gloves;Light;Common;leather;180;70;3;;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;;5;20;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;These tough mittens offer solid protection from burns and might soften incoming blows.&lt;br /&gt;
&lt;br /&gt;
|Leather Bracers=8;arms04;Gloves;Light;Common;leather;300;85;4;;;;3;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A few layers of sturdy leather that cover the forearms but leave your wrists completely open.&lt;br /&gt;
&lt;br /&gt;
|Falconeer Gloves=8;arms05;Gloves;Light;Common;leather;300;85;4;;;;;;;;;-10;;;;;;;;-5;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;There was a time in Aldor when hunting birds became an item of prestige. A lord without a personal falconeer would feel inadequate even in front of his own court.&lt;br /&gt;
&lt;br /&gt;
|Tied Gloves=10;arms06;Gloves;Light;Common;leather;450;100;5;;;;;;;;;;;;;;;;;;;3;;3;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Career duelists favor this kind of gloves the most - they look rather dashing and can withstand a sword thrust.&lt;br /&gt;
&lt;br /&gt;
|Splint Vambraces=14;arms07;Gloves;Light;Common;metal;840;130;6;;;;5;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;15;;;10;;;;;-5;;;;;;;;;aldor common;;;;;;;1;;;;1;;;;;;;;;;;These vambraces do nothing to protect your hands, but the reinforced forearms should be enough to compensate for it.&lt;br /&gt;
&lt;br /&gt;
|Mail Gloves=10;arms09;Gloves;Medium;Common;metal;750;150;10;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;15;;;10;;;;;-10;;;;;;;;;aldor common;;;;;;;;;;;;1;;;;;;;;;;A good choice for those who value their fingers.&lt;br /&gt;
&lt;br /&gt;
|Brigandine Gloves=12;arms08;Gloves;Medium;Common;metal;1050;175;11;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;20;;;;;;;;-8;;;;;;;;;aldor common;;;;;;;;;;1;;;;;;;;;;;;The inner layer of these gloves is lined with metal plates, slightly restricting hand movement as a result.&lt;br /&gt;
&lt;br /&gt;
|Riveted Gloves=16;arms10;Gloves;Medium;Common;metal;1800;225;12;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;25;;;;;;;;;;;;;25;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;1;;;;;;;;;;;;A direct strike to the hands will still hurt like hell, but at least you won&#039;t lose them.&lt;br /&gt;
&lt;br /&gt;
|Sergeant Gloves=20;arms11;Gloves;Medium;Common;metal;2750;275;13;;;;;;1;-5;-2;;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;25;;;5;;;5;;-10;;;;;;;;;aldor common;;;;;;;;;;1;2;;;;;;;;;;;A type of brigandine gloves that comes with an extra layer of protection - a few more metal plates shielding the fingers and the back of the hand.&lt;br /&gt;
&lt;br /&gt;
|Plate Gauntlets=20;arms11;Gloves;Heavy;Common;metal;4000;320;20;;;;;;3;-13;-3;;;;;;;;;;-4;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;30;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;2;;;;;;;;;;;Crafting plate gloves is a form of art which demands consummate skill and impeccable knowledge of the trade.&lt;br /&gt;
&lt;br /&gt;
|Knightly Gauntlets=22;arms12;Gloves;Heavy;Common;metal;5000;360;21;;;;;;2;-14;-4;;;;;;;;;;-3;;;;;;;;;;;;;;;;40;;;;;;;;;;;;;35;;;;;;;;-15;;;;;;;;;aldor uncommon;;;;;;;1;;;;2;;;;;;;;;;;These satin-lined hourglass gauntlets are meant to be yet another way to flaunt one&#039;s status and exquisite taste in armor.&lt;br /&gt;
&lt;br /&gt;
|Plate Mittens=24;arms13;Gloves;Heavy;Common;metal;6000;400;22;;;;;;5;-15;-4;;;;;;;;;;-5;;;;;;;;;;;;;;;;40;5;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;3;;;;;;;;;;;A wide range of wrist motion is the last thing these mittens can provide you with.&lt;br /&gt;
&lt;br /&gt;
|Novice Hand Wraps=2;arms14;Gloves;Light;Common;cloth;60;30;1;;;;;;;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;The path to becoming a mage invariably starts with pain and injuries. A few layers of tightly wrapped cloth can slightly reduce the price of initial failures.&lt;br /&gt;
&lt;br /&gt;
|Jonna&#039;s Casting Bracers=6;arms15;Gloves;Light;Unique;cloth;360;40;2;;;;;;;5;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;special exc;;;;;;;2;;;;;;;;;;;;;;;A reminder of strenuous, yet rewarding days spent studying at the Academy, when the future looked bright and full of promise. So many things have changed since then...&lt;br /&gt;
&lt;br /&gt;
|Leo Bracers=6;arms16;Gloves;Light;Unique;cloth;360;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Leo Bracers&lt;br /&gt;
&lt;br /&gt;
|Mage Bracers=10;arms17;Gloves;Light;Common;leather;900;80;3;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor magic;;;1;;;;1;;;;;;;;;;;;;;;The magic sigils carved into the leather are useful for swiftly redirecting the flow of magical energies in the chaos of combat.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Gloves=14;arms18;Gloves;Light;Common;leather;1680;120;6;;;;;;;;;-10;-5;5;;;;;;;;;;;;;;;;;;;;;;;25;;;;;;;;;;;;;15;10;10;;;;;;;;;;;;;;;aldor magic;;;1;;;;;1;;;;;;;;;;;;;;Well-trained and experienced mages are a force to be reckoned with, which makes them a prime target on the battlefield. Unsurprisingly, they&#039;re always on a lookout for quality armor that doesn&#039;t compromise the freedom of movement.&lt;br /&gt;
&lt;br /&gt;
|Orient Bracers=16;arms19;Gloves;Light;Common;leather;2160;75;4;;;;3;;-3;;;;;9;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;elven uncommon;;;;;;;2;;;;;;;;2;;;;;;;The gilded acanthus ornaments are a staple of Hazzun jewelry. This technique was invented in ancient times and has seen very little change after being rediscovered by modern craftsmen.&lt;br /&gt;
&lt;br /&gt;
|Mystic Gloves=18;arms20;Gloves;Light;Common;leather;2700;90;2;;;;;;;;;;;12;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;25;20;;;;;;;;;;;;;;;aldor magic;;;2;;;;;;;;;;;;;;;;;;;These gloves are decorated with peculiar symbols in accordance with an ancient, half-forgotten technique.&lt;br /&gt;
&lt;br /&gt;
|Ruby Mage Bracers=20;arms21;Gloves;Light;Common;leather;3300;60;3;;;;;;;10;;;;14;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;aldor magic;;;;;;;2;;;;;;;;2;;;;;;;Mage bracers are usually made of silver or gold and are encrusted with all kinds of gems - the resonance created by putting precious metals and stones together is capable of empowering magic spells.&lt;br /&gt;
&lt;br /&gt;
|Sapphire Mage Bracers=20;arms22;Gloves;Light;Common;leather;3300;60;3;;;;;;;;;;;7;;;6;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;30;35;;;;;;;;;;;;;;;aldor magic;;;;;;;2;;;;;;;;2;;;;;;;Mage bracers are usually made of silver or gold and are encrusted with all kinds of gems - the resonance created by putting precious metals and stones together is capable of empowering magic spells.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Gloves=22;arms23;Gloves;Light;Common;leather;3960;50;2;;;;;;;;;;-5;18;;;;;;-5;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;;1;;;;;;;;;;;1;;;;;;;Gems and noble metals are treasured for their ability to resonate with magic. What at first may appear as a display of unrestrained opulence can in fact be a tool of the trade.&lt;br /&gt;
&lt;br /&gt;
|Rusted Shackles=1;boots01;Boots;Heavy;Common;metal;1;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Shackles so rusty that you shouldn&#039;t have any trouble removing them.&lt;br /&gt;
&lt;br /&gt;
|Peasant Shoes=2;boots02;Boots;Light;Common;cloth;30;25;1;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;Such shoes are usually worn until they crumble right off the wearer&#039;s feet.&lt;br /&gt;
&lt;br /&gt;
|Pointy Shoes=2;boots03;Boots;Light;Common;cloth;30;48;1;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A design that has been the pinnacle of peasant fashion for at least twenty years.&lt;br /&gt;
&lt;br /&gt;
|Traveling Shoes=4;boots04;Boots;Light;Common;cloth;90;50;2;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;Shoes like these are cheap and wear well, the qualities which attract all kinds of vagabonds. Just make sure to keep them well-maintained.&lt;br /&gt;
&lt;br /&gt;
|Town Shoes=6;boots05;Boots;Light;Common;cloth;180;65;3;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Fancy enough for when you&#039;re going out into the world to prove your mettle.&lt;br /&gt;
&lt;br /&gt;
|Riding Boots=6;boots06;Boots;Light;Common;leather;180;70;3;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Comfortable for long horse rides. Not so comfortable for long walks.&lt;br /&gt;
&lt;br /&gt;
|Mahir Boots=6;boots07;Boots;Light;Common;leather;180;100;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Mahir Boots&lt;br /&gt;
&lt;br /&gt;
|Hide Boots=8;boots08;Boots;Light;Common;leather;300;85;4;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;;;;;;;A pair of sturdy boots made out of cow leather. In times of war, this kind of footwear greatly grows in demand.&lt;br /&gt;
&lt;br /&gt;
|Tanned Boots=10;boots09;Boots;Light;Common;leather;450;110;5;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;;;;;;;Tanned bull hide guarantees longevity to every footwear it&#039;s used for.&lt;br /&gt;
&lt;br /&gt;
|Norse Boots=12;boots10;Boots;Light;Common;leather;630;100;6;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;20;;;;;;;;;;;;;5;15;;;;;20;;;;;;;;;;;fjall common;;;1;;;;;1;;;;;;;;;;;;;;They are waterproof, don&#039;t get stuck in mud, and are easy to clean from blood stains.&lt;br /&gt;
&lt;br /&gt;
|Splint Boots=14;boots11;Boots;Light;Common;metal;840;150;6;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;15;;;;;;;;;;;;;15;;;10;;;;;-5;;;;;;;;;aldor common;;;;;;;;2;;;1;;;;;;;;;;;A cheap yet effective protection from sudden strikes to the feet.&lt;br /&gt;
&lt;br /&gt;
|Elven Boots=16;boots12;Boots;Light;Common;leather;1080;160;5;;;;8;;;;;;;;;;;;;-5;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;;elven common;;;;;;;;2;;;;;;;;;;;;;;In Jacinth Kingdoms, felt boots are sported by people from all walks of life, be it Ohirian nomads, maafs of Ahjat, or ghazi of Jibey.&lt;br /&gt;
&lt;br /&gt;
|Fancy Boots=18;boots13;Boots;Light;Common;leather;1350;175;7;;;;9;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;2;;;;;;;;;;;;;;A pair of expertly-crafted boots that will add a spring to your step while promenading the streets.&lt;br /&gt;
&lt;br /&gt;
|Magehunter Boots=20;boots14;Boots;Light;Common;leather;1650;200;8;;;;6;;;;;-5;-5;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;15;25;35;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;3;;;;;;;;;;;;;;The leather was specially treated to protect against fire, electricity, and other harmful elements that may be summoned by a resisting mage.&lt;br /&gt;
&lt;br /&gt;
|Duelist Boots=20;boots15;Boots;Light;Common;leather;1650;185;8;;;;12;;;;;;;;;;;;;;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;4;;;;;;;;;;;;;;In addition to the fighting skill, duelists also continuously sharpen their fashion sense.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Boots=20;boots16;Boots;Light;Common;leather;2750;100;4;;;;6;;;;5;;;;;-5;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;aldor magic;;;2;;;;;2;;;;;;;;;;;;;;Stylish, light, durable, and unbelievably comfortable, a dream come true for most mages.&lt;br /&gt;
&lt;br /&gt;
|Soldier Boots=10;boots17;Boots;Medium;Common;metal;750;120;10;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;20;;;;;5;;;-5;;;;;;;;;aldor common;;;;;;;2;;;;2;;;;;;;;;;;Maimed by war, common soldiers become a heavy burden for their families, so each of them tries their best to return home with a full set of limbs.&lt;br /&gt;
&lt;br /&gt;
|Mail Boots=12;boots19;Boots;Medium;Common;metal;1050;175;11;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;;;1;;;;;;;;;;Such footwear is cheap to maintain and can withstand a glancing blow to the legs - what else can a warrior wish for?&lt;br /&gt;
&lt;br /&gt;
|Sergeant Greaves=14;boots18;Boots;Medium;Common;metal;1400;200;12;;;;-2;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;20;;;;5;;;;-10;;;;;;;;;aldor common;;;;;;;2;;;;;;;1;;;;;;;;An obvious choice for any infantryman: a combination of common boots&#039; practicality and some fairly decent protection.&lt;br /&gt;
&lt;br /&gt;
|Reinforced Boots=16;boots20;Boots;Medium;Common;metal;1800;225;13;;;;-4;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;25;30;;;;;;;;;;;;;25;;;;;;;;-15;;;;;;;;;aldor common;;;;;;;;1;;;3;;;;;;;;;;;Strapping steel plates to a pair of boots is a simple and reliable way of protecting your legs from injury.&lt;br /&gt;
&lt;br /&gt;
|Engraved Greaves=20;boots21;Boots;Medium;Unique;metal;2750;275;14;;;;-5;;;-6;-1;;;5;;;;;;-5;;;;;;;;;;;;;;;;25;30;;;;;;;;;;;;;25;15;15;;;;;;;;;;;;;;;special;;;;;;;;1;;;2;;;;1;;;;;;;It would be a mistake to perceive the gilding as a mere decoration. To a battlemage, gold rims and edges can actually be of great practical use.&lt;br /&gt;
&lt;br /&gt;
|Scaled Boots=20;boots22;Boots;Heavy;Common;metal;3300;320;20;;;;-10;;;-15;-4;;;;;;;;;;;;;;;;;;;;;;;;;35;40;;;;;;;;;;;;;35;;;;;;;;-15;;;;;;;;;aldor uncommon;;;;;;;1;1;;;;1;;;;;;;;;;It was obviously inspired by the Nistrian military tradition - scaled armor is still a common sight around those parts.&lt;br /&gt;
&lt;br /&gt;
|Knightly Sabatons=22;boots23;Boots;Heavy;Common;metal;3960;360;21;;;;-12;;;-17;-4;;;;;;;;;;;;;;;;;;;;;;;;;35;40;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;1;;1;1;;;;;;;;Not the most light or comfortable footwear, but, as the saying goes, victory trumps everything.&lt;br /&gt;
&lt;br /&gt;
|Baron Sabatons=24;boots24;Boots;Heavy;Common;metal;4680;400;22;;;;-11;;;-18;-5;;;;;;;;;;;;;;;;;;;;;;;;;35;45;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;1;;1;1;;;;;;;;The red velvet fittings are here to remind everyone who the lord of the land is.&lt;br /&gt;
&lt;br /&gt;
|Sardar Boots=24;boots25;Boots;Heavy;Unique;metal;4680;400;21;;;;-7;;;-14;-4;;;;;;;;;;;;;;;;;;;;;;;;;30;50;;;15;;;;;;;;;;30;;;;;;;;;;;;;;;;;special;;;;;1;;;;1;;;;;1;;;;;;1;;Maaf military leaders - sardars - enjoy great power even when not actively leading the armies. In the years between wars, most of them hoard so much wealth that they become reluctant to return to the battlefield...&lt;br /&gt;
&lt;br /&gt;
|Aldwynn Sabatons=26;boots26;Boots;Heavy;Common;metal;5460;440;23;;;;-12;;;-20;-5;;;;;;;;;;;;;;;;;;;;;;;;;40;45;;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldwynn uncommon;;;;;;;;;;;2;;;2;;;;;;;;With these on your feet, you feel like you can hold your ground against a small army.&lt;br /&gt;
&lt;br /&gt;
|Peasant Sash=2;belt01;Belt;Light;Common;cloth;10;20;;;;;;;;3;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;A belt with the nastiest timing for getting loose, so it&#039;s best to fasten it as tight as possible.&lt;br /&gt;
&lt;br /&gt;
|Rope Belt=2;belt02;Belt;Light;Common;cloth;10;15;;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;For when you&#039;ve run out of other options.&lt;br /&gt;
&lt;br /&gt;
|Braided Girdle=6;belt03;Belt;Light;Common;cloth;180;30;;;;;;;;;;;-5;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;This belt has a remarkable tendency to tie itself in impossible knots.&lt;br /&gt;
&lt;br /&gt;
|Leather Belt=6;belt04;Belt;Light;Common;leather;180;50;;;;;;;-2;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A perfectly ordinary leather belt, nothing more.&lt;br /&gt;
&lt;br /&gt;
|Jorgrim&#039;s Belt=6;belt05;Belt;Light;Unique;leather;180;80;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;2;;;;;;;;;;;;;;;This belt used to be generously decorated with scalps and severed fingers, making things rather awkward with the Aldorian folk, forcing Jorgrim to hastily get rid of it all.&lt;br /&gt;
&lt;br /&gt;
|Footman Belt=8;belt06;Belt;Light;Common;leather;250;70;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A military-style belt - these are often crafted on the request of soldiers and mercenaries.&lt;br /&gt;
&lt;br /&gt;
|Norse Belt=10;belt07;Belt;Light;Common;leather;375;60;;;;;;;;;;;;;;;;;;;;3;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;1;;;;;;;;;;;;;;;In the North, there still persists a barbaric tradition to decorate belts with various so-called &amp;quot;trophies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|Embroidered Belt=12;belt08;Belt;Light;Common;cloth;525;40;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;1;;;;;;;Perfect for displaying one&#039;s fashion sense during a joust.&lt;br /&gt;
&lt;br /&gt;
|Nomad Girdle=12;belt10;Belt;Light;Common;cloth;840;50;;;;;;;;;;-5;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Tying coins to a belt is an Ohirian custom, each of them commemorating an important event in the wearer&#039;s life: surviving a battle, becoming a parent, losing a loved one...&lt;br /&gt;
&lt;br /&gt;
|Chain Belt=14;belt09;Belt;Light;Common;metal;700;100;;4;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;1;;;;;;;;;;;If you don&#039;t have a waist to speak of, It&#039;s not wise to wear this belt over a civil garment - the links have a notable tendency to pinch and chafe.&lt;br /&gt;
&lt;br /&gt;
|Fur Belt=14;belt11;Belt;Light;Common;leather;700;90;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;1;;;;1;;;;;;;;;;;;;;;It&#039;s trimmed with luscious fur of some unknown Fjall beast.&lt;br /&gt;
&lt;br /&gt;
|Wolfbrother Belt=16;belt12;Belt;Light;Common;leather;900;110;;;;;;;-3;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;maen uncommon;;;;;;;1;;;;1;;;;;;;;;;;The Wolfbrothers are considered the elite of the Gray Army, even if the words &amp;quot;elite&amp;quot; and &amp;quot;Gray Army&amp;quot; seem to contradict each other.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Waistband=16;belt14;Belt;Light;Common;leather;900;100;;;;5;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;;1;;;;;;;;;;;;;;Multiple layers of tanned leather are more than capable of softening incoming strikes.&lt;br /&gt;
&lt;br /&gt;
|Gilded Nobleman Belt=16;belt13;Belt;Light;Unique;leather;890;85;;;;;5;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;1;;;;;;;;1;;;;;;;A belt made of durable, high-quality leather in accordance with the latest Brynn fashion trends. Its buckle proudly displays an engraved monogram of some noble house.&lt;br /&gt;
&lt;br /&gt;
|Duelist Belt=18;belt15;Belt;Light;Common;leather;1125;75;;;;;;;;;;;;;;;;;;;;5;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;1;;;;1;;;;;;;;;;;A little something to complete the image of a daring fighter and a relentless heartbreaker.&lt;br /&gt;
&lt;br /&gt;
|Knightly Girdle=18;belt16;Belt;Light;Common;leather;1125;120;;5;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;1;;;;;;;;;;;A thin belt complete with a few metal buckles. It&#039;s still more of a fashion accessory than a functional piece of armor though.&lt;br /&gt;
&lt;br /&gt;
|Fancy Belt=18;belt17;Belt;Light;Common;leather;1125;85;;;;;;;-3;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;1;;;;;;;;1;;;;;;;Its design was clearly inspired by the styles of the Bronze Isles - Arno di Berro himself wears a similar belt.&lt;br /&gt;
&lt;br /&gt;
|Plated Belt=20;belt18;Belt;Light;Common;metal;2200;150;;6;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;2;;;;;;;;;;;The art of engraving has reached amazing heights over the last half century: each of the belt&#039;s plates is decorated with scenes of hunts and battles.&lt;br /&gt;
&lt;br /&gt;
|Ornate Girdle=10;belt19;Belt;Light;Common;leather;375;40;;;;;;;;;1;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;1;;;;;;;;;;;;;;;;;;;Pairs well with any mantle, making it perfect for mages who care about fashion.&lt;br /&gt;
&lt;br /&gt;
|Luxurious Belt=12;belt20;Belt;Light;Common;leather;800;60;;;;;;;;;;;-5;5;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;1;;;;;;;The buckle is encrusted with a real ruby, greatly increasing its appeal in the eyes of any mage.&lt;br /&gt;
&lt;br /&gt;
|Ruby Sash=16;belt21;Belt;Light;Common;cloth;1750;40;;;;;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;1;;;;;;;;;;;;;;;;;;;A distinguishing accessory of a noble or wealthy elf.&lt;br /&gt;
&lt;br /&gt;
|Mystic Belt=18;belt22;Belt;Light;Common;leather;2000;75;;;;;;;;5;;;;;;;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;2;;;;;;;Staring for too long into the mirror-polished buckle of this belt summons a creeping sensation of falling into the abyss.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Belt=20;belt23;Belt;Light;Common;leather;3000;70;;;;;;;;;;;;10;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;2;;;;;;;It&#039;s hard to imagine a more wasteful and extravagant way to belt one&#039;s clothes.&lt;br /&gt;
&lt;br /&gt;
|Copper Ring=2;ring01;Ring;Light;Common;metal;25;35;;;;;;;;;;;;;;;;;;;;;;;;2;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The cheapest jewelry money can buy. It&#039;s rumored that wearing copper is beneficial to one&#039;s constitution.&lt;br /&gt;
&lt;br /&gt;
|Verren&#039;s Ring=2;ring02;Ring;Light;Unique;metal;50;50;;;;;;;-1;;;;;;;-1;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Upon parting with this ring, Verren was, as always, stingy on details. It might come in handy at some point... But how?&lt;br /&gt;
&lt;br /&gt;
|Velmir&#039;s Ring=4;ring03;Ring;Light;Unique;metal;50;50;;;;;;;;;;;;;;;;;;;;1;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;This ring used to belong to Velmir&#039;s brother. Now it serves as a silent reminder of the path he chose for himself.&lt;br /&gt;
&lt;br /&gt;
|Brass Ring=4;ring05;Ring;Light;Common;metal;50;40;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Brass has been around for centuries - the technique used to make this ring is rooted in the Firn metal-working tradition.&lt;br /&gt;
&lt;br /&gt;
|Ancient Copper Ring=4;ring04;Ring;Light;Common;metal;50;40;;;;;;;;;;;;;;;;;;;;;;;;4;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The metal aged so poorly that it&#039;s become impossible to tell the ring&#039;s age: could be a couple hundred years, could be a thousand.&lt;br /&gt;
&lt;br /&gt;
|Brass Signet=8;ring06;Ring;Light;Common;metal;125;35;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A handy tool for sealing personal letters and business papers.&lt;br /&gt;
&lt;br /&gt;
|Steel Signet=8;ring07;Ring;Light;Common;metal;125;40;;;;;;;;;;;;;;;;;;;;;;4;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;King Etbert used to personally award such rings to soldiers who distinguished themselves during his military campaigns.&lt;br /&gt;
&lt;br /&gt;
|Bronze Amethyst Ring=10;ring08;Ring;Light;Common;metal;250;40;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;For a noblewoman, it&#039;s a boring ring with a cheap gem. For a poor commoner&#039;s daughter - an incredible luxury and her greatest treasure.&lt;br /&gt;
&lt;br /&gt;
|Silver Ring=10;ring09;Ring;Light;Common;metal;150;50;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;According to local beliefs, silver offers protection against the evil eye and diseases.&lt;br /&gt;
&lt;br /&gt;
|Brass Agate Ring=10;ring10;Ring;Light;Common;metal;200;40;;;;;3;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The kind of ring wealthy townspeople gift their children to celebrate them coming of age and entering adulthood.&lt;br /&gt;
&lt;br /&gt;
|Berserk Ring=10;ring11;Ring;Light;Common;leather;125;40;;;;;;;3;;;;;;;;;;5;;;4;10;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;;;;;;Its previous owner could equally likely be an orc or a dwarf.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Silver Ring=12;ring12;Ring;Light;Common;metal;250;50;;;;;;;;;;;;;;;;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Somewhat reminiscent of the bands exchanged between newly-weds in Maen - or at least that had been the custom when people there were still getting married.&lt;br /&gt;
&lt;br /&gt;
|Silver Jade Ring=12;ring13;Ring;Light;Common;metal;300;50;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;7.5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Jade isn&#039;t as popular in Aldor as it is in the East, but the jewelry made with it is still pretty easy to find.&lt;br /&gt;
&lt;br /&gt;
|Silver Amethyst Ring=12;ring14;Ring;Light;Common;metal;300;40;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A ring encrusted with an amethyst is a well-known talisman for maintaining mental clarity.&lt;br /&gt;
&lt;br /&gt;
|Gold Ring=14;ring15;Ring;Light;Common;metal;400;35;;;;;;;;4;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Gold is an excellent magical conduit. Maybe that&#039;s where its value comes from?&lt;br /&gt;
&lt;br /&gt;
|Carved Gold Ring=16;ring16;Ring;Light;Common;metal;600;30;;;;;;;;6;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;It&#039;s amazing how much a plain gold ring can transform in the hands of a skilled craftsman.&lt;br /&gt;
&lt;br /&gt;
|Silver Insert Gold Ring=16;ring17;Ring;Light;Common;metal;600;30;;;;;;;;3;;;;3;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;It&#039;s often said that combining gold and silver is bad taste, but not everyone is bothered by such preconceptions.&lt;br /&gt;
&lt;br /&gt;
|Silver Topaz Ring=16;ring18;Ring;Light;Common;metal;600;40;;;;;;;;;;;;;;;;;;;5;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Topaz and silver form an exquisite combination, which doesn&#039;t cost more than an affluent townsman can afford - it&#039;s the kind of jewelry a mid-level merchant would gift to his wife or daughter.&lt;br /&gt;
&lt;br /&gt;
|Silver Aquamarine Ring=16;ring19;Ring;Light;Common;metal;600;40;;;;;;;;;;;;;;-5;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It&#039;s believed that every aquamarine carries a heavenly blessing, so they are often used to decorate rings and necklaces.&lt;br /&gt;
&lt;br /&gt;
|Morion Ring=16;ring20;Ring;Light;Common;metal;600;40;;;;;;;;4;;;-5;;;;;;;;;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Gold, silver, morion... Looks like someone wanted to have a piece of jewelry for every occasion.&lt;br /&gt;
&lt;br /&gt;
|Gold Aquamarine Ring=18;ring21;Ring;Light;Common;metal;800;20;;;;;;;;4;;;;3;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Aquamarine favors the bold and the courageous: reputedly, it brings good luck in risky endeavors.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Gold Ring=18;ring22;Ring;Light;Common;metal;800;25;;;;;;;;8;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The outer rim is decorated with an elegant pattern - a technique favored by Maen jewelers.&lt;br /&gt;
&lt;br /&gt;
|Silver Sapphire Ring=20;ring23;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;6;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Jewelers consider the union of silver and sapphires to be one of the most refined and harmonious.&lt;br /&gt;
&lt;br /&gt;
|Silver Emerald Ring=20;ring24;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;;;;5;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;In iatrochemistry, emeralds are speculated to be the quintessence of life force - that&#039;s why they are worn daily and nightly by those who wish to bolster their health.&lt;br /&gt;
&lt;br /&gt;
|Silver Ruby Ring=20;ring25;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;;;;;;-5;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;A frozen spark of the setting sun, now on your finger.&lt;br /&gt;
&lt;br /&gt;
|Hermit Ring=20;ring26;Ring;Light;Unique;wood;1000;25;;;;;;;;;9;;;;;;;;;-9;;;;;;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Even though it looks plain and unassuming, putting this wooden ring on your finger brings in the surge of incredible vigor.&lt;br /&gt;
&lt;br /&gt;
|Gold Sapphire Ring=22;ring27;Ring;Light;Common;metal;1500;20;;;;;;;;6;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Set with a masterfully cut sapphire, this ring is a dream of every novice magician.&lt;br /&gt;
&lt;br /&gt;
|Gold Ruby Ring=22;ring28;Ring;Light;Common;metal;1500;20;;;;;;;;8;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Signet rings like this one are beloved by bigwigs of the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
|Gold Diamond Ring=24;ring29;Ring;Light;Common;metal;2000;20;;;;;;;;8;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Diamonds this monstrous can usually only be found in royal crowns.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Ruby Ring=24;ring30;Ring;Light;Common;metal;2000;20;;;;;;;;7;;;;7;;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;From a certain distance, the masterfully cut ruby can easily be mistaken for a drop of fresh blood.&lt;br /&gt;
&lt;br /&gt;
|Crude Amulet=2;neck01;Amulet;Light;Common;wood;15;20;;;;;;;-2;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;These plain-looking trinkets are popular among the peasantry - supposedly, the hole in the middle can ward off the evil eye.&lt;br /&gt;
&lt;br /&gt;
|Copper Chain=4;neck02;Amulet;Light;Common;metal;30;25;;;;;;;;;;;;;;;;;;;;;;;;3;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;In Aldor, a copper chain is as much an accessory as it is a protective charm.&lt;br /&gt;
&lt;br /&gt;
|Amber Amulet=4;neck03;Amulet;Light;Common;metal;200;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It must have arrived here from either Fjall or Skadia - those lands are famous for their amber trade.&lt;br /&gt;
&lt;br /&gt;
|Fang Amulet=6;neck04;Amulet;Light;Common;metal;100;50;;;;;;;;;;;;;;;;;;;;3;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;An outstanding example of goblin fine arts.&lt;br /&gt;
&lt;br /&gt;
|Bow Amulet=6;neck06;Amulet;Light;Common;metal;150;40;;;;;;;;;;;;;;;;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The belief that a weapon-shaped talisman helps mastering its full-sized version has been commonplace since the time of ancient Firns.&lt;br /&gt;
&lt;br /&gt;
|Jorgrim&#039;s Amulet=6;neck05;Amulet;Light;Unique;metal;200;75;;;;;;;;;;;;;;;;;-6;;;;;3;;;;;;;;;;;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;The craftsmanship is arguably way too intricate for a piece of dwarven jewelry. Jorgrim always keeps this amulet on him - what could be its story?&lt;br /&gt;
&lt;br /&gt;
|Hilda Talisman=8;neck07;Amulet;Light;Unique;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Hilda Talisman&lt;br /&gt;
&lt;br /&gt;
|Lazurite Amulet=8;neck08;Amulet;Light;Common;wood;200;30;;;;;;;;;;-5;-5;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;A talisman popular among the Forest folk. How exactly orcs manage to obtain lazurite, which is almost non-existent in Aldor, is anyone&#039;s guess.&lt;br /&gt;
&lt;br /&gt;
|Trophy Necklace=8;neck09;Amulet;Light;Common;cloth;100;25;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall uncommon;;;;;;;;;;;;;;;;;;;;;;Both the soldiers of the Northern Borderlands and the dwarves they are getting in constant skirmishes with have a morbid penchant for collecting fingers of slain foes and wearing them as necklaces.&lt;br /&gt;
&lt;br /&gt;
|Hexer Talisman=10;neck10;Amulet;Light;Common;metal;200;40;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;9;;;6;;;;;;;;;;;;;;;;13;13;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Most forces from beyond the veil are fickle and vindictive. In order to avoid becoming a victim to them, a warlock should never lose vigilance.&lt;br /&gt;
&lt;br /&gt;
|Coin Talisman=10;neck11;Amulet;Light;Common;metal;250;40;;;;;;;-3;3;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;An ancient, preferably Axonian coin with a hole drilled in it is a common charm for better luck.&lt;br /&gt;
&lt;br /&gt;
|Pagan Amulet=10;neck01q;Amulet;Light;Common;metal;333;99;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;-33;;;;special;;;;;;;;;;;;;;;;;;;;;;This sinister amulet is older than a century or two.&lt;br /&gt;
&lt;br /&gt;
|Phylactery=10;neck02q;Amulet;Light;Rare;metal;333;335;;;;;;;;;;;;;;;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;9;;;;;;;;;;;;-33;;;;special;;;;;;;;;;;;;;;;;;;;;;A vessel for someone&#039;s soul, sealed by a forbidden ritual. It always pays to stay on your toes when dealing with dark magic...&lt;br /&gt;
&lt;br /&gt;
|Hand Amulet=10;neck17;Amulet;Light;Unique;metal;333;33;;3;;;3;;;;;;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;;;;special;;;;;;;;;;;;;;;;;;;;;;Hand imagery is considered a powerful ward in Aldor, capable of protecting its user from misfortune, sickness, and curses.&lt;br /&gt;
&lt;br /&gt;
|Pearl Necklace=12;neck14;Amulet;Light;Common;metal;800;20;;;;;;;;;5;;;;;;;;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;This necklace is not made of the best pearls, but it can still fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
|Runic Amulet=12;neck15;Amulet;Light;Common;metal;350;50;;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;;;;;;People of Fjall hold a belief that a properly crafted runic charm can bring success in any endeavor.&lt;br /&gt;
&lt;br /&gt;
|Carved Topaz Amulet=12;neck16;Amulet;Light;Common;metal;650;35;;;;;;;-3;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Such necklaces are an essential attribute of affluent urban nobles, who never miss a chance to put their wealth on display.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Aquamarine Necklace=14;neck18;Amulet;Light;Common;metal;1000;40;;;;;;;;;;;;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;When purchasing jewelry, mages prioritize craftsmanship and a correct balance between gems and metals, both of which are vital if one hopes to utilize the materials&#039; mystical properties.&lt;br /&gt;
&lt;br /&gt;
|Amethyst Pendant=14;neck19;Amulet;Light;Common;metal;1100;35;;;;;;;;;;;;;;;;;;;;;;;6;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Amethyst is also known as the savant&#039;s stone - pendants and necklaces encrusted with this gem are often worn by people who have a keen interest in various sciences.&lt;br /&gt;
&lt;br /&gt;
|Gold Medallion=14;neck20;Amulet;Light;Common;metal;1200;50;;;;;;;;10;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A plain medallion without much flair - its value comes exclusively from the material.&lt;br /&gt;
&lt;br /&gt;
|Jade Amulet=16;neck21;Amulet;Light;Common;metal;1250;40;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Before taking over the rest of the Jacinth Kingdoms, jade first became fashionable in Shenfen, where most of it is currently mined and produced.&lt;br /&gt;
&lt;br /&gt;
|Jibean Pendant=16;neck22;Amulet;Light;Common;metal;1250;65;;;;;;;;5;;-5;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;A gold amulet, generously painted with azure and purple - these colors are a rare sight in Aldor.&lt;br /&gt;
&lt;br /&gt;
|Crescent Necklace=16;neck23;Amulet;Light;Common;metal;1600;45;;;;;;;;;;;;;;-10;;;;;;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Stars and other celestial bodies hold a special place in the life of Hazzun oracles, as their position in the sky directly affects their divining rituals.&lt;br /&gt;
&lt;br /&gt;
|Venemist&#039;s Talisman=16;neck24;Amulet;Light;Unique;metal;1800;66;;;;;;;;;;-9;-9;;;;;;;-9;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;It&#039;s set with an incredibly large morion that seems to be shifting its color every now and then... Or is it merely a trick of the light?&lt;br /&gt;
&lt;br /&gt;
|Sapphire Pendant=18;neck25;Amulet;Light;Common;metal;2100;20;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Whenever there&#039;s a source of magic close by, this pendant begins to give off a faint, thrumming sound.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Emerald Pendant=18;neck26;Amulet;Light;Common;metal;2350;40;;;;;;;;;;;;;;;10;;;;;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;The Emir of Jibey buys the loyalty of Ohirian warlords with gold, silk, and amulets not unlike this one - doing so is much cheaper than sending in the army to reestablish his rule over the region.&lt;br /&gt;
&lt;br /&gt;
|Ruby Necklace=18;neck27;Amulet;Light;Common;metal;2600;35;;;;;;;;;;;;;;;;;-5;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The ruby shines the prettiest under the direct sunlight.&lt;br /&gt;
&lt;br /&gt;
|Amulet of the Everflaming=20;neck28;Amulet;Light;Common;metal;2750;40;;;;;;;-5;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;The sun-worshiping cult of the Everflaming was outlawed a long time ago by the grandfather of the presently ruling Amir of Jibey. Nowadays, only a few isolated communes remain of this once-popular religion.&lt;br /&gt;
&lt;br /&gt;
|Oracle Star=20;neck29;Amulet;Light;Common;metal;3500;30;;;;;;;;5;;;;10;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven rare;;;;;;;;;;;;;;;;;;;;;;Thanks to these pridefully displayed amulets, one can easily spot an oracle on the streets of Hazzun.&lt;br /&gt;
&lt;br /&gt;
|Worn Cloak=2;cloak01;Cloak;Light;Common;cloth;20;30;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;2;;;;;;;;;;;;;;;;;;;Judging by the abundant patchwork, this cloak has been in use for many years.&lt;br /&gt;
&lt;br /&gt;
|Traveling Cape=6;cloak02;Cloak;Light;Common;cloth;120;60;;;;;5;;;;;;;;;;;;;;;;;;;2;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;;;;;;;It&#039;ll keep the rain away, help you stay warm in cold weather, and conceal you in the dark.&lt;br /&gt;
&lt;br /&gt;
|Azure Cape=6;cloak03;Cloak;Light;Unique;cloth;120;45;;;;;3;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;2;;;;;;;;;;;;;;;;;;An intricately embroidered cape cut from some strange azure fabric. By the looks of its ornamented gold fibula, it was brought to Aldor from the Jacinth Kingdoms.&lt;br /&gt;
&lt;br /&gt;
|Jibean Cape=14;cloak04;Cloak;Light;Common;cloth;1120;90;;;;;9;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;elven common;;;;3;;;;;;;;;;;;;;;;;;A cape made of the thinnest of silks. The material is incredibly durable: tearing even a single strip from it would require a significant effort.&lt;br /&gt;
&lt;br /&gt;
|Jousting Cloak=16;cloak05;Cloak;Light;Unique;cloth;1440;200;;;;;5;;;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;special;;;;4;;;;;;;;;;;;;;;;;;It&#039;s embroidered with heraldic crests of a long dead noble house.&lt;br /&gt;
&lt;br /&gt;
|Occult Cloak=16;cloak06;Cloak;Light;Unique;cloth;1999;66;;;;;6;;;;;;;;;;;;;;;6;9;;;;;;;;;;;;;;13;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;4;;;;;;;;;;;;;;;;;;Long ago, Brynn was a gathering spot for a secret cult of sanguimancers, coveting the secrets of vampirism. It&#039;s unknown whether they were successful with their experiments, but they surely met their demise as it befits vampires - with wooden stakes deep in their chests.&lt;br /&gt;
&lt;br /&gt;
|Velvet Cloak=14;cloak07;Cloak;Light;Common;cloth;1120;45;;;;;3;;;;;;-10;5;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;aldor uncommon;;;;2;;;;;;;;;;;;;;;;;;For a long while, there was an unspoken rule in Aldor that only those born into nobility can wear red velvet. However, during the last few decades, Brynn merchants have been showing increasingly less respect towards this custom.&lt;br /&gt;
&lt;br /&gt;
|Nistrian Noble Cloak=18;cloak08;Cloak;Light;Common;cloth;1800;150;;5;;5;3;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;10;;10;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;nistra common;;;;3;;;;;;;;;;;;;;;;;;Nistra is a fascinating land of many intertwined cultures. Nistrian nobles, who still stay true to the ancient traditions of Axonia, also eagerly embrace the customs of Pjesht highlanders - such as a preference for this style of cloak, for example.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Cloak=20;cloak09;Cloak;Light;Common;cloth;2200;60;;;;;5;;;5;;;;8;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;aldor magic;;;;2;;;;;;;;;;;;;;;;;;Court mages have very specific tastes in clothes. Their goal is to dazzle and leave an impression, so they gravitate towards the craziest styles and colors.&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Data]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats&amp;diff=66705</id>
		<title>Attributes &amp; Stats</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats&amp;diff=66705"/>
		<updated>2024-04-22T02:13:43Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: /* Magic */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Attributes&#039;&#039;&#039; are the data that represents various statistics of player [[Characters]], [[NPCs]] and certain objects like [[Containers]]. There are two distinctive groups of Attributes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Attributes == &lt;br /&gt;
Primary Attributes represent the main features of the player character and are only visible for the player characters. Primary Attributes have two categories:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stat Scores ===&lt;br /&gt;
Also called Stats, these are:&lt;br /&gt;
&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Strength | {{:Strength}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Agility| {{:Agility}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Perception| {{:Perception}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Willpower| {{:Willpower}}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Statistics ===&lt;br /&gt;
These are:&lt;br /&gt;
&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Level| {{:Level}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Experience| {{:Experience}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Stat Points| {{:Stat Points}}}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Ability Points| {{:Ability Points}}}}}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Attributes == &lt;br /&gt;
Secondary Attributes represent many different aspects of Stoneshard and are used both by player characters and by NPCs. Secondary Attributes are further split into five categories:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
These are: &lt;br /&gt;
&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Main Hand Damage| {{:Main Hand Damage}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Damage| {{:Off-Hand Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
All weapon stats modifiers: {{C|Light Brown|{{#tip-text: Main Hand Efficiency| {{:Main Hand Efficiency}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Efficiency| {{:Off-Hand Efficiency}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} which affects [[Injuries &amp;amp; Pain#Injuries|Injuries]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Armor Damage| {{:Armor Damage}}}}}} which affects [[Durability]].&amp;lt;br&amp;gt;&lt;br /&gt;
Offense: {{C|Light Brown|{{#tip-text: Armor Penetration| {{:Armor Penetration}}}}}}, {{C|Light Brown|{{#tip-text: Accuracy| {{:Accuracy}}}}}}&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Crit Chance| {{:Crit Chance}}}}}}, {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Counter Chance| {{:Counter Chance}}}}}} and {{C|Light Brown|{{#tip-text: Fumble Chance| {{:Fumble Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise: {{C|Light Brown|{{#tip-text: Skills Energy Cost| {{:Skills Energy Cost}}}}}}&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Spells Energy Cost| {{:Spells Energy Cost}}}}}}&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Cooldowns Duration| {{:Cooldowns Duration}}}}}}&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Bonus Range| {{:Bonus Range}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Secondary effects: {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}, {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stun Chance| {{:Stun Chance}}}}}}, {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}, {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stagger Chance| {{:Stagger Chance}}}}}}, {{C|Light Brown|{{#tip-text: Life Drain| {{:Life Drain}}}}}} and {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; - Weapon Damage is capped at 200% for players. All enemies have 100% Weapon Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; - Accuracy is capped at 150% for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; - Crit Efficiency is capped at 150% for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; - Abilities Energy Cost is capped at 25% for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt; - Cooldown Duration is capped at 25% for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
These are:&lt;br /&gt;
&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Health | {{:Health}}}}}} and healing: {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Healing Efficiency| {{:Healing Efficiency}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Energy| {{:Energy}}}}}} and {{C|Light Brown|{{#tip-text: Energy Restoration| {{:Energy Restoration}}}}}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Defense: {{C|Light Brown|{{#tip-text: Protection| {{:Protection}}}}}}&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Block Chance| {{:Block Chance}}}}}}, {{C|Light Brown|{{#tip-text: Block Power| {{:Block Power}}}}}} and {{C|Light Brown|{{#tip-text: Block Power Recovery| {{:Block Power Recovery}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Avoidance stats: {{C|Light Brown|{{#tip-text: Dodge Chance| {{:Dodge Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stealth| {{:Stealth}}}}}}, {{C|Light Brown|{{#tip-text: Noise Produced| {{:Noise Produced}}}}}}, {{C|Light Brown|{{#tip-text: Lock-picking &amp;amp; Disarming| {{:Lock-picking &amp;amp; Disarming}}}}}} and {{C|Light Brown|{{#tip-text: Vision| {{:Vision}}}}}}&amp;lt;sup&amp;gt;[6]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Endurance stats: {{C|Light Brown|{{#tip-text: Fortitude| {{:Fortitude}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Damage Reflection| {{:Damage Reflection}}}}}}&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Bleed Resistance| {{:Bleed Resistance}}}}}}&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Control Resistance| {{:Control Resistance}}}}}}&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Move Resistance| {{:Move Resistance}}}}}}&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Hunger Resistance| {{:Hunger Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Resistance| {{:Intoxication Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Pain Resistance| {{:Pain Resistance}}}}}} and {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with &amp;quot;extra&amp;quot; progress being transferred to the next cycle of restoration.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; - Protection and Bleed Resistance are divided by your body parts and look like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Prot-values.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Res-values.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; - A Fortitude value of 50% reduces the duration of negative effects by half. If this results is a fractional value, it gets rounded to the nearest bigger integer, i.e. 1.1 is rounded to 2 turns. The duration of any negative effect can&#039;t be reduced below 1 turn (for example, in order to reduce a 2-turn effect, like most incoming [[Stun/Tooltip|Stuns]] or [[Daze|Dazes]], to 1 turn a threshold of 50% Fortitude is needed). Fortitude is capped at 50% for the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; - The amount of reflected damage is calculated before the Protection, Resistances and etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[5]&amp;lt;/sup&amp;gt; - These Resistances are capped at 80% for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[6]&amp;lt;/sup&amp;gt; - Vision is capped at 15 for players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Resistance ===&lt;br /&gt;
These are:&lt;br /&gt;
&lt;br /&gt;
Total {{C|Light Brown|{{#tip-text: Damage Taken| {{:Damage Taken}}}}}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Physical Resistance| {{:Physical Resistance}}}}}}&amp;lt;sup&amp;gt;[2][3]&amp;lt;/sup&amp;gt; which consists of {{C|Light Brown|{{#tip-text: Slashing Resistance| {{:Slashing Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Piercing Resistance| {{:Piercing Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Crushing Resistance| {{:Crushing Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Rending Resistance| {{:Rending Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Nature Resistance| {{:Nature Resistance}}}}}}&amp;lt;sup&amp;gt;[2][3]&amp;lt;/sup&amp;gt; which consists of {{C|Light Brown|{{#tip-text: Fire Resistance| {{:Fire Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Frost Resistance| {{:Frost Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Shock Resistance| {{:Shock Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Poison Resistance| {{:Poison Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Caustic Resistance| {{:Caustic Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Magic Resistance| {{:Magic Resistance}}}}}}&amp;lt;sup&amp;gt;[2][3]&amp;lt;/sup&amp;gt; which consists of {{C|Light Brown|{{#tip-text: Arcane Resistance| {{:Arcane Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Unholy Resistance| {{:Unholy Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{C|Light Brown|{{#tip-text: Sacred Resistance| {{:Sacred Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; and {{C|Light Brown|{{#tip-text: Psionic Resistance| {{:Psionic Resistance}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
See [[Damage Types]] for more info about damage types.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; - Damage Taken is capped at 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; - All damage Resistances are divided by your bodyparts and look like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Res-values.png]]{{Clear}}&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; - Resistances are capped at 75%.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
These are:&lt;br /&gt;
&lt;br /&gt;
Total {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Miscasting a spell: {{C|Light Brown|{{#tip-text: Backfire Chance| {{:Backfire Chance}}}}}} and {{C|Light Brown|{{#tip-text: Backfire Damage| {{:Backfire Damage}}}}}}&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Critical spellcasting: {{C|Light Brown|{{#tip-text: Miracle Chance| {{:Miracle Chance}}}}}} and {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature-based Sorcery powers: {{C|Light Brown|{{#tip-text: Pyromantic Power| {{:Pyromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Geomantic Power| {{:Geomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Venomantic Power| {{:Venomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Cryomantic Power| {{:Cryomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Electromantic Power| {{:Electromantic Power}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Magic-based Sorcery powers: {{C|Light Brown|{{#tip-text: Arcanistic Power| {{:Arcanistic Power}}}}}}, {{C|Light Brown|{{#tip-text: Astromantic Power| {{:Astromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Psionic Power| {{:Psionic Power}}}}}} and {{C|Light Brown|{{#tip-text: Chronomantic Power| {{:Chronomantic Power}}}}}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; - Magic Power is capped at 350%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; - Backfire Damage is capped at 200%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; - Miracle Potency is capped at 150%.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Health System ===&lt;br /&gt;
These are:&lt;br /&gt;
&lt;br /&gt;
Health stats: [[Hunger, Thirst &amp;amp; Intoxication#Hunger|Hunger]], [[Hunger, Thirst &amp;amp; Intoxication#Thirst|Thirst]], [[Hunger, Thirst &amp;amp; Intoxication#Intoxication|Intoxication]], [[Injuries &amp;amp; Pain#Pain|Pain]], [[Fatigue &amp;amp; Resting#Fatigue|Fatigue]], and {{C|Light Brown|{{#tip-text: Immunity| {{:Immunity}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Psyche]] stats: {{C|Light Brown|{{#tip-text: Morale| {{:Morale}}}}}} and {{C|Light Brown|{{#tip-text: Sanity| {{:Sanity}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Per-turn adjustments: {{C|Light Brown|{{#tip-text: Hunger Change| {{:Hunger Change}}}}}}, {{C|Light Brown|{{#tip-text: Thirst Change| {{:Thirst Change}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Change| {{:Intoxication Change}}}}}}, {{C|Light Brown|{{#tip-text: Pain Change| {{:Pain Change}}}}}}, {{C|Light Brown|{{#tip-text: Fatigue Change| {{:Fatigue Change}}}}}}, {{C|Light Brown|{{#tip-text: Morale Change| {{:Morale Change}}}}}} and {{C|Light Brown|{{#tip-text: Sanity Change| {{:Sanity Change}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Limits: {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}, {{C|Light Brown|{{#tip-text: Injury Treatment| {{:Injury Treatment}}}}}} and {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Attributes|*]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=66696</id>
		<title>Combat Formulas</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=66696"/>
		<updated>2024-03-28T16:50:50Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: /* Counterattack */ Small tip is added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneshard uses turn-based system with many supporting systems integrated into it and combined with each other. The basic premise is that for each turn your character takes, all enemies take a turn too. There is currently no way to gain extra turns and similarly, enemies also cannot gain extra turns. You can spend your turn by performing different actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Character Modes==&lt;br /&gt;
As you explore the world of Stoneshard, you will find yourself in many different situations - walking through forests, villages, plains, talking with villagers, fighting and resting. To accomodate what&#039;s currently happening on your screen, the game has different modes that change how the game behaves. Some of these modes can be activated manually, some will be activated automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode===&lt;br /&gt;
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked.&lt;br /&gt;
&lt;br /&gt;
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you.&lt;br /&gt;
&lt;br /&gt;
These NPCs don&#039;t interrupt your movement:&lt;br /&gt;
* Townspeople&lt;br /&gt;
* [[Deer]], [[Fox]]es, [[Moose]]s, [[Squirrel]]s, [[Rabbit]]s or [[Saiga]]s, these are neutral animals. When these animals become Hostile, they run away from you instead of attacking and don&#039;t interrupt your movement (though rarely, they can still attack you when cornered or immobilized).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Mode===&lt;br /&gt;
Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile.&lt;br /&gt;
&lt;br /&gt;
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeons|Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors.&lt;br /&gt;
&lt;br /&gt;
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that &#039;&#039;You cannot rest while the enemies are nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Rest Mode===&lt;br /&gt;
Rest Mode is a mode when your character sits down and rests. Resting is identical to pressing Space to pass a turn repeatedly, but turns are passed automatically until you cancel Rest Mode and turns pass at an increased speed. Rest Mode stays active until cancelled or until a Hostile enemy NPC approaches. Entering Rest Mode increases your [[Health Restoration]], [[Healing Efficiency]] and [[Energy Restoration]], but lowers your [[Vision]] drastically, so be sure to find a safe spot before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: Closing the doors in a cleared room or moving up the stairs to a cleared dungeon level is usually a good way to stay safe while resting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default hotkey for rest mode is R.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack Mode===&lt;br /&gt;
By pressing CTRL you can activate and deactivate the Attack Mode. It can be activated both while in Adventure Mode or Combat Mode. The Attack Mode allows your character to attack any selected tile instead of interacting with it. This way, you can attack not just enemies, but also all decorative objects like benches, tables and statues and also all interactable objects like [[Containers]] or Doors.&lt;br /&gt;
&lt;br /&gt;
Using Attack Mode on an Enemy allows you to fire your ranged weapon without worrying about accidentally moving forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth Mode===&lt;br /&gt;
Stealth Mode is currently not available in the game, and there is no information about the effects of Stealth Mode, but it is mentioned in the [[Stealth]] attribute description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actions that take a turn==&lt;br /&gt;
These actions cost one turn to perform:&lt;br /&gt;
* Moving&lt;br /&gt;
* Attacking&lt;br /&gt;
* Picking up an item from the ground&lt;br /&gt;
* Using a skill (like [[Examine Surroundings]])&lt;br /&gt;
* Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..)&lt;br /&gt;
* Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..)&lt;br /&gt;
* Using an object (praying at a [[Shrine]], opening Doors, disarming traps, ..)&lt;br /&gt;
* Shouting&lt;br /&gt;
* [[Throwing]] items&lt;br /&gt;
&lt;br /&gt;
==Actions that do not take a turn==&lt;br /&gt;
These actions do not cost a turn:&lt;br /&gt;
* Switching between [[ammo]] types in a [[Quivers|quiver]].&lt;br /&gt;
* Switching from a Ranged Weapon loadout with the [[Dexterity]] passive skill learned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Let&#039;s have a look at how Attacking works. A simplified explanation is that for each attack the game determines an outcome, which can be either a &#039;&#039;&#039;Hit&#039;&#039;&#039; or a &#039;&#039;&#039;Miss&#039;&#039;&#039;. When you score a &#039;&#039;&#039;Hit&#039;&#039;&#039;, you remove X Health from the target. The X is calculated by using your &#039;&#039;&#039;Damage&#039;&#039;&#039; and reducing it by applying the target&#039;s appropriate &#039;&#039;&#039;Defenses&#039;&#039;&#039;. However, the mechanics behind this calculation are much more complex than this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hit &amp;amp; Miss===&lt;br /&gt;
To determine if your Attacks overcome the target&#039;s Defenses, the game first checks the nature of your attack. Attacks can be &lt;br /&gt;
&lt;br /&gt;
* Weapon attacks - swinging a melee weapon or shooting a ranged weapon, or using a skill that requires an equipped weapon. This also includes weapon attacks that deal magical damage like {{c|arcane|Arcane damage}}.&lt;br /&gt;
* Spell attacks - using some kind of Sorcery or skill like [[War Cry]].&lt;br /&gt;
&lt;br /&gt;
Weapon attacks use your [[Accuracy]] attribute to determine if an attack hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; Let&#039;s say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit.&lt;br /&gt;
&lt;br /&gt;
Spell attacks that use projectiles, like [[Fire Barrage]], [[Jolt]] and [[Boulder Toss]] are the only Sorceries that use Accuracy. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don&#039;t use Accuracy - they will always hit its target.&lt;br /&gt;
&lt;br /&gt;
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some special cases.&amp;lt;br&amp;gt;&lt;br /&gt;
For example the skill [[Melting Ray]] will damage everything the beam goes through, including doors, cupboards and other enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Critical Hit &amp;amp; Fumbled Hit===&lt;br /&gt;
Now that our attack is a Hit, we need to figure out what kind of Hit it was. There are three possible outcomes, and they are tested in this order:&lt;br /&gt;
&lt;br /&gt;
* Fumbled Hit - is affected by [[Fumble Chance]]. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again.&lt;br /&gt;
* Critical Hit / Miracle - is affected by [[Crit Chance]] for melee and ranged attacks, and by [[Miracle Chance]] for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target&#039;s armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal.&lt;br /&gt;
* Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Critical Hit / Miracle ====&lt;br /&gt;
Your normal damage gets multiplied by your [[Crit Efficiency]]. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency.&lt;br /&gt;
&lt;br /&gt;
Your Sorceries damage and secondary effects get multiplied by your [[Miracle Potency]].&lt;br /&gt;
&lt;br /&gt;
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the [[Weapons|Weapon]] type you&#039;re using:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  Swords: +25% {{C|Light Brown|{{#tip-text: Bleed Chance|{{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Axes: +30% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Maces: +25% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Daggers: +50% {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}. Burn {{C|Energy|10%}} of the target’s {{Cl|Energy|Max Energy}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Swords: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Axes: Cleave through 3 tiles. +60% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Maces: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Staves: Cleave through 3 tiles. Attack receives +50% {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Spears: +50% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Bows: +50% {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Crossbows: +100% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miracles have different critical effects depending on the spell you cast. For example, critical [[Fire Barrage]] deals increased damage while critical [[Inferno]] creates Inferno with longer duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fumbled Hit====&lt;br /&gt;
* Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble.&lt;br /&gt;
* Fumbled Sorcery attacks deal full damage, but cost more [[Energy]] and receive longer [[Cooldowns Duration]].&lt;br /&gt;
* Fumbled attacks cannot inflict secondary effects such as [[Bleeding]], [[Stun]], etc.&lt;br /&gt;
&lt;br /&gt;
If your attack isn&#039;t a crit or a fumble, you will hit your enemy for your full damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Counterattack===&lt;br /&gt;
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack with weapon (in &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; if dual-wielding) against the attacker, known as the counterattack. This chance is defined by the [[Counter Chance]] attribute. [[NPCs]] also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply [[Bleeding]] etc.&lt;br /&gt;
&lt;br /&gt;
===Attack of Opportunity===&lt;br /&gt;
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the [[Disengage]] skill.&lt;br /&gt;
&lt;br /&gt;
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least [[Stun]] or [[Immobilization|Immobilize]] them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as [[Leg Sweep]], [[Unyielding Defense]], [[Dash]], [[Distracting Shot]] and others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Main Hand damage vs. Off-Hand damage===&lt;br /&gt;
Your attacks and weapon skills will deal damage based on either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; that is displayed in your character screen. The amount of damage displayed comes from your equipped weapon(s) and is modified by your [[Main Hand Efficiency]] and [[Off-Hand Efficiency]] values. The type of attack you are using and the positioning of your weapons in your inventory slots decides which damage stat is used for the damage calculation. The game behaves as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Weapons equipped in the left weapon inventory slot will display their damage as &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, left weapon inventory slot will be referred to as &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Weapons equipped in the right weapon inventory slot will display their damage as &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, right weapon inventory slot will be referred to as &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Using a weapon specific skill (like [[Double Lunge]]) always uses the weapon of the appropriate type, regardless of where you equipped the weapon. Therefore:&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of a different type (Sword + Dagger) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the correct weapon type is equipped.&lt;br /&gt;
* Using non-weapon specific skills (like [[Seize the Initiative]]):&lt;br /&gt;
** If one weapon is equipped, it will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the weapon is equipped.&lt;br /&gt;
** If two weapons are equipped, it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
* [[Dual Wielding Training]] skill (DWT) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on which weapon was used for the skill that activates DWT.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the skill and your &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Sword&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Dagger&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a non-weapon specific skill (like [[Seize the Initiative]]) with two weapons of a different type (Sword + Dagger), it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the non-weapon specific skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
With the final result from the attacker&#039;s side, we switch to the defender to see how much damage was caused. There are three types of defenses and these are applied in this order:&lt;br /&gt;
* Blocking - The defender blocks/deflects incoming attacks, lessening their impact. If the defender has a [[Shields|Shield]], they can also Block ranged attacks. Spells cannot be blocked.&lt;br /&gt;
* Protection - The defender receives the attack, but its effects are partially or completely negated thanks to the defender&#039;s [[Armor]]. &lt;br /&gt;
* Resistances - The defender is less susceptible to certain damage types, either thanks to Armor (Plate armor is harder to get through), naturally (Bears have thick hides, Fire is less effective if you&#039;re [[Wet]]) or magically (the Tutorial/Prologue boss was magically strenghtened from the ritual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
[[Block Chance]] affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender&#039;s [[Block Power]], depending on the damage type of the attack.&lt;br /&gt;
* If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage.&lt;br /&gt;
* If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; A Necromancer attacks me with his staff. His attack deals &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;. I have Blocked the attack and my Block Power is full at &#039;&#039;&#039;{{c|w|30/30}}&#039;&#039;&#039;.&lt;br /&gt;
* I have enough Block Power to completely Block the &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039;, which leaves &#039;&#039;&#039;{{c|w|2=30-10 = 20}}&#039;&#039;&#039; Block Power remaining.&lt;br /&gt;
* Since &#039;&#039;&#039;{{c|Unholy}}&#039;&#039;&#039; is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block &#039;&#039;&#039;{{c|w|2=20/2 = 10}}&#039;&#039;&#039; out of the &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;.&lt;br /&gt;
Thanks to Blocking, I will take only &#039;&#039;&#039;{{c|unholy|2 Unholy damage}}&#039;&#039;&#039;. However, my [[Block Power]] is now depleted. If I were to take another attack right away, I would not be able to Block any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Block Power]] automatically replenishes by your amount of [[Block Power Recovery]] %.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; I&#039;m at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover &#039;&#039;&#039;{{c|w|2=30*0,2 = 6}}&#039;&#039;&#039; Block Power every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blocking with a [[Shields|Shield]] causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped Shield.&lt;br /&gt;
&lt;br /&gt;
Blocking without a Shield causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped [[Weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
[[Protection]] reduces attack damage by a flat amount each time damage is received. Protection is always active.&lt;br /&gt;
* If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point.&lt;br /&gt;
* If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Protection]] is separated into four different values that cover different [[Injuries_&amp;amp;_Pain#Body_parts|Body Parts]]:&lt;br /&gt;
* &#039;&#039;&#039;Head&#039;&#039;&#039;, which protects your Head bodypart and uses the Protection value from [[Helmets]].&lt;br /&gt;
* &#039;&#039;&#039;Chest&#039;&#039;&#039;, which protects your Torso bodypart and uses the Protection value from [[Chestpieces]].&lt;br /&gt;
* &#039;&#039;&#039;Arms&#039;&#039;&#039;, which protects your Left Arm and Right Arm bodyparts and uses the Protection value from [[Gloves]].&lt;br /&gt;
* &#039;&#039;&#039;Legs&#039;&#039;&#039;, which protects your Left Leg and Right Leg bodyparts and uses the Protection value from [[Boots]].&lt;br /&gt;
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills will always target specific bodyparts, for example [[Nail Down]] or [[Headshot]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|17 Crushing damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, therefore I will take only &#039;&#039;&#039;{{c|w|2=17-8 = 9 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, but &#039;&#039;&#039;{{c|Fire}}&#039;&#039;&#039; is Nature damage type, therefore I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|8 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Crushing damage type, I will take &#039;&#039;&#039;{{c|w|2=8-8 = 0 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Fire damage type, I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages.&lt;br /&gt;
&lt;br /&gt;
There are four types of Resistances:&lt;br /&gt;
* Resistance to a single damage type - For example, &#039;&#039;&#039;Rending Resistance&#039;&#039;&#039; will only reduce incoming Rending damage.&lt;br /&gt;
* Resistance to a group of damage types - For example, &#039;&#039;&#039;Physical Resistance&#039;&#039;&#039; will reduce incoming damage from these 4 [[Damage Types]]: Slashing, Piercing, Crushing and Rending damage.&lt;br /&gt;
* Resistance to harmful [[Status Effects]] - For example, &#039;&#039;&#039;Control Resistance&#039;&#039;&#039; will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration.&lt;br /&gt;
* Resistance to negative health system effects - For example, &#039;&#039;&#039;Pain Resistance&#039;&#039;&#039; will cause your character to accumulate Pain slower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; An attack hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% &#039;&#039;&#039;{{c|fire|Fire Resistance}}&#039;&#039;&#039;, so I will only take &#039;&#039;&#039;{{c|fire|5 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
See [[Damage Types]] for all available damage types and their groups. See [[Attributes_%26_Stats#Secondary_Attributes|Attributes &amp;amp; Stats]] for all available Resistance attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secondary Effects==&lt;br /&gt;
Attacks don&#039;t just reduce the target&#039;s health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[Status Effects]] active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard.&lt;br /&gt;
&lt;br /&gt;
There are many various effects. Feel free to look through the different [[Skills]]&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
Secondary Effects can happen when:&lt;br /&gt;
* An attack hits or crits&lt;br /&gt;
* An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...)&lt;br /&gt;
* Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Formula.png|thumb|480px|This image was given by developers to clarify how is Attack calculated]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66695</id>
		<title>Injuries &amp; Pain</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66695"/>
		<updated>2024-03-28T10:59:43Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: /* List of Injuries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuries and Pain are an important part of the character&#039;s health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character&#039;s body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character&#039;s combat capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;gt;{{:Pain}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain&#039;&#039;&#039; is one of the [[Attributes]] of character&#039;s Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character&#039;s {{C|Light Brown|{{#tip-text: Health | {{:Health }}}}}} and {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}.&lt;br /&gt;
When reaching certain levels, it produces the following negative effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain]]&#039;&#039;&#039;[[File:Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.03%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|25%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Strong Pain]]&#039;&#039;&#039;[[File:Strong Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|50%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain Shock]]&#039;&#039;&#039;[[File:Pain Shock.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.20%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|75%}}&lt;br /&gt;
&lt;br /&gt;
{{neg|Stumbling}}: has a chance to walk to a random tile when moving.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|Near Death}}: the character&#039;s Max Health is reduced every few turns.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Injuries==&lt;br /&gt;
Injuries are special Conditions that affect a certain part of the character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It&#039;s one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.|Stoneshard Devlog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body parts===&lt;br /&gt;
Health tab shows all important information about your character&#039;s health. It can be found as the second tab under the Character menu. The body model on the left side represents your character&#039;s bodyparts. Each bodypart has its own health, shown by the appropriate green bars.&lt;br /&gt;
&lt;br /&gt;
Upon receiving damage, some of the attack&#039;s damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use [[Skills]] that increase {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} dealt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab.png|Character Screen, Health Tab|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special negative effects are:&lt;br /&gt;
* Severely Injured hands will cause you to drop held items (unless you&#039;re holding a [[Enchantments#Cursed_Items|Cursed item]]).&lt;br /&gt;
* Severely Injured legs give you a chance to become [[Immobilization|Immobilized]] every turn.&lt;br /&gt;
* Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause [[Coma]].&lt;br /&gt;
* Severely Injured torso has a chance to start [[Bleeding]] every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab_Injury.png|An injured right leg|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing Injuries===&lt;br /&gt;
Your character&#039;s {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}} is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes {{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}} builds more viable.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health threshold, any injuries you have received will automatically stabilize.&lt;br /&gt;
* Minor Injuries will stabilize at 60% bodypart health.&lt;br /&gt;
* Medium Injuries will stabilize at 35% bodypart health.&lt;br /&gt;
* Severe Injuries will stabilize at 10% bodypart health.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.&lt;br /&gt;
* Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.&lt;br /&gt;
* Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.&lt;br /&gt;
* Injuries disappear when bodypart health reaches 90%.&lt;br /&gt;
&lt;br /&gt;
While Injuries can heal naturally from your {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}, it&#039;s better to greatly speed up the process by using different [[Medicine]] consumables like [[Splint]]s or [[Healing Salve]]s.&lt;br /&gt;
&lt;br /&gt;
===Secondary Effects===&lt;br /&gt;
There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there&#039;s a chance to cause [[Bleeding]] on that bodypart. This applies both to the player and the enemies. [[Bleed Resistance]] helps to combat this effect.&lt;br /&gt;
&lt;br /&gt;
Having damaged bodyparts also lowers your {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Max_Health_Injury.png|Injury lowered the Max Health Threshold|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that just drinking a healing potion isn&#039;t enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again. &lt;br /&gt;
&lt;br /&gt;
[[File:HP bar description.png|Using a [[Vivifying Essence]] cannot heal over 83 HP in this case due to Max Health Threshold being reduced|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===List of Injuries===&lt;br /&gt;
You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Leg Injury]]&#039;&#039;&#039;[[File:Minor Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-7.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.07*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Leg Injury]]&#039;&#039;&#039;[[File:Medium Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.15*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Leg Injury]]&#039;&#039;&#039;[[File:Severe Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.25*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+35}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| A severy injury prevents you from unequipping armor on this body part.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|25%}} to receive Immobilization&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Hand Injury]]&#039;&#039;&#039;[[File:Minor Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+10}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Hand Injury]]&#039;&#039;&#039;[[File:Medium Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Hand Injury]]&#039;&#039;&#039;[[File:Severe Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.75%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| Unable to equip weapons or tools in injured arm.&amp;lt;br&amp;gt; Already equipped items will be dropped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Minor Leg Injury|{{#tip-img: {{filepath:Minor Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Leg Injury|{{#tip-img: {{filepath:Medium Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Leg Injury|{{#tip-img: {{filepath:Severe Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Hand Injury|{{#tip-img: {{filepath:Minor Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Hand Injury|{{#tip-img: {{filepath:Medium Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Hand Injury|{{#tip-img: {{filepath:Severe Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Head Injury|{{#tip-img: {{filepath:Minor Head Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Head Injury|{{#tip-img: {{filepath:Medium Head Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Head Injury|{{#tip-img: {{filepath:Severe Head Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Torso Injury|{{#tip-img: {{filepath:Minor Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Torso Injury|{{#tip-img: {{filepath:Medium Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Torso Injury|{{#tip-img: {{filepath:Severe Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Leg Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Leg Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Leg Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Hand Injury (Stabilized).png|link=Mild Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Hand Injury (Stabilized).png|link=Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Hand Injury (Stabilized).png|link=Severe Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untreated animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury.png|link=Mild Leg Injury]]&lt;br /&gt;
[[File:Paw Injury.png|link=Leg Injury]]&lt;br /&gt;
[[File:Severe Paw Injury.png|link=Severe Leg Injury]]&lt;br /&gt;
[[File:Mild Animal Head Injury.png|link=Mild Head Injury]]&lt;br /&gt;
[[File:Animal Head Injury.png|link=Head Injury]]&lt;br /&gt;
[[File:Severe Animal Head Injury.png|link=Severe Head Injury]]&lt;br /&gt;
[[File:Mild Animal Torso Injury.png|link=Mild Torso Injury]]&lt;br /&gt;
[[File:Animal Torso Injury.png|link=Torso Injury]]&lt;br /&gt;
[[File:Severe Animal Torso Injury.png|link=Severe Torso Injury]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Paw Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Paw Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain Limit ==&lt;br /&gt;
Pain Limit is an invisible attribute that limits the maximum amount of [[Pain]] you can accumulate. The Pain Limit changes depending on your character&#039;s HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.&lt;br /&gt;
&lt;br /&gt;
* At full Health, your Pain Limit starts at 25%.&lt;br /&gt;
* Each missing HP percentage raises your Pain Limit by 0.75%.&lt;br /&gt;
* Certain effects can change your Pain Limit, for example the [[Paregoric]] drug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Health system]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66694</id>
		<title>Medium Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66694"/>
		<updated>2024-03-28T10:59:22Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Values fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-20%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-15%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.15*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+25}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+2}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets moderately damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Leg_Injury&amp;diff=66693</id>
		<title>Minor Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Leg_Injury&amp;diff=66693"/>
		<updated>2024-03-28T10:58:49Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Values fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-10%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-7.5%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.07*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+15}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.05%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+1}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Leg_Injury&amp;diff=66692</id>
		<title>Severe Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Leg_Injury&amp;diff=66692"/>
		<updated>2024-03-28T10:58:13Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Values fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-35%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-30%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.25*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-15%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+35}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.15%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+3}}&lt;br /&gt;
&lt;br /&gt;
|PropertyText = Movement may cause {{c|-|Immobilization}}.&lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets heavily damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66691</id>
		<title>Medium Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66691"/>
		<updated>2024-03-28T10:54:37Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Values fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-20%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-15%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.1*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+25}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+2}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets moderately damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Torso_Injury&amp;diff=66690</id>
		<title>Severe Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Torso_Injury&amp;diff=66690"/>
		<updated>2024-03-28T10:50:34Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+25%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values2 = {{c|-|[-0.3*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-35%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-20%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+50}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.3%}}&lt;br /&gt;
|PropertyText = Possible {{c|-|Bleeding}}.&lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets heavily damaged. See [[Injuries]] for more information.&lt;br /&gt;
* The chance to apply [[Bleeding]] increases by +0.5% every turn up to a limit of 15% chance. Bleeding Resistance works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Torso_Injury&amp;diff=66689</id>
		<title>Medium Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Torso_Injury&amp;diff=66689"/>
		<updated>2024-03-28T10:50:18Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+15%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values2 = {{c|-|[-0.2*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-25%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+35}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.2%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets moderately damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box|title={{Condition|Medium Torso Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Torso_Injury&amp;diff=66688</id>
		<title>Minor Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Torso_Injury&amp;diff=66688"/>
		<updated>2024-03-28T10:50:08Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+7.5%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values2 = {{c|-|[-0.1*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-15%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+20}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box|title={{Condition|Minor Torso Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Torso_Injury&amp;diff=66687</id>
		<title>Severe Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Torso_Injury&amp;diff=66687"/>
		<updated>2024-03-28T10:46:56Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+25%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values522 = {{c|-|[-0.3*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-35%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-20%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+50}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.3%}}&lt;br /&gt;
|PropertyText = Possible {{c|-|Bleeding}}.&lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets heavily damaged. See [[Injuries]] for more information.&lt;br /&gt;
* The chance to apply [[Bleeding]] increases by +0.5% every turn up to a limit of 15% chance. Bleeding Resistance works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Torso_Injury&amp;diff=66686</id>
		<title>Medium Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Torso_Injury&amp;diff=66686"/>
		<updated>2024-03-28T10:46:52Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+15%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values522 = {{c|-|[-0.2*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-25%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+35}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.2%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets moderately damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box|title={{Condition|Medium Torso Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Torso_Injury&amp;diff=66685</id>
		<title>Minor Torso Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Torso_Injury&amp;diff=66685"/>
		<updated>2024-03-28T10:46:38Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Damage Taken&lt;br /&gt;
|Values1 = {{c|-|+7.5%}}&lt;br /&gt;
|Properties2 = Max Health&lt;br /&gt;
|Values522 = {{c|-|[-0.1*Max Health]}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-15%}}&lt;br /&gt;
|Properties4 = Energy Restoration&lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+20}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when torso gets damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box|title={{Condition|Minor Torso Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Head_Injury&amp;diff=66684</id>
		<title>Severe Head Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Head_Injury&amp;diff=66684"/>
		<updated>2024-03-28T10:32:59Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Control Resistance&lt;br /&gt;
|Values1 = {{c|-|-35%}}&lt;br /&gt;
|Properties2 = Accuracy&lt;br /&gt;
|Values2 = {{c|-|-35%}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-30%}}&lt;br /&gt;
|Properties4 = Cooldowns Duration&lt;br /&gt;
|Values4 = {{c|-|+100%}}&lt;br /&gt;
|Properties5 = Vision&lt;br /&gt;
|Values5 = {{c|-|-4}}&lt;br /&gt;
|Properties6 = Pain Limit&lt;br /&gt;
|Values6 = {{c|-|+50}}&lt;br /&gt;
|Properties7 = Pain Change&lt;br /&gt;
|Values7 = {{c|-|+1.5%}}&lt;br /&gt;
|Properties8 = Sanity Change&lt;br /&gt;
|Values8 = {{c|-|-0.2%}}&lt;br /&gt;
|Properties9 = Morale Change&lt;br /&gt;
|Values9 = {{c|-|-0.3%}}&lt;br /&gt;
|PropertyText = {{c|-|Can&#039;t cast spells}}.&lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when head gets heavily damaged. See [[Injuries]] for more information.&lt;br /&gt;
* Severe Head Injury has a chance to cause [[Coma]]. This chance starts at zero, but increases every turn by 0.075%.&lt;br /&gt;
* The special effect prevents from using any Sorcery skills as well as the [[War Cry]] skill. Weapon abilities and other Utility skills (like [[Elusiveness]]) can still be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Head_Injury&amp;diff=66683</id>
		<title>Medium Head Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Head_Injury&amp;diff=66683"/>
		<updated>2024-03-28T10:32:55Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Control Resistance&lt;br /&gt;
|Values1 = {{c|-|-20%}}&lt;br /&gt;
|Properties2 = Accuracy&lt;br /&gt;
|Values2 = {{c|-|-20%}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-20%}}&lt;br /&gt;
|Properties4 = Cooldowns Duration&lt;br /&gt;
|Values4 = {{c|-|+50%}}&lt;br /&gt;
|Properties5 = Vision&lt;br /&gt;
|Values5 = {{c|-|-2}}&lt;br /&gt;
|Properties6 = Pain Limit&lt;br /&gt;
|Values6 = {{c|-|+35}}&lt;br /&gt;
|Properties7 = Pain Change&lt;br /&gt;
|Values7 = {{c|-|+1%}}&lt;br /&gt;
|Properties8 = Sanity Change&lt;br /&gt;
|Values8 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties9 = Morale Change&lt;br /&gt;
|Values9 = {{c|-|-0.2%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when head gets moderately damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box |title = {{Condition|Medium Head Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Head_Injury&amp;diff=66682</id>
		<title>Minor Head Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Head_Injury&amp;diff=66682"/>
		<updated>2024-03-28T10:32:51Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Control Resistance&lt;br /&gt;
|Values1 = {{c|-|-10%}}&lt;br /&gt;
|Properties2 = Accuracy&lt;br /&gt;
|Values2 = {{c|-|-10%}}&lt;br /&gt;
|Properties3 = Healing Effiency&lt;br /&gt;
|Values3 = {{c|-|-10%}}&lt;br /&gt;
|Properties4 = Cooldowns Duration&lt;br /&gt;
|Values4 = {{c|-|+25%}}&lt;br /&gt;
|Properties5 = Vision&lt;br /&gt;
|Values5 = {{c|-|-1}}&lt;br /&gt;
|Properties6 = Pain Limit&lt;br /&gt;
|Values6 = {{c|-|+25}}&lt;br /&gt;
|Properties7 = Pain Change&lt;br /&gt;
|Values7 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties8 = Sanity Change&lt;br /&gt;
|Values8 = {{c|-|-0.05%}}&lt;br /&gt;
|Properties9 = Morale Change&lt;br /&gt;
|Values9 = {{c|-|-0.1%}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when head gets damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Tooltip hover box|title={{Condition|Minor Head Injury}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66681</id>
		<title>Injuries &amp; Pain</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66681"/>
		<updated>2024-03-28T10:25:25Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: /* List of Injuries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuries and Pain are an important part of the character&#039;s health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character&#039;s body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character&#039;s combat capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;gt;{{:Pain}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain&#039;&#039;&#039; is one of the [[Attributes]] of character&#039;s Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character&#039;s {{C|Light Brown|{{#tip-text: Health | {{:Health }}}}}} and {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}.&lt;br /&gt;
When reaching certain levels, it produces the following negative effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain]]&#039;&#039;&#039;[[File:Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.03%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|25%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Strong Pain]]&#039;&#039;&#039;[[File:Strong Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|50%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain Shock]]&#039;&#039;&#039;[[File:Pain Shock.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.20%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|75%}}&lt;br /&gt;
&lt;br /&gt;
{{neg|Stumbling}}: has a chance to walk to a random tile when moving.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|Near Death}}: the character&#039;s Max Health is reduced every few turns.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Injuries==&lt;br /&gt;
Injuries are special Conditions that affect a certain part of the character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It&#039;s one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.|Stoneshard Devlog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body parts===&lt;br /&gt;
Health tab shows all important information about your character&#039;s health. It can be found as the second tab under the Character menu. The body model on the left side represents your character&#039;s bodyparts. Each bodypart has its own health, shown by the appropriate green bars.&lt;br /&gt;
&lt;br /&gt;
Upon receiving damage, some of the attack&#039;s damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use [[Skills]] that increase {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} dealt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab.png|Character Screen, Health Tab|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special negative effects are:&lt;br /&gt;
* Severely Injured hands will cause you to drop held items (unless you&#039;re holding a [[Enchantments#Cursed_Items|Cursed item]]).&lt;br /&gt;
* Severely Injured legs give you a chance to become [[Immobilization|Immobilized]] every turn.&lt;br /&gt;
* Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause [[Coma]].&lt;br /&gt;
* Severely Injured torso has a chance to start [[Bleeding]] every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab_Injury.png|An injured right leg|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing Injuries===&lt;br /&gt;
Your character&#039;s {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}} is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes {{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}} builds more viable.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health threshold, any injuries you have received will automatically stabilize.&lt;br /&gt;
* Minor Injuries will stabilize at 60% bodypart health.&lt;br /&gt;
* Medium Injuries will stabilize at 35% bodypart health.&lt;br /&gt;
* Severe Injuries will stabilize at 10% bodypart health.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.&lt;br /&gt;
* Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.&lt;br /&gt;
* Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.&lt;br /&gt;
* Injuries disappear when bodypart health reaches 90%.&lt;br /&gt;
&lt;br /&gt;
While Injuries can heal naturally from your {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}, it&#039;s better to greatly speed up the process by using different [[Medicine]] consumables like [[Splint]]s or [[Healing Salve]]s.&lt;br /&gt;
&lt;br /&gt;
===Secondary Effects===&lt;br /&gt;
There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there&#039;s a chance to cause [[Bleeding]] on that bodypart. This applies both to the player and the enemies. [[Bleed Resistance]] helps to combat this effect.&lt;br /&gt;
&lt;br /&gt;
Having damaged bodyparts also lowers your {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Max_Health_Injury.png|Injury lowered the Max Health Threshold|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that just drinking a healing potion isn&#039;t enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again. &lt;br /&gt;
&lt;br /&gt;
[[File:HP bar description.png|Using a [[Vivifying Essence]] cannot heal over 83 HP in this case due to Max Health Threshold being reduced|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===List of Injuries===&lt;br /&gt;
You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Leg Injury]]&#039;&#039;&#039;[[File:Minor Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-7.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.07*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Leg Injury]]&#039;&#039;&#039;[[File:Medium Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.15*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Leg Injury]]&#039;&#039;&#039;[[File:Severe Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.25*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+35}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| A severy injury prevents you from unequipping armor on this body part.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|25%}} to receive Immobilization&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Hand Injury]]&#039;&#039;&#039;[[File:Minor Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+10}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Hand Injury]]&#039;&#039;&#039;[[File:Medium Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Hand Injury]]&#039;&#039;&#039;[[File:Severe Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.75%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| Unable to equip weapons or tools in injured arm.&amp;lt;br&amp;gt; Already equipped items will be dropped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Minor Leg Injury|{{#tip-img: {{filepath:Minor Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Leg Injury|{{#tip-img: {{filepath:Medium Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Leg Injury|{{#tip-img: {{filepath:Severe Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Hand Injury|{{#tip-img: {{filepath:Minor Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Hand Injury|{{#tip-img: {{filepath:Medium Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Hand Injury|{{#tip-img: {{filepath:Severe Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Head Injury|{{#tip-img: {{filepath:Minor Head Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Head Injury|{{#tip-img: {{filepath:Medium Head Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Head Injury|{{#tip-img: {{filepath:Severe Head Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Torso Injury|{{#tip-img: {{filepath:Minor Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Torso Injury|{{#tip-img: {{filepath:Medium Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Torso Injury|{{#tip-img: {{filepath:Severe Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Leg Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Leg Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Leg Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Hand Injury (Stabilized).png|link=Mild Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Hand Injury (Stabilized).png|link=Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Hand Injury (Stabilized).png|link=Severe Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untreated animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury.png|link=Mild Leg Injury]]&lt;br /&gt;
[[File:Paw Injury.png|link=Leg Injury]]&lt;br /&gt;
[[File:Severe Paw Injury.png|link=Severe Leg Injury]]&lt;br /&gt;
[[File:Mild Animal Head Injury.png|link=Mild Head Injury]]&lt;br /&gt;
[[File:Animal Head Injury.png|link=Head Injury]]&lt;br /&gt;
[[File:Severe Animal Head Injury.png|link=Severe Head Injury]]&lt;br /&gt;
[[File:Mild Animal Torso Injury.png|link=Mild Torso Injury]]&lt;br /&gt;
[[File:Animal Torso Injury.png|link=Torso Injury]]&lt;br /&gt;
[[File:Severe Animal Torso Injury.png|link=Severe Torso Injury]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Paw Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Paw Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain Limit ==&lt;br /&gt;
Pain Limit is an invisible attribute that limits the maximum amount of [[Pain]] you can accumulate. The Pain Limit changes depending on your character&#039;s HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.&lt;br /&gt;
&lt;br /&gt;
* At full Health, your Pain Limit starts at 25%.&lt;br /&gt;
* Each missing HP percentage raises your Pain Limit by 0.75%.&lt;br /&gt;
* Certain effects can change your Pain Limit, for example the [[Paregoric]] drug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Health system]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Hand_Injury&amp;diff=66680</id>
		<title>Severe Hand Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Hand_Injury&amp;diff=66680"/>
		<updated>2024-03-28T10:16:51Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for fix T_T&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Accuracy&lt;br /&gt;
|Values1 = {{c|-|-30%}}&lt;br /&gt;
|Properties2 = Counter Chance&lt;br /&gt;
|Values2 = {{c|-|-30%}}&lt;br /&gt;
|Properties3 = Fumble Chance&lt;br /&gt;
|Values3 = {{c|-|+30%}}&lt;br /&gt;
|Properties4 = Healing Efficiency&lt;br /&gt;
|Values4 = {{c|-|-15%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+25}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.75%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.15%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+3}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right hand gets heavily damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66679</id>
		<title>Injuries &amp; Pain</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66679"/>
		<updated>2024-03-28T10:14:42Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Values fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuries and Pain are an important part of the character&#039;s health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character&#039;s body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character&#039;s combat capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;gt;{{:Pain}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain&#039;&#039;&#039; is one of the [[Attributes]] of character&#039;s Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character&#039;s {{C|Light Brown|{{#tip-text: Health | {{:Health }}}}}} and {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}.&lt;br /&gt;
When reaching certain levels, it produces the following negative effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain]]&#039;&#039;&#039;[[File:Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.03%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|25%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Strong Pain]]&#039;&#039;&#039;[[File:Strong Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|50%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain Shock]]&#039;&#039;&#039;[[File:Pain Shock.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.20%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|75%}}&lt;br /&gt;
&lt;br /&gt;
{{neg|Stumbling}}: has a chance to walk to a random tile when moving.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|Near Death}}: the character&#039;s Max Health is reduced every few turns.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Injuries==&lt;br /&gt;
Injuries are special Conditions that affect a certain part of the character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It&#039;s one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.|Stoneshard Devlog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body parts===&lt;br /&gt;
Health tab shows all important information about your character&#039;s health. It can be found as the second tab under the Character menu. The body model on the left side represents your character&#039;s bodyparts. Each bodypart has its own health, shown by the appropriate green bars.&lt;br /&gt;
&lt;br /&gt;
Upon receiving damage, some of the attack&#039;s damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use [[Skills]] that increase {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} dealt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab.png|Character Screen, Health Tab|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special negative effects are:&lt;br /&gt;
* Severely Injured hands will cause you to drop held items (unless you&#039;re holding a [[Enchantments#Cursed_Items|Cursed item]]).&lt;br /&gt;
* Severely Injured legs give you a chance to become [[Immobilization|Immobilized]] every turn.&lt;br /&gt;
* Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause [[Coma]].&lt;br /&gt;
* Severely Injured torso has a chance to start [[Bleeding]] every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab_Injury.png|An injured right leg|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing Injuries===&lt;br /&gt;
Your character&#039;s {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}} is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes {{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}} builds more viable.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health threshold, any injuries you have received will automatically stabilize.&lt;br /&gt;
* Minor Injuries will stabilize at 60% bodypart health.&lt;br /&gt;
* Medium Injuries will stabilize at 35% bodypart health.&lt;br /&gt;
* Severe Injuries will stabilize at 10% bodypart health.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.&lt;br /&gt;
* Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.&lt;br /&gt;
* Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.&lt;br /&gt;
* Injuries disappear when bodypart health reaches 90%.&lt;br /&gt;
&lt;br /&gt;
While Injuries can heal naturally from your {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}, it&#039;s better to greatly speed up the process by using different [[Medicine]] consumables like [[Splint]]s or [[Healing Salve]]s.&lt;br /&gt;
&lt;br /&gt;
===Secondary Effects===&lt;br /&gt;
There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there&#039;s a chance to cause [[Bleeding]] on that bodypart. This applies both to the player and the enemies. [[Bleed Resistance]] helps to combat this effect.&lt;br /&gt;
&lt;br /&gt;
Having damaged bodyparts also lowers your {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Max_Health_Injury.png|Injury lowered the Max Health Threshold|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that just drinking a healing potion isn&#039;t enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again. &lt;br /&gt;
&lt;br /&gt;
[[File:HP bar description.png|Using a [[Vivifying Essence]] cannot heal over 83 HP in this case due to Max Health Threshold being reduced|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===List of Injuries===&lt;br /&gt;
You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Leg Injury]]&#039;&#039;&#039;[[File:Minor Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-7.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.07*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Leg Injury]]&#039;&#039;&#039;[[File:Medium Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.15*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Leg Injury]]&#039;&#039;&#039;[[File:Severe Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.25*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+35}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| A severy injury prevents you from unequipping armor on this body part.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|25%}} to receive Immobilization&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Hand Injury]]&#039;&#039;&#039;[[File:Minor Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+10}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Hand Injury]]&#039;&#039;&#039;[[File:Medium Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Hand Injury]]&#039;&#039;&#039;[[File:Severe Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.75%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| Unable to equip weapons or tools in injured arm.&amp;lt;br&amp;gt; Already equipped items will be dropped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Minor Leg Injury|{{#tip-img: {{filepath:Minor Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Leg Injury|{{#tip-img: {{filepath:Medium Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Leg Injury|{{#tip-img: {{filepath:Severe Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Hand Injury|{{#tip-img: {{filepath:Minor Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Hand Injury|{{#tip-img: {{filepath:Medium Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Hand Injury|{{#tip-img: {{filepath:Severe Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Head Injury|{{#tip-img: {{filepath:Minor Head Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Head Injury|{{#tip-img: {{filepath:Medium Head Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe head Injury|{{#tip-img: {{filepath:Severe Head Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Torso Injury|{{#tip-img: {{filepath:Minor Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Torso Injury|{{#tip-img: {{filepath:Medium Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Torso Injury|{{#tip-img: {{filepath:Severe Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Leg Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Leg Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Leg Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Hand Injury (Stabilized).png|link=Mild Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Hand Injury (Stabilized).png|link=Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Hand Injury (Stabilized).png|link=Severe Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untreated animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury.png|link=Mild Leg Injury]]&lt;br /&gt;
[[File:Paw Injury.png|link=Leg Injury]]&lt;br /&gt;
[[File:Severe Paw Injury.png|link=Severe Leg Injury]]&lt;br /&gt;
[[File:Mild Animal Head Injury.png|link=Mild Head Injury]]&lt;br /&gt;
[[File:Animal Head Injury.png|link=Head Injury]]&lt;br /&gt;
[[File:Severe Animal Head Injury.png|link=Severe Head Injury]]&lt;br /&gt;
[[File:Mild Animal Torso Injury.png|link=Mild Torso Injury]]&lt;br /&gt;
[[File:Animal Torso Injury.png|link=Torso Injury]]&lt;br /&gt;
[[File:Severe Animal Torso Injury.png|link=Severe Torso Injury]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Paw Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Paw Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain Limit ==&lt;br /&gt;
Pain Limit is an invisible attribute that limits the maximum amount of [[Pain]] you can accumulate. The Pain Limit changes depending on your character&#039;s HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.&lt;br /&gt;
&lt;br /&gt;
* At full Health, your Pain Limit starts at 25%.&lt;br /&gt;
* Each missing HP percentage raises your Pain Limit by 0.75%.&lt;br /&gt;
* Certain effects can change your Pain Limit, for example the [[Paregoric]] drug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Health system]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Hand_Injury&amp;diff=66678</id>
		<title>Severe Hand Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Hand_Injury&amp;diff=66678"/>
		<updated>2024-03-28T10:11:57Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Counter Chance&lt;br /&gt;
|Values1 = {{c|-|-15%}}&lt;br /&gt;
|Properties2 = Morale Chance&lt;br /&gt;
|Values2 = {{c|-|-0.10%}}&lt;br /&gt;
|Properties3 = Pain Limit&lt;br /&gt;
|Values3 = {{c|-|+25}}&lt;br /&gt;
|Properties4 = Fumble Chance&lt;br /&gt;
|Values4 = {{c|-|+15%}}&lt;br /&gt;
|Properties5 = Strength&lt;br /&gt;
|Values5 = {{c|-|[-0.2*STR]}}&lt;br /&gt;
|Properties6 = Accuracy&lt;br /&gt;
|Values6 = {{c|-|-15%}}&lt;br /&gt;
|Properties7 = Pain Change&lt;br /&gt;
|Values7 = {{c|-|+0.50%}}&lt;br /&gt;
&lt;br /&gt;
|Properties1 = Accuracy&lt;br /&gt;
|Values1 = {{c|-|-30%}}&lt;br /&gt;
|Properties2 = Counter Chance&lt;br /&gt;
|Values2 = {{c|-|-30%}}&lt;br /&gt;
|Properties3 = Fumble Chance&lt;br /&gt;
|Values3 = {{c|-|+30%}}&lt;br /&gt;
|Properties4 = Healing Efficiency&lt;br /&gt;
|Values4 = {{c|-|-15%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+25}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.75%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.15%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+3}}&lt;br /&gt;
&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right hand gets heavily damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Hand_Injury&amp;diff=66677</id>
		<title>Medium Hand Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Hand_Injury&amp;diff=66677"/>
		<updated>2024-03-28T10:11:53Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Accuracy&lt;br /&gt;
|Values1 = {{c|-|-20%}}&lt;br /&gt;
|Properties2 = Counter Chance&lt;br /&gt;
|Values2 = {{c|-|-20%}}&lt;br /&gt;
|Properties3 = Fumble Chance&lt;br /&gt;
|Values3 = {{c|-|+20%}}&lt;br /&gt;
|Properties4 = Healing Efficiency&lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+15}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+2}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right hand gets moderately damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66676</id>
		<title>Injuries &amp; Pain</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66676"/>
		<updated>2024-03-28T10:08:22Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuries and Pain are an important part of the character&#039;s health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character&#039;s body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character&#039;s combat capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;gt;{{:Pain}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain&#039;&#039;&#039; is one of the [[Attributes]] of character&#039;s Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character&#039;s {{C|Light Brown|{{#tip-text: Health | {{:Health }}}}}} and {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}.&lt;br /&gt;
When reaching certain levels, it produces the following negative effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain]]&#039;&#039;&#039;[[File:Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.03%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|25%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Strong Pain]]&#039;&#039;&#039;[[File:Strong Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|50%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain Shock]]&#039;&#039;&#039;[[File:Pain Shock.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.20%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|75%}}&lt;br /&gt;
&lt;br /&gt;
{{neg|Stumbling}}: has a chance to walk to a random tile when moving.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|Near Death}}: the character&#039;s Max Health is reduced every few turns.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Injuries==&lt;br /&gt;
Injuries are special Conditions that affect a certain part of the character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It&#039;s one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.|Stoneshard Devlog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body parts===&lt;br /&gt;
Health tab shows all important information about your character&#039;s health. It can be found as the second tab under the Character menu. The body model on the left side represents your character&#039;s bodyparts. Each bodypart has its own health, shown by the appropriate green bars.&lt;br /&gt;
&lt;br /&gt;
Upon receiving damage, some of the attack&#039;s damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use [[Skills]] that increase {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} dealt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab.png|Character Screen, Health Tab|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special negative effects are:&lt;br /&gt;
* Severely Injured hands will cause you to drop held items (unless you&#039;re holding a [[Enchantments#Cursed_Items|Cursed item]]).&lt;br /&gt;
* Severely Injured legs give you a chance to become [[Immobilization|Immobilized]] every turn.&lt;br /&gt;
* Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause [[Coma]].&lt;br /&gt;
* Severely Injured torso has a chance to start [[Bleeding]] every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab_Injury.png|An injured right leg|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing Injuries===&lt;br /&gt;
Your character&#039;s {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}} is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes {{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}} builds more viable.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health threshold, any injuries you have received will automatically stabilize.&lt;br /&gt;
* Minor Injuries will stabilize at 60% bodypart health.&lt;br /&gt;
* Medium Injuries will stabilize at 35% bodypart health.&lt;br /&gt;
* Severe Injuries will stabilize at 10% bodypart health.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.&lt;br /&gt;
* Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.&lt;br /&gt;
* Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.&lt;br /&gt;
* Injuries disappear when bodypart health reaches 90%.&lt;br /&gt;
&lt;br /&gt;
While Injuries can heal naturally from your {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}, it&#039;s better to greatly speed up the process by using different [[Medicine]] consumables like [[Splint]]s or [[Healing Salve]]s.&lt;br /&gt;
&lt;br /&gt;
===Secondary Effects===&lt;br /&gt;
There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there&#039;s a chance to cause [[Bleeding]] on that bodypart. This applies both to the player and the enemies. [[Bleed Resistance]] helps to combat this effect.&lt;br /&gt;
&lt;br /&gt;
Having damaged bodyparts also lowers your {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Max_Health_Injury.png|Injury lowered the Max Health Threshold|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that just drinking a healing potion isn&#039;t enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again. &lt;br /&gt;
&lt;br /&gt;
[[File:HP bar description.png|Using a [[Vivifying Essence]] cannot heal over 83 HP in this case due to Max Health Threshold being reduced|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===List of Injuries===&lt;br /&gt;
You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Leg Injury]]&#039;&#039;&#039;[[File:Minor Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-7.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.07*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Leg Injury]]&#039;&#039;&#039;[[File:Medium Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.15*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.8%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Leg Injury]]&#039;&#039;&#039;[[File:Severe Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.25*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+35}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| A severy injury prevents you from unequipping armor on this body part.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|25%}} to receive Immobilization&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Hand Injury]]&#039;&#039;&#039;[[File:Minor Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+10}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Hand Injury]]&#039;&#039;&#039;[[File:Medium Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Hand Injury]]&#039;&#039;&#039;[[File:Severe Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.8%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| Unable to equip weapons or tools in injured arm.&amp;lt;br&amp;gt; Already equipped items will be dropped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Minor Leg Injury|{{#tip-img: {{filepath:Minor Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Leg Injury|{{#tip-img: {{filepath:Medium Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Leg Injury|{{#tip-img: {{filepath:Severe Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Hand Injury|{{#tip-img: {{filepath:Minor Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Hand Injury|{{#tip-img: {{filepath:Medium Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Hand Injury|{{#tip-img: {{filepath:Severe Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Head Injury|{{#tip-img: {{filepath:Minor Head Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Head Injury|{{#tip-img: {{filepath:Medium Head Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe head Injury|{{#tip-img: {{filepath:Severe Head Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Torso Injury|{{#tip-img: {{filepath:Minor Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Torso Injury|{{#tip-img: {{filepath:Medium Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Torso Injury|{{#tip-img: {{filepath:Severe Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Leg Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Leg Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Leg Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Hand Injury (Stabilized).png|link=Mild Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Hand Injury (Stabilized).png|link=Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Hand Injury (Stabilized).png|link=Severe Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untreated animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury.png|link=Mild Leg Injury]]&lt;br /&gt;
[[File:Paw Injury.png|link=Leg Injury]]&lt;br /&gt;
[[File:Severe Paw Injury.png|link=Severe Leg Injury]]&lt;br /&gt;
[[File:Mild Animal Head Injury.png|link=Mild Head Injury]]&lt;br /&gt;
[[File:Animal Head Injury.png|link=Head Injury]]&lt;br /&gt;
[[File:Severe Animal Head Injury.png|link=Severe Head Injury]]&lt;br /&gt;
[[File:Mild Animal Torso Injury.png|link=Mild Torso Injury]]&lt;br /&gt;
[[File:Animal Torso Injury.png|link=Torso Injury]]&lt;br /&gt;
[[File:Severe Animal Torso Injury.png|link=Severe Torso Injury]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Paw Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Paw Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain Limit ==&lt;br /&gt;
Pain Limit is an invisible attribute that limits the maximum amount of [[Pain]] you can accumulate. The Pain Limit changes depending on your character&#039;s HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.&lt;br /&gt;
&lt;br /&gt;
* At full Health, your Pain Limit starts at 25%.&lt;br /&gt;
* Each missing HP percentage raises your Pain Limit by 0.75%.&lt;br /&gt;
* Certain effects can change your Pain Limit, for example the [[Paregoric]] drug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Health system]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Hand_Injury&amp;diff=66675</id>
		<title>Minor Hand Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Hand_Injury&amp;diff=66675"/>
		<updated>2024-03-28T10:06:54Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Accuracy&lt;br /&gt;
|Values1 = {{c|-|-10%}}&lt;br /&gt;
|Properties2 = Counter Chance&lt;br /&gt;
|Values2 = {{c|-|-10%}}&lt;br /&gt;
|Properties3 = Fumble Chance&lt;br /&gt;
|Values3 = {{c|-|+10%}}&lt;br /&gt;
|Properties4 = Healing Efficiency&lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+10}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.25%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.05%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+1}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right hand gets damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Hand_Injury&amp;diff=66674</id>
		<title>Minor Hand Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Hand_Injury&amp;diff=66674"/>
		<updated>2024-03-28T10:05:44Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order and value of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Accuracy&lt;br /&gt;
|Values1 = {{c|-|-10%}}&lt;br /&gt;
|Properties2 = Counter Chance&lt;br /&gt;
|Values2 = {{c|-|-10%}}&lt;br /&gt;
|Properties3 = Fumble Chance&lt;br /&gt;
|Values3 = {{c|-|+10%}}&lt;br /&gt;
|Properties4 = Healing Efficiency&lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+10}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.25%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values2 = {{c|-|-0.05%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+1}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right hand gets damaged. See [[Injuries]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66673</id>
		<title>Injuries &amp; Pain</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Injuries_%26_Pain&amp;diff=66673"/>
		<updated>2024-03-28T09:58:19Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Links fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuries and Pain are an important part of the character&#039;s health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character&#039;s body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character&#039;s combat capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;gt;{{:Pain}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain&#039;&#039;&#039; is one of the [[Attributes]] of character&#039;s Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character&#039;s {{C|Light Brown|{{#tip-text: Health | {{:Health }}}}}} and {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}.&lt;br /&gt;
When reaching certain levels, it produces the following negative effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain]]&#039;&#039;&#039;[[File:Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.03%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|25%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Strong Pain]]&#039;&#039;&#039;[[File:Strong Pain.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|50%}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Pain Shock]]&#039;&#039;&#039;[[File:Pain Shock.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Fumble Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Taken {{neg|+25%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Backfire Chance {{neg|+33%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sanity Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.20%}}&lt;br /&gt;
| Appear when your Pain reach {{neg|75%}}&lt;br /&gt;
&lt;br /&gt;
{{neg|Stumbling}}: has a chance to walk to a random tile when moving.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|Near Death}}: the character&#039;s Max Health is reduced every few turns.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Injuries==&lt;br /&gt;
Injuries are special Conditions that affect a certain part of the character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It&#039;s one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.|Stoneshard Devlog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body parts===&lt;br /&gt;
Health tab shows all important information about your character&#039;s health. It can be found as the second tab under the Character menu. The body model on the left side represents your character&#039;s bodyparts. Each bodypart has its own health, shown by the appropriate green bars.&lt;br /&gt;
&lt;br /&gt;
Upon receiving damage, some of the attack&#039;s damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use [[Skills]] that increase {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} dealt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab.png|Character Screen, Health Tab|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special negative effects are:&lt;br /&gt;
* Severely Injured hands will cause you to drop held items (unless you&#039;re holding a [[Enchantments#Cursed_Items|Cursed item]]).&lt;br /&gt;
* Severely Injured legs give you a chance to become [[Immobilization|Immobilized]] every turn.&lt;br /&gt;
* Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause [[Coma]].&lt;br /&gt;
* Severely Injured torso has a chance to start [[Bleeding]] every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Health_Tab_Injury.png|An injured right leg|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing Injuries===&lt;br /&gt;
Your character&#039;s {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}} is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes {{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}} builds more viable.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health threshold, any injuries you have received will automatically stabilize.&lt;br /&gt;
* Minor Injuries will stabilize at 60% bodypart health.&lt;br /&gt;
* Medium Injuries will stabilize at 35% bodypart health.&lt;br /&gt;
* Severe Injuries will stabilize at 10% bodypart health.&lt;br /&gt;
&lt;br /&gt;
At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.&lt;br /&gt;
* Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.&lt;br /&gt;
* Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.&lt;br /&gt;
* Injuries disappear when bodypart health reaches 90%.&lt;br /&gt;
&lt;br /&gt;
While Injuries can heal naturally from your {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}, it&#039;s better to greatly speed up the process by using different [[Medicine]] consumables like [[Splint]]s or [[Healing Salve]]s.&lt;br /&gt;
&lt;br /&gt;
===Secondary Effects===&lt;br /&gt;
There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there&#039;s a chance to cause [[Bleeding]] on that bodypart. This applies both to the player and the enemies. [[Bleed Resistance]] helps to combat this effect.&lt;br /&gt;
&lt;br /&gt;
Having damaged bodyparts also lowers your {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.&lt;br /&gt;
&lt;br /&gt;
[[File:Character_Screen_Max_Health_Injury.png|Injury lowered the Max Health Threshold|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that just drinking a healing potion isn&#039;t enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again. &lt;br /&gt;
&lt;br /&gt;
[[File:HP bar description.png|Using a [[Vivifying Essence]] cannot heal over 83 HP in this case due to Max Health Threshold being reduced|thumb|left]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===List of Injuries===&lt;br /&gt;
You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;stoneshard sortable&amp;quot; border=&amp;quot;1px solid&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;0.1%&amp;quot; | Debuff&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Debuff Properties&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; | Additional notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Leg Injury]]&#039;&#039;&#039;[[File:Minor Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-7.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.07*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.50%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Leg Injury]]&#039;&#039;&#039;[[File:Medium Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.15*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.8%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Leg Injury]]&#039;&#039;&#039;[[File:Severe Leg Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Move Resistance {{neg|-35%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Dodge Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Energy {{neg|-0.25*Max Energy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+35}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| A severy injury prevents you from unequipping armor on this body part.&amp;lt;br&amp;gt;&lt;br /&gt;
{{neg|25%}} to receive Immobilization&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Minor Hand Injury]]&#039;&#039;&#039;[[File:Minor Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+10}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.2%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.05%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Medium Hand Injury]]&#039;&#039;&#039;[[File:Medium Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+20%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-10%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+15}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.5%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.1%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+2}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Severe Hand Injury]]&#039;&#039;&#039;[[File:Severe Hand Injury.png|alt=|center|]]&lt;br /&gt;
| &lt;br /&gt;
Accuracy {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Counter Chance {{neg|-30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fumble Chance {{neg|+30%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Efficiency {{neg|-15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Limit {{neg|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
Pain Change {{neg|+0.8%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Morale Change {{neg|-0.15%}}&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming Cost {{neg|+3}}&lt;br /&gt;
| Unable to equip weapons or tools in injured arm.&amp;lt;br&amp;gt; Already equipped items will be dropped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Untreated human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Minor Leg Injury|{{#tip-img: {{filepath:Minor Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Leg Injury|{{#tip-img: {{filepath:Medium Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Leg Injury|{{#tip-img: {{filepath:Severe Leg Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Leg Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Hand Injury|{{#tip-img: {{filepath:Minor Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Hand Injury|{{#tip-img: {{filepath:Medium Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Hand Injury|{{#tip-img: {{filepath:Severe Hand Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Hand Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Head Injury|{{#tip-img: {{filepath:Minor Head Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Head Injury|{{#tip-img: {{filepath:Medium Head Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe head Injury|{{#tip-img: {{filepath:Severe Head Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Head Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Minor Torso Injury|{{#tip-img: {{filepath:Minor Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Minor Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Medium Torso Injury|{{#tip-img: {{filepath:Medium Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Medium Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
[[Severe Torso Injury|{{#tip-img: {{filepath:Severe Torso Injury.png}}| {{Tooltip hover box|title={{Condition|Severe Torso Injury|tooltip=1}} }} }}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized human injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Leg Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Leg Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Leg Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Hand Injury (Stabilized).png|link=Mild Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Hand Injury (Stabilized).png|link=Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Hand Injury (Stabilized).png|link=Severe Hand Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untreated animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury.png|link=Mild Leg Injury]]&lt;br /&gt;
[[File:Paw Injury.png|link=Leg Injury]]&lt;br /&gt;
[[File:Severe Paw Injury.png|link=Severe Leg Injury]]&lt;br /&gt;
[[File:Mild Animal Head Injury.png|link=Mild Head Injury]]&lt;br /&gt;
[[File:Animal Head Injury.png|link=Head Injury]]&lt;br /&gt;
[[File:Severe Animal Head Injury.png|link=Severe Head Injury]]&lt;br /&gt;
[[File:Mild Animal Torso Injury.png|link=Mild Torso Injury]]&lt;br /&gt;
[[File:Animal Torso Injury.png|link=Torso Injury]]&lt;br /&gt;
[[File:Severe Animal Torso Injury.png|link=Severe Torso Injury]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilized animal injuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mild Paw Injury (Stabilized).png|link=Mild Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Paw Injury (Stabilized).png|link=Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Paw Injury (Stabilized).png|link=Severe Leg Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Head Injury (Stabilized).png|link=Mild Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Head Injury (Stabilized).png|link=Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Head Injury (Stabilized).png|link=Severe Head Injury (Stabilized)]]&lt;br /&gt;
[[File:Mild Animal Torso Injury (Stabilized).png|link=Mild Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Animal Torso Injury (Stabilized).png|link=Torso Injury (Stabilized)]]&lt;br /&gt;
[[File:Severe Animal Torso Injury (Stabilized).png|link=Severe Torso Injury (Stabilized)]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain Limit ==&lt;br /&gt;
Pain Limit is an invisible attribute that limits the maximum amount of [[Pain]] you can accumulate. The Pain Limit changes depending on your character&#039;s HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.&lt;br /&gt;
&lt;br /&gt;
* At full Health, your Pain Limit starts at 25%.&lt;br /&gt;
* Each missing HP percentage raises your Pain Limit by 0.75%.&lt;br /&gt;
* Certain effects can change your Pain Limit, for example the [[Paregoric]] drug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Health system]]&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Severe_Leg_Injury&amp;diff=66672</id>
		<title>Severe Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Severe_Leg_Injury&amp;diff=66672"/>
		<updated>2024-03-28T09:45:12Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-35%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-30%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.2*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-15%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+35}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+1%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+3}}&lt;br /&gt;
&lt;br /&gt;
|PropertyText = Movement may cause {{c|-|Immobilization}}.&lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets heavily damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66671</id>
		<title>Medium Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Medium_Leg_Injury&amp;diff=66671"/>
		<updated>2024-03-28T09:41:02Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-20%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-15%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.1*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-10%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+25}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.8%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.1%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+3}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets moderately damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Minor_Leg_Injury&amp;diff=66670</id>
		<title>Minor Leg Injury</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Minor_Leg_Injury&amp;diff=66670"/>
		<updated>2024-03-28T09:36:56Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Fix for order of properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ConditionType =  {{c|Physical|Wound}}&lt;br /&gt;
|Properties1 = Move Resistance&lt;br /&gt;
|Values1 = {{c|-|-10%}}&lt;br /&gt;
|Properties2 = Dodge Chance&lt;br /&gt;
|Values2 = {{c|-|-7.5%}}&lt;br /&gt;
|Properties3 = Energy&lt;br /&gt;
|Values3 = {{c|-|[-0.1*Max Energy]}}&lt;br /&gt;
|Properties4 = Healing Efficiency &lt;br /&gt;
|Values4 = {{c|-|-5%}}&lt;br /&gt;
|Properties5 = Pain Limit&lt;br /&gt;
|Values5 = {{c|-|+15}}&lt;br /&gt;
|Properties6 = Pain Change&lt;br /&gt;
|Values6 = {{c|-|+0.5%}}&lt;br /&gt;
|Properties7 = Morale Change&lt;br /&gt;
|Values7 = {{c|-|-0.05%}}&lt;br /&gt;
|Properties8 = Swimming Cost&lt;br /&gt;
|Values8 = {{c|-|+1}}&lt;br /&gt;
|PropertyText = &lt;br /&gt;
|Description = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a &#039;&#039;&#039;{{c|Physical|Wound}}&#039;&#039;&#039; [[condition]] applied when left or right leg gets damaged. See [[Injuries &amp;amp; Pain]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{/Tooltip}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Condition]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Warfare_skill_data&amp;diff=66669</id>
		<title>Warfare skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Warfare_skill_data&amp;diff=66669"/>
		<updated>2024-03-25T06:21:35Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &amp;quot;Seize the Initiative&amp;quot; skill &amp;#039;Formuladesc&amp;#039; fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Combat Mastery skill data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Seize the Initiative= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Applies the target with {{Neg|-20%}} Dodge Chance and {{Neg|-20%}} Block Chance until the next turn and delivers a strike to its least protected body part with {{Pos|+25%}} Accuracy and {{Pos|-25%}} Fumble Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike does damage, activates {{Pos|&amp;quot;Seized Initiative&amp;quot;}} for {{W|2}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+5%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-10%}} Cooldowns Duration &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also applies the target with {{Neg|&amp;quot;Initiative Loss&amp;quot;}} for {{W|2}} turns, which penalizes the same stats. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damaging strikes and shots prolong the duration of both effects by {{Pos|1}} turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Neg|&amp;quot;Initiative Loss&amp;quot;}} can only be active on one target at a time. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants the skill {{Pos|+1}} Range (if equipped with a {{W|spear}}) or sets its Range to that of the weapon (if equipped with a {{W|ranged weapon}}).&lt;br /&gt;
|Formuladesc=Applies the target with {{Neg|-(2 * AGL)%}} Dodge Chance and {{Neg|-(2 * STR)%}} Block Chance until the next turn and delivers a strike to its least protected body part with {{Pos|+(2.5 * PRC)%}} Accuracy and {{Pos|-(2.5 * PRC)%}} Fumble Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike does damage, activates {{Pos|&amp;quot;Seized Initiative&amp;quot;}} for {{W|2}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+5%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-10%}} Cooldowns Duration &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also applies the target with {{Neg|&amp;quot;Initiative Loss&amp;quot;}} for {{W|2}} turns, which penalizes the same stats. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damaging strikes and shots prolong the duration of both effects by {{Pos|1}} turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Neg|&amp;quot;Initiative Loss&amp;quot;}} can only be active on one target at a time. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants the skill {{Pos|+1}} Range (if equipped with a {{W|spear}}) or sets its Range to that of the weapon (if equipped with a {{W|ranged weapon}}).&lt;br /&gt;
|formula_raw=EVS: {{Positive| -2 * AGL}}&amp;lt;br&amp;gt;PRR: {{Positive| -2 * STR}}&amp;lt;br&amp;gt;HC: {{Positive| 2.5 * PRC}}&amp;lt;br&amp;gt;FMB: {{Positive| -2.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|War Cry= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Area&lt;br /&gt;
|Range=9&lt;br /&gt;
|Energy=8&lt;br /&gt;
|Cooldown=16&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=With {{W|85%}} chance {{W|Confuses}} all enemies within {{W|9}} tiles for {{W|10}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Activates {{Pos|&amp;quot;Battle Rage&amp;quot;}} for {{W|4}} turns ({{W|+1}} turn for each enemy {{W|Confused}} by the skill): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+20%}} Crit Efficiency&lt;br /&gt;
|Formuladesc=With {{W|(75 + WIL)%}} chance {{W|Confuses}} all enemies within {{W|9}} tiles for {{W|10}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Activates {{Pos|&amp;quot;Battle Rage&amp;quot;}} for {{W|4}} turns ({{W|+1}} turn for each enemy {{W|Confused}} by the skill): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+20%}} Crit Efficiency&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Opportune Moment= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Critical strikes and damaging counters replenish {{c|Energy|+5%}} Max Energy.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Setup= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Skipping a turn or using {{W|Stances}} and {{W|Maneuvers}} grants {{Pos|+10%}} Accuracy, {{Pos|-10%}} Damage Taken, and {{Pos|-10%}} Abilities Energy Cost for {{W|2}} turns.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Offensive Tactic= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{W|5}} stacks of {{Pos|&amp;quot;Offensive Tactic&amp;quot;}} for {{W|6}} turns ({{W|+1}} for each enemy within Vision): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+2%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+3%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-3%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-4%}} Skills Energy Cost &amp;lt;br&amp;gt;{{Pos|-4%}} Cooldowns Duration &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Basic strikes and shots as well as using {{W|Attack}} skills reduce the number of stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing enemies prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; While {{Pos|&amp;quot;Offensive Tactic&amp;quot;}} is active, using {{W|&amp;quot;Defensive Tactic&amp;quot;}} doesn&#039;t take a turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one {{Pos|&amp;quot;Tactic&amp;quot;}} can be active at a time.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Defensive Tactic= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{W|5}} stacks of {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} for {{W|8}} turns ({{W|+2}} turns for each enemy within Vision): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-4%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|+5%}} Block Chance &amp;lt;br&amp;gt;{{Pos|+5%}} Dodge Chance &amp;lt;br&amp;gt;{{Pos|+5%}} Counter Chance &amp;lt;br&amp;gt;{{Pos|+7%}} Bleed Resistance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Basic strikes and shots as well as using {{W|Attack}} skills reduce the number of stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing enemies prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; While {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} is active, using {{W|&amp;quot;Offensive Tactic&amp;quot;}} doesn&#039;t take a turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one {{Pos|&amp;quot;Tactic&amp;quot;}} can be active &lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Right on Target= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants all {{W|Attack}} skills {{Pos|+5%}} Accuracy, {{Pos|-5%}} Fumble Chance, and {{Pos|+5%}} Crit Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a one-handed {{W|melee weapon}} while the second weapon slot is {{W|empty}}, grants: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+0%}} Main Hand Efficiency &amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Armor Penetration &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance&amp;lt;br&amp;gt;{{Pos|-5%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bonus to Main Hand Efficiency depends on the number of learned {{W|Weaponry}} skills.&lt;br /&gt;
|Formuladesc=Grants all {{W|Attack}} skills {{Pos|+5%}} Accuracy, {{Pos|-5%}} Fumble Chance, and {{Pos|+5%}} Crit Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a one-handed {{W|melee weapon}} while the second weapon slot is {{W|empty}}, grants: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+(2 * WPN_SKL)%}} Main Hand Efficiency &amp;lt;br&amp;gt;{{Pos|+(5 + (0.5 * AGL))%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+(0.5 * STR)%}} Armor Penetration &amp;lt;br&amp;gt;{{Pos|-(0.5 * PRC)%}} Fumble Chance&amp;lt;br&amp;gt;{{Pos|-(0.5 * VIT)%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|-(WIL)%}} Skills Energy Cost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bonus to Main Hand Efficiency depends on the number of learned {{W|Weaponry}} skills.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Intimidation= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants War Cry {{Pos|85%}} chance to {{W|Daze}} all enemies within its area of effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Increases the negative impact of the character&#039;s actions upon the enemies&#039; will to fight by {{Pos|+50%}}.&lt;br /&gt;
|Formuladesc=Grants War Cry {{Pos|(75 + WIL)%}} chance to {{W|Daze}} all enemies within its area of effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Increases the negative impact of the character&#039;s actions upon the enemies&#039; will to fight by {{Pos|+50%}}.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Against the Odds= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=10&lt;br /&gt;
|Cooldown=60&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Against the Odds&amp;quot;}} for {{W|2}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-50%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|+50%}} Bleed Resistance &amp;lt;br&amp;gt;{{Pos|+50%}} Move Resistance &amp;lt;br&amp;gt;{{Pos|+50%}} Control Resistance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While {{Pos|&amp;quot;Against the Odds&amp;quot;}} is active, Health can&#039;t drop below {{Neg|25%}}, and killing enemies replenishes {{Pos|25%}} Max Health and {{c|Energy|25%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The first strike received on the same turn as using the skill will deal no damage.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Finisher= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/charge&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=2&lt;br /&gt;
|Energy=18&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=Strength, Agility, Perception, Vitality&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Performs a {{W|charge}} towards the target and delivers a strike to its most damaged body part with {{Pos|+25%}} Bodypart Damage, {{Pos|+25%}} Crit Chance, {{Pos|-25%}} Fumble Chance, and {{Pos|+50%}} Energy Drain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike puts the target&#039;s Health below {{Neg|10%}} (but no more than {{W|20}}), instantly kills it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the skill kills its target, instantly refreshes all cooldowns, and replenishes {{c|Energy|15%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} Range.&lt;br /&gt;
|Formuladesc=Performs a {{W|charge}} towards the target and delivers a strike to its most damaged body part with {{Pos|+25%}} Bodypart Damage, {{Pos|+25%}} Crit Chance, {{Pos|-25%}} Fumble Chance, and {{Pos|+50%}} Energy Drain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike puts the target&#039;s Health below {{Neg|((0.25 * STR) + (0.25 * AGL) + (0.5 * PRC))%}} (but no more than {{W|(STR + 0.5 * AGL + 0.5 * PRC)}}), instantly kills it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the skill kills its target, instantly refreshes all cooldowns, and replenishes {{c|Energy|(1.5 * VIT)%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} Range.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Tactical Advantage= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants additional {{W|2}} turns to the duration of {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} and {{Pos|&amp;quot;Offensive Tactic&amp;quot;}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants all {{W|Stances}} and {{W|Maneuvers}} {{Pos|-20%}} Energy Cost and {{Pos|-20%}} Cooldown Duration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If affected by {{Pos|&amp;quot;Offensive Tactic&amp;quot;}}, using {{W|&amp;quot;Defensive Tactic&amp;quot;}} replenishes {{Pos|10%}} Max Health and {{c|Energy|20%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If affected by {{Pos|&amp;quot;Defensive Tactic&amp;quot;}}, using {{W|&amp;quot;Offensive Tactic&amp;quot;}} grants {{Pos|+25%}} Weapon Damage for {{W|3}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect doesn&#039;t stack.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Thirst for Battle= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=24&lt;br /&gt;
|Cooldown=30&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Thirst for Battle&amp;quot;}} for {{W|8}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each missing {{Neg|percent}} of Health grants:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+0.5%}} Weapon Damage&amp;lt;br&amp;gt;{{Pos|+0.25%}} Crit Chance&amp;lt;br&amp;gt;{{Pos|+0.5%}} Crit Efficiency&amp;lt;br&amp;gt;{{Pos|+0.33%}} Life Drain&amp;lt;br&amp;gt;{{Pos|+0.5%}} Energy Drain&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect&#039;s power changes dynamically depending on the current Health.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing an enemy prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The first strike received on the same turn as using the skill is guaranteed to trigger a counter.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Armor Crusher= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants melee strikes {{Pos|+10%}} Armor Penetration and {{Pos|+50%}} Armor Damage if the target&#039;s Armor Durability is above {{W|0%}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target {{W|has no Armor}} or its Armor Durability is {{W|0%}}, melee strikes against it permanently apply it with {{W|+5%}} Damage Taken. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|3}} times.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Final Push= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants {{Pos|+5%}} Weapon Damage, {{Pos|+4%}} Accuracy, {{Pos|-5%}} Abilities Energy Cost, and {{Pos|-5%}} Cooldowns Duration for each missing {{Neg|20%}} of Health or {{c|Energy|20%}} of Energy.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Warfare_skill_data&amp;diff=66668</id>
		<title>Warfare skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Warfare_skill_data&amp;diff=66668"/>
		<updated>2024-03-25T06:13:15Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &amp;quot;Seize the Initiative&amp;quot; skill description fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Combat Mastery skill data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Seize the Initiative= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Applies the target with {{Neg|-20%}} Dodge Chance and {{Neg|-20%}} Block Chance until the next turn and delivers a strike to its least protected body part with {{Pos|+25%}} Accuracy and {{Pos|-25%}} Fumble Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike does damage, activates {{Pos|&amp;quot;Seized Initiative&amp;quot;}} for {{W|2}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+5%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-10%}} Cooldowns Duration &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also applies the target with {{Neg|&amp;quot;Initiative Loss&amp;quot;}} for {{W|2}} turns, which penalizes the same stats. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damaging strikes and shots prolong the duration of both effects by {{Pos|1}} turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Neg|&amp;quot;Initiative Loss&amp;quot;}} can only be active on one target at a time. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants the skill {{Pos|+1}} Range (if equipped with a {{W|spear}}) or sets its Range to that of the weapon (if equipped with a {{W|ranged weapon}}).&lt;br /&gt;
|Formuladesc=Applies the target with {{Neg|-(2 * AGL)%}} Dodge Chance and {{Neg|-(2 * STR)%}} Block Chance until the next turn and delivers a strike to its least protected body part with {{Pos|+(2.5 * PRC)%}} Accuracy and {{Pos|-(2.5 * PRC)%}} Fumble Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike does damage, activates {{Pos|&amp;quot;Seized Initiative&amp;quot;}} for {{W|2}} : &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+5%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-10%}} Cooldown Duration &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also applies the target with {{Neg|&amp;quot;Initiative Loss&amp;quot;}} for {{W|2}} turns, which penalizes the same stats. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damaging strikes and shots prolong the duration of both effects by {{Pos|1}} turn. &amp;lt;br&amp;gt;{{Neg|&amp;quot;Initiative Loss&amp;quot;}} can only be active on one target at a times. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants the skill {{Pos|+1}} Range (if equipped with a {{W|spear}}) or sets its Range to that of the weapon (if equipped with a {{W|ranged weapon}}).&lt;br /&gt;
|formula_raw=EVS: {{Positive| -2 * AGL}}&amp;lt;br&amp;gt;PRR: {{Positive| -2 * STR}}&amp;lt;br&amp;gt;HC: {{Positive| 2.5 * PRC}}&amp;lt;br&amp;gt;FMB: {{Positive| -2.5 * PRC}}&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|War Cry= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Area&lt;br /&gt;
|Range=9&lt;br /&gt;
|Energy=8&lt;br /&gt;
|Cooldown=16&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=With {{W|85%}} chance {{W|Confuses}} all enemies within {{W|9}} tiles for {{W|10}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Activates {{Pos|&amp;quot;Battle Rage&amp;quot;}} for {{W|4}} turns ({{W|+1}} turn for each enemy {{W|Confused}} by the skill): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+20%}} Crit Efficiency&lt;br /&gt;
|Formuladesc=With {{W|(75 + WIL)%}} chance {{W|Confuses}} all enemies within {{W|9}} tiles for {{W|10}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Activates {{Pos|&amp;quot;Battle Rage&amp;quot;}} for {{W|4}} turns ({{W|+1}} turn for each enemy {{W|Confused}} by the skill): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+20%}} Crit Efficiency&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Opportune Moment= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Critical strikes and damaging counters replenish {{c|Energy|+5%}} Max Energy.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Setup= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Skipping a turn or using {{W|Stances}} and {{W|Maneuvers}} grants {{Pos|+10%}} Accuracy, {{Pos|-10%}} Damage Taken, and {{Pos|-10%}} Abilities Energy Cost for {{W|2}} turns.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Offensive Tactic= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{W|5}} stacks of {{Pos|&amp;quot;Offensive Tactic&amp;quot;}} for {{W|6}} turns ({{W|+1}} for each enemy within Vision): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+2%}} Crit Chance &amp;lt;br&amp;gt;{{Pos|+3%}} Accuracy &amp;lt;br&amp;gt;{{Pos|-3%}} Fumble Chance &amp;lt;br&amp;gt;{{Pos|-4%}} Skills Energy Cost &amp;lt;br&amp;gt;{{Pos|-4%}} Cooldowns Duration &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Basic strikes and shots as well as using {{W|Attack}} skills reduce the number of stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing enemies prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; While {{Pos|&amp;quot;Offensive Tactic&amp;quot;}} is active, using {{W|&amp;quot;Defensive Tactic&amp;quot;}} doesn&#039;t take a turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one {{Pos|&amp;quot;Tactic&amp;quot;}} can be active at a time.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Defensive Tactic= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=24&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{W|5}} stacks of {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} for {{W|8}} turns ({{W|+2}} turns for each enemy within Vision): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-4%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|+5%}} Block Chance &amp;lt;br&amp;gt;{{Pos|+5%}} Dodge Chance &amp;lt;br&amp;gt;{{Pos|+5%}} Counter Chance &amp;lt;br&amp;gt;{{Pos|+7%}} Bleed Resistance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Basic strikes and shots as well as using {{W|Attack}} skills reduce the number of stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing enemies prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; While {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} is active, using {{W|&amp;quot;Offensive Tactic&amp;quot;}} doesn&#039;t take a turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one {{Pos|&amp;quot;Tactic&amp;quot;}} can be active &lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Right on Target= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants all {{W|Attack}} skills {{Pos|+5%}} Accuracy, {{Pos|-5%}} Fumble Chance, and {{Pos|+5%}} Crit Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a one-handed {{W|melee weapon}} while the second weapon slot is {{W|empty}}, grants: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+0%}} Main Hand Efficiency &amp;lt;br&amp;gt;{{Pos|+10%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+5%}} Armor Penetration &amp;lt;br&amp;gt;{{Pos|-5%}} Fumble Chance&amp;lt;br&amp;gt;{{Pos|-5%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|-10%}} Skills Energy Cost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bonus to Main Hand Efficiency depends on the number of learned {{W|Weaponry}} skills.&lt;br /&gt;
|Formuladesc=Grants all {{W|Attack}} skills {{Pos|+5%}} Accuracy, {{Pos|-5%}} Fumble Chance, and {{Pos|+5%}} Crit Chance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a one-handed {{W|melee weapon}} while the second weapon slot is {{W|empty}}, grants: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+(2 * WPN_SKL)%}} Main Hand Efficiency &amp;lt;br&amp;gt;{{Pos|+(5 + (0.5 * AGL))%}} Weapon Damage &amp;lt;br&amp;gt;{{Pos|+(0.5 * STR)%}} Armor Penetration &amp;lt;br&amp;gt;{{Pos|-(0.5 * PRC)%}} Fumble Chance&amp;lt;br&amp;gt;{{Pos|-(0.5 * VIT)%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|-(WIL)%}} Skills Energy Cost&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The bonus to Main Hand Efficiency depends on the number of learned {{W|Weaponry}} skills.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Intimidation= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants War Cry {{Pos|85%}} chance to {{W|Daze}} all enemies within its area of effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Increases the negative impact of the character&#039;s actions upon the enemies&#039; will to fight by {{Pos|+50%}}.&lt;br /&gt;
|Formuladesc=Grants War Cry {{Pos|(75 + WIL)%}} chance to {{W|Daze}} all enemies within its area of effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Increases the negative impact of the character&#039;s actions upon the enemies&#039; will to fight by {{Pos|+50%}}.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Against the Odds= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=10&lt;br /&gt;
|Cooldown=60&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Against the Odds&amp;quot;}} for {{W|2}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|-50%}} Damage Taken &amp;lt;br&amp;gt;{{Pos|+50%}} Bleed Resistance &amp;lt;br&amp;gt;{{Pos|+50%}} Move Resistance &amp;lt;br&amp;gt;{{Pos|+50%}} Control Resistance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While {{Pos|&amp;quot;Against the Odds&amp;quot;}} is active, Health can&#039;t drop below {{Neg|25%}}, and killing enemies replenishes {{Pos|25%}} Max Health and {{c|Energy|25%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The first strike received on the same turn as using the skill will deal no damage.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Finisher= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/charge&lt;br /&gt;
|Type=Target Object&lt;br /&gt;
|Range=2&lt;br /&gt;
|Energy=18&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Modifiers=Strength, Agility, Perception, Vitality&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Performs a {{W|charge}} towards the target and delivers a strike to its most damaged body part with {{Pos|+25%}} Bodypart Damage, {{Pos|+25%}} Crit Chance, {{Pos|-25%}} Fumble Chance, and {{Pos|+50%}} Energy Drain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike puts the target&#039;s Health below {{Neg|10%}} (but no more than {{W|20}}), instantly kills it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the skill kills its target, instantly refreshes all cooldowns, and replenishes {{c|Energy|15%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} Range.&lt;br /&gt;
|Formuladesc=Performs a {{W|charge}} towards the target and delivers a strike to its most damaged body part with {{Pos|+25%}} Bodypart Damage, {{Pos|+25%}} Crit Chance, {{Pos|-25%}} Fumble Chance, and {{Pos|+50%}} Energy Drain. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the strike puts the target&#039;s Health below {{Neg|((0.25 * STR) + (0.25 * AGL) + (0.5 * PRC))%}} (but no more than {{W|(STR + 0.5 * AGL + 0.5 * PRC)}}), instantly kills it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the skill kills its target, instantly refreshes all cooldowns, and replenishes {{c|Energy|(1.5 * VIT)%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|spear}}, grants the skill {{Pos|+1}} Range.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Tactical Advantage= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants additional {{W|2}} turns to the duration of {{Pos|&amp;quot;Defensive Tactic&amp;quot;}} and {{Pos|&amp;quot;Offensive Tactic&amp;quot;}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants all {{W|Stances}} and {{W|Maneuvers}} {{Pos|-20%}} Energy Cost and {{Pos|-20%}} Cooldown Duration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If affected by {{Pos|&amp;quot;Offensive Tactic&amp;quot;}}, using {{W|&amp;quot;Defensive Tactic&amp;quot;}} replenishes {{Pos|10%}} Max Health and {{c|Energy|20%}} Max Energy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If affected by {{Pos|&amp;quot;Defensive Tactic&amp;quot;}}, using {{W|&amp;quot;Offensive Tactic&amp;quot;}} grants {{Pos|+25%}} Weapon Damage for {{W|3}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect doesn&#039;t stack.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Thirst for Battle= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=24&lt;br /&gt;
|Cooldown=30&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Activates {{Pos|&amp;quot;Thirst for Battle&amp;quot;}} for {{W|8}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each missing {{Neg|percent}} of Health grants:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Pos|+0.5%}} Weapon Damage&amp;lt;br&amp;gt;{{Pos|+0.25%}} Crit Chance&amp;lt;br&amp;gt;{{Pos|+0.5%}} Crit Efficiency&amp;lt;br&amp;gt;{{Pos|+0.33%}} Life Drain&amp;lt;br&amp;gt;{{Pos|+0.5%}} Energy Drain&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect&#039;s power changes dynamically depending on the current Health.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Killing an enemy prolongs the effect&#039;s duration by {{Pos|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The first strike received on the same turn as using the skill is guaranteed to trigger a counter.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Armor Crusher= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants melee strikes {{Pos|+10%}} Armor Penetration and {{Pos|+50%}} Armor Damage if the target&#039;s Armor Durability is above {{W|0%}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the target {{W|has no Armor}} or its Armor Durability is {{W|0%}}, melee strikes against it permanently apply it with {{W|+5%}} Damage Taken. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The effect stacks up to {{W|3}} times.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Final Push= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants {{Pos|+5%}} Weapon Damage, {{Pos|+4%}} Accuracy, {{Pos|-5%}} Abilities Energy Cost, and {{Pos|-5%}} Cooldowns Duration for each missing {{Neg|20%}} of Health or {{c|Energy|20%}} of Energy.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Armored_Combat_skill_data&amp;diff=66667</id>
		<title>Armored Combat skill data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Armored_Combat_skill_data&amp;diff=66667"/>
		<updated>2024-03-16T00:35:13Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Battle Forged description fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard Armored Combat skill data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
|Self-Repair= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants {{c|+|-15%}} to the equipped {{c|w|armor}} and {{c|w|weapons&#039;}} Durability loss rate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Allows to dismantle pieces of armor into {{c|w|fragments}}, which can be used to repair other armor. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Reduces Durability treshold of repair kits from {{c|w|80%}} to {{c|w|60%}}. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped {{c|w|piece of armor}} with durability above {{c|w|80%}} grants {{c|+|+5%}} Bleed Resistance to it&#039;s respective body part and {{c|+|+2.5%}} Fortitude.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Brace for Impact!= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=No Target&lt;br /&gt;
|Range=&lt;br /&gt;
|Energy=12&lt;br /&gt;
|Cooldown=8&lt;br /&gt;
|Modifiers=&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Grants {{c|+|15%}} Dodge chance and {{c|+|15%}} Block chance for {{W|2}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Activates {{c|+|&amp;quot;Brace for Impact!&amp;quot;}} until the next turn.&amp;lt;br&amp;gt;While the effect is active, grant all received strikes: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{c|-|+25%}} Fumble Chance &amp;lt;br&amp;gt;{{c|-|-10%}} Accuracy &amp;lt;br&amp;gt;{{c|-|-50%}} Armor Penetration &amp;lt;br&amp;gt;{{c|-|-100%}} Crit Chance &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|light chestpiece}}, grants the skill {{c|+|-50%}} Energy Cost and {{c|+|-50%}} Cooldown Duration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, grants the skill {{c|-|+100%}} Cooldown Duration.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Hard Target= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=&lt;br /&gt;
|Description=Each shot taken at the character grants {{c|+|+5%}} Dodge Chance for {{W|5}} turns and applies the attacker with {{c|-|-7.5%}} Accuracy for {{W|4}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Both effects stack up to 4 times and trigger twice if the shot hits its target. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grants all received strikes and shots {{c|-|-10%}} Armor Penetration.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Flexible Defense= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/maneuver&lt;br /&gt;
|Type=Target Area&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=16&lt;br /&gt;
|Cooldown=16&lt;br /&gt;
|Modifiers=Strength, Agility&lt;br /&gt;
|Requirements=Vitality, Agility, Perception&lt;br /&gt;
|Description=Delivers a strike to three adjacent tiles with {{c|-|-60%}} Weapon Damage and {{c|+|+120%}} Stagger Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Applies all targets within the skill&#039;s area of effect with {{c|-|-20%}} Weapon Damage, {{c|-|+20%}} Fumble Chance and {{c|-|-5%}} Accuracy for 2 turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|light chestpiece}}, grants additional {{c|+|+1}} turn to the applied penalties&#039; duration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, replenishes {{c|Energy|+5%}} Max Energy and grants {{c|+|+10%}} Energy Restoration for {{W|4}} turns for each enemy within the skill&#039;s area of effect.&lt;br /&gt;
|Formuladesc=Delivers a strike to three adjacent tiles with {{c|-|-(70 - AGI)%}} Weapon Damage and {{c|+|+(100 + (2 * AGI))%}} Stagger Chance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Applies all targets within the skill&#039;s area of effect with {{c|-|-20%}} Weapon Damage, {{c|-|+20%}} Fumble Chance and {{c|-|-5%}} Accuracy for 2 turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|light chestpiece}}, grants additional {{c|+|+1}} turn to the applied penalties&#039; duration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, replenishes {{c|Energy|+5%}} Max Energy and grants {{c|+|+10%}} Energy Restoration for {{W|4}} turns for each enemy within the skill&#039;s area of effect.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Battle-Forged= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=Strength, Agility, Vitality, Willpower&lt;br /&gt;
|Description=Using {{W|Stances}} and {{W|Maneuvers}} grants {{c|+|-20%}} Damage Taken until the next turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|light chestpiece}}, moving to other tiles ({{W|Charges}} and {{W|Maneuvers}} counts as well)) grants {{c|+|+2%}} Dodge Chance and {{c|+|+2%}} Counter Chance for {{W|6}} turns for each traveled tile. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|heavy chestpiece}}, remaining on the same tile grants {{c|+|-3%}} Energy Cost for {{W|6}} turns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Both effects stack up to {{W|5}} times.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Unyielding Defense= {{#switch: {{{2}}}&lt;br /&gt;
|Active=maneuver&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=1&lt;br /&gt;
|Energy=14&lt;br /&gt;
|Cooldown=10&lt;br /&gt;
|Requirements=Strength, Willpower, Vitality&lt;br /&gt;
|Description={{c|w|Repositions}} to an adjacent tile and activates {{c|+|&amp;quot;Unyielding Defense&amp;quot;}} for {{c|w|8}} turns: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{c|+|+10%}} to all body parts&#039; Protection (no less than {{c|+|1}})&amp;lt;br&amp;gt;{{c|+|+10%}} Control Resistance&amp;lt;br&amp;gt;{{c|+|+3%}} Block Power Recovery&amp;lt;br&amp;gt;{{c|+|+5%}} Block Chance or {{c|+|+5%}} Dodge Chance (the priority is given to the highest Stat). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each received strike grants an extra stack of the effect (up to {{c|w|V}}.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Battering Ram= {{#switch: {{{2}}}&lt;br /&gt;
|Active=attack/charge&lt;br /&gt;
|Type=Target Tile&lt;br /&gt;
|Range=3&lt;br /&gt;
|Energy=24&lt;br /&gt;
|Cooldown=30&lt;br /&gt;
|Modifiers=Strength, Agility, Vitality, Dodge Chance&lt;br /&gt;
|Requirements=Strength, Agility, Vitality&lt;br /&gt;
|Description= Performs a {{W|charge}} towards the target and deals {{W|3}} Crushing Damage with {{W|100%}} Accuracy and {{W|100%}} Stagger Chance. The Damage depends on the equipped chestpiece&#039;s Protection. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the skill {{c|+|-50%}} Cooldown Duration and {{c|+|+1}} Range and also grants {{c|+|2.5%}} Weapon Damage for {{W|2}} turns after using the skill. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|heavy chestpiece}}, grants the skill {{c|-|-1}} Range and replaces its Stagger Chance with {{W|95%}} Stun Chance.&lt;br /&gt;
|Formuladesc=Performs a {{W|charge}} towards the target and deals {{W|(Chestpiece Protection + (STR * 0.25))}} Crushing Damage with {{W|(75 + (2.5 * AGI))%}} Accuracy and {{W|((75 + STR + (1.5 * VIT))%}} Stagger Chance. The Damage depends on the equipped chestpiece&#039;s Protection. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If equipped with a {{W|light chestpiece}}, grants the skill {{c|+|-50%}} Cooldown Duration and {{c|+|+1}} Range and also grants {{c|+|max((0.5 * EVS),0)%}} Weapon Damage for {{W|2}} turns after using the skill. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; If equipped with a {{W|heavy chestpiece}}, grants the skill {{c|-|-1}} Range and replaces its Stagger Chance with {{W|(75 + (1.5 * STR) + (2 * VIT))%}} Stun Chance.&lt;br /&gt;
|#default = }}&lt;br /&gt;
&lt;br /&gt;
|Custom Adjustments= {{#switch: {{{2}}}&lt;br /&gt;
|Active=passive&lt;br /&gt;
|Requirements=Strength, Agility, Vitality&lt;br /&gt;
|Description=Each equipped piece of {{W|heavy armor}} grants {{c|Energy|+5}} Max Energy and {{c|+|+2%}} Energy Restoration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped piece of {{W|medium armor}} grants {{c|+|+5%}} Bleed Resistance to its respective body part. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each equipped piece of {{W|light armor}} grants{{c|+|+2}} Protection to its respective body part. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|#default = }}&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Armor_data&amp;diff=66666</id>
		<title>Armor data</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Armor_data&amp;diff=66666"/>
		<updated>2024-03-14T10:15:53Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: &lt;/p&gt;
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&lt;div&gt;&amp;lt;noinclude&amp;gt;Page for all Stoneshard armor data.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
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----- ARMOR -----&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
|Board Shield=2;shield01;Shield;Light;Common;wood;25;50;;8;8;5;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;This homemade shield is just a few rough planks cobbled together. Still better than nothing.&lt;br /&gt;
&lt;br /&gt;
|Oaken Shield=4;shield02;Shield;Light;Common;wood;40;70;;10;10;5;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It&#039;s not particularly durable, but it serves its purpose well enough.&lt;br /&gt;
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|Fist Shield=4;shield03;Shield;Light;Common;wood;60;40;;8;6;25;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Fist shields don&#039;t hinder mobility and allow to safely parry weaker attacks.&lt;br /&gt;
&lt;br /&gt;
|Leather Targe=6;shield04;Shield;Light;Common;leather;130;60;;10;8;10;;;;-3;;;;;;;;;;;;;;5;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The Firns&#039; descendants strictly adhere to tradition: these shields are almost exactly the same as the ones used a thousand years ago.&lt;br /&gt;
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|Round Shield=8;shield05;Shield;Light;Common;wood;250;100;;12;12;5;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A wooden shield reinforced with a few strips of metal. A common armament of the Aldorian militia.&lt;br /&gt;
&lt;br /&gt;
|Dwarven Shield=10;shield06;Shield;Light;Common;wood;350;125;;12;14;7.5;;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;Dwarven Shield A.png;Dwarven Shield B.png;Dwarven Shield C.png;;;Dwarves have a preference for round shields - they are suitable for tight formations as well as one-on-one combat.&lt;br /&gt;
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|Buckler=10;shield07;Shield;Light;Common;metal;350;125;;10;10;20;;;;-2;;;;;;;;;;;;;;15;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Any duelist worth their salt must possess three things: a buckler, a trusty blade, and a carefully rehearsed Brynn accent.&lt;br /&gt;
&lt;br /&gt;
|Nomad Kalkan=12;shield08;Shield;Light;Common;wood;600;150;;14;16;7.5;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;To make a kalkan, nomads weave reed stalks into a desired shape, then fasten it with a metal ring. The resulting shield is both lightweight and durable.&lt;br /&gt;
&lt;br /&gt;
|Rider Shield=14;shield09;Shield;Light;Common;wood;700;140;;16;16;5;-4;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The most popular shield among the cavalry - it helps with deflecting spears while on horseback and increases your chances of survival when the situation requires you to dismount.&lt;br /&gt;
&lt;br /&gt;
|Nomad Adarga=16;shield10;Shield;Light;Common;leather;950;180;;14;20;7.5;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Horsemen of the Ohirian barrens usually choose adargas over kalkans: a light leather shield is more convenient when fighting from horseback.&lt;br /&gt;
&lt;br /&gt;
|Skirmisher Shield=18;shield11;Shield;Light;Common;wood;1200;200;;18;16;5;-2;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;nistra common;;;;;;;;;;;;;;;;;;;;;;A favorite shield of the Nistrian light cavalry - its curved form protects a good portion of the rider&#039;s back from arrows.&lt;br /&gt;
&lt;br /&gt;
|Rondache=20;shield12;Shield;Light;Common;metal;1500;220;;14;12;15;;;;-3;;;;;;;;;;;;;;12;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;foreign common;;;;;;;;;;;;;;;;;;;;1;;Rondaches were brought to Aldor from the Bronze Isles. As with all things new and alien, the locals regard them with a certain amount of suspicion.&lt;br /&gt;
&lt;br /&gt;
|Kalkan=22;shield13;Shield;Light;Common;wood;1850;250;;18;18;7.5;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;12;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;This kalkan is larger and heavier than usual. Perhaps it once belonged to some nomadic nobleman.&lt;br /&gt;
&lt;br /&gt;
|Orient Shield=24;shield14;Shield;Light;Common;metal;2250;240;;16;20;10;;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Elven shields are durable and don&#039;t weigh the arm down. The alloy they are made of is exotic to Aldor.&lt;br /&gt;
&lt;br /&gt;
|Maaf Shield=26;shield15;Shield;Light;Common;metal;2750;275;;16;14;15;;;;-5;;;;;;;;;;;;;;5;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;1;;Maafs are the warrior estate which seized power in Ahjat a few centuries ago. Their round shields are hard to mistake for anything else.&lt;br /&gt;
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|Relict Shield=;;Shield;Light;Unique;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
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|Thousand-Faced Shield=;;Shield;Light;Legendary;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
&lt;br /&gt;
|Heater Shield D=10;shield16;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot.&lt;br /&gt;
&lt;br /&gt;
|Magistrate Heater Shield=10;shield16a;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;brynn common;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
|Council Heater Shield=10;shield16b;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Royal Council.&lt;br /&gt;
&lt;br /&gt;
|Gray Army Heater Shield=10;shield16c;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears the colors of the Gray Army.&lt;br /&gt;
&lt;br /&gt;
|Heater Shield E=10;shield16e;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears King Etbert&#039;s crest.&lt;br /&gt;
&lt;br /&gt;
|Heater Shield F=10;shield16f;Shield;Medium;Common;wood;500;180;;20;20;;-15;;;-10;-3;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Such shields are perhaps the most sensible choice when fighting on foot. This one bears an insignia of some noble house.&lt;br /&gt;
&lt;br /&gt;
|Raven Heater Shield=10;shield17;Shield;Medium;Unique;wood;600;200;;20;22;;-15;;;-8;-3;;;;;;;;;;;;;;;;;;;;;10;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;The fearsome Raven Gang, which used to be the scourge of the entire realm, suffered their first and final defeat in the battle of the Hangman&#039;s Hill. There were almost no survivors: Sir Wolfard&#039;s troops immediately hanged those few bandits they had captured, giving the previously nameless hill its moniker.&lt;br /&gt;
&lt;br /&gt;
|Skadian Shield=12;shield18;Shield;Medium;Common;wood;750;210;;22;24;;-17;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;skadia common;;;;;;;;;;;;;;;;;;;;;;A heavy Skadian shield bearing the crest of the Elder Prince. It was probably brought to Aldor by a mercenary who used to serve in the Prince&#039;s retinue.&lt;br /&gt;
&lt;br /&gt;
|Huscarl Shield=14;shield19;Shield;Medium;Common;wood;1000;240;;24;24;;-21;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;skadia uncommon;;;;;;;;;;;;;;;;;;;;;;Dwarven huscarls sleep in their clothes, keeping weapons and shields within arm&#039;s reach. Life in Fjall is unpredictable, and you never know when your master may require protection.&lt;br /&gt;
&lt;br /&gt;
|Kite Shield=14;shield20;Shield;Medium;Common;wood;1000;240;;24;26;;-23;;;-13;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Although this shield offers reliable cover to the entire body, from feet to shoulders, you won&#039;t run far with it weighing you down.&lt;br /&gt;
&lt;br /&gt;
|Long Shield=16;shield21;Shield;Medium;Common;wood;1350;270;;24;28;;-18;;;-14;-5;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A shield that combines convenience of heater shields with protection of kite shields. On the downside, it&#039;s rather heavy.&lt;br /&gt;
&lt;br /&gt;
|Knightly Shield=20;shield22;Shield;Medium;Common;wood;2000;330;;22;28;;-16;;;-12;-4;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Sometimes a knight needs to fight on foot. This shield is a perfect choice for such scenarios.&lt;br /&gt;
&lt;br /&gt;
|Jousting Shield=20;shield23;Shield;Medium;Unique;wood;2500;360;;26;32;;-20;;;-16;-5;;;;;;;;-5;;;;;5;;;;;;;;;;;;25;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;1;;The main purpose of jousts is to show off, so no expense is too great when it comes to elaborate shield paintings. In fact, the last joust before the war was so exceedingly festive that it was more reminiscent of a carnival than a celebration of combat prowess.&lt;br /&gt;
&lt;br /&gt;
|Brotherhood of Ouroboros&#039; Shield=22;shield24;Shield;Medium;Unique;wood;3000;380;;24;28;;-16;;;-14;-5;-10;;;;;;;;;;;;;10;;20;;;;;;;10;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Among the brotherhoods created after the dissolution of the Triple Hand Order, the Brotherhood of Ouroboros is the most secretive and mysterious one. Its symbol has a plethora of interpretations: the most popular one is a righteous death followed by a rebirth.&lt;br /&gt;
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|Tower Shield=20;shield25;Shield;Heavy;Common;wood;3000;400;;36;36;-25;-24;;;-20;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;Tower Shielda.png;Orient Tower Shieldb.png;;;;It will protect you from pretty much any attack, but it&#039;s a sheer torment to lug it around.&lt;br /&gt;
&lt;br /&gt;
|Heavy Shield=20;shield26;Shield;Heavy;Common;wood;3000;380;;32;34;-15;-22;;;-19;-6;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Also known in Aldor as a &amp;quot;storm shield&amp;quot;, it comes in handy when you need to hide from arrows raining down from the walls of a besieged castle.&lt;br /&gt;
&lt;br /&gt;
|Reinforced Shield=20;shield27;Shield;Heavy;Common;wood;3000;390;;30;30;-15;-20;;;-16;-5;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A long, sturdy shield. Its rims are reinforced with iron bands.&lt;br /&gt;
&lt;br /&gt;
|Brynn Pavise=24;shield28;Shield;Heavy;Common;wood;4500;480;;38;38;-25;-25;;;-21;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;brynn common;;;;;;;;;;;;;;;;;;;;;;These shields are employed by the famous Crossbow Brigades, the elite units of the Brynn garrison.&lt;br /&gt;
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|Nistrian Shield=24;shield29;Shield;Heavy;Common;wood;4500;480;;34;36;-20;-23;;;-20;-7;;;;;;;;;;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;nistra common;;;;;;;;;;;;;;;;;;;;;;To a Great Despot it&#039;s a matter of prestige to be perceived as a successor to the great Axonian Empire and its rulers. This is why many Nistrian armor and weaponsmiths still dutifully recreate the designs of ancient craftsmen.&lt;br /&gt;
&lt;br /&gt;
|Guardsman Shield=24;shield30;Shield;Heavy;Unique;wood;4500;520;;36;40;-15;-25;;;-22;-7;;;;;;;;-10;;;;;;;;;;;;;15;;5;;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;After the Royal Guard was disbanded, many former guardsmen decided to try their luck as mercenaries. Obviously, they brought their equipment along with them, including these shields.&lt;br /&gt;
&lt;br /&gt;
|Shield of the Truth&#039;s Eternal Sun=26;shield31;Shield;Heavy;Unique;wood;5000;500;;32;34;-15;-22;;;-19;-5;;;;;;15;25;;;;;;;;;;;;;;;;;15;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;It&#039;s a well-known fact that the Brotherhood of the Truth&#039;s Eternal Sun favors the pursuit of Knowledge over prayers and martial training. And yet, it doesn&#039;t affect the Brotherhood knights&#039; combat readiness in the slightest: if anything, their study of the world&#039;s secrets fills them with incredible zeal on the battlefield.&lt;br /&gt;
&lt;br /&gt;
|Orient Tower Shield=26;shield32;Shield;Heavy;Common;wood;6000;540;;40;40;-35;-27;;;-25;-8;;;;;;;;;;;;;;;;;;;;;;;;;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven rare;;;;;;;;;;;;;;;;;;;;1;;This shield, which was originally forged in the fabled lands of Shanguo, traveled for thousands of miles before finding its way to Aldor - it&#039;s nigh impossible to imagine the circumstances of its journey.&lt;br /&gt;
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|Rigild&#039;s Redemption=;;Shield;Heavy;Legendary;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;N/A&lt;br /&gt;
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|Crimson Headband=2;head01;Headgear;Light;Common;cloth;30;25;;;;;;;;;;;;;;;;;;;;1;5;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;;;;;;;A great example of why the best defense is a good offense.&lt;br /&gt;
&lt;br /&gt;
|Peasant Cap=2;head02;Headgear;Light;Common;cloth;30;40;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;The only distinguishing feature about this cap is that it hasn&#039;t been washed for way too long.&lt;br /&gt;
&lt;br /&gt;
|Peasant Hat=2;head03;Headgear;Light;Common;cloth;30;40;1;;;;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;In case of heat or rain, its brims can be slightly turned down.&lt;br /&gt;
&lt;br /&gt;
|Forester Hat=4;head04;Headgear;Light;Common;cloth;90;55;2;;;;;;;;;;;;;;;;;;2;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;These feathered hats are a distinguishing mark of the foresters at the service of local lords.&lt;br /&gt;
&lt;br /&gt;
|Hired Blade Cowl=4;head05;Headgear;Light;Unique;cloth;90;55;2;;;;;;-1;;;;;;;;;;;;;1;;;;;;;;;;;;;;;10;;;;;;;;;;;;;3;;5;;;;;;;;;;;;;;;special exc;;;2;;;;;;;;;;;;;20;;;;;;The Blades were a group of assassins operating in every major Aldorian city. They didn&#039;t last long though: betrayed by their client, most of them were found out, apprehended, and executed after a series of high-profile murders.&lt;br /&gt;
&lt;br /&gt;
|Hood=4;head06;Headgear;Light;Common;cloth;90;55;2;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;A woolen hood with a playfully folded tip. These were once popular among Maen townsmen.&lt;br /&gt;
&lt;br /&gt;
|Broad-Brimmed Hat=4;head06;Headgear;Light;Common;cloth;90;55;2;;;;;;-1;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;5;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;Offers a bit of respite from the scorching midday sun.&lt;br /&gt;
&lt;br /&gt;
|Plague Doctor Mask=4;head07;Headgear;Light;Unique;leather;90;55;2;;;;;-1;;;;;;;;;;;;;;;;;;5;33;;;;;20;;;;;15;;;;;;;;;;;;;5;25;;;;;;;;66;33;;;;;;;special;1;;;;;;1;;;;;;;;;10;;;;;;The tip of this unsettling mask&#039;s beak is packed with a mix of medicinal herbs, their smell repelling plague-bearing miasmas. That&#039;s how most healers explain it anyway.&lt;br /&gt;
&lt;br /&gt;
|Witchfinder Hat=6;head08;Headgear;Light;Unique;leather;180;70;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;1;;;;;;1;;;;;;;;;10;;;;;;The mere sight of this hat can scare the life out of perfectly innocent herbalists and healers.&lt;br /&gt;
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|Arming Cap=6;head09;Headgear;Light;Common;cloth;180;70;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;3;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;It will soften a club blow. Can&#039;t ask more of it.&lt;br /&gt;
&lt;br /&gt;
|Padded Coif=8;head10;Headgear;Light;Common;cloth;300;85;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;;;;;;;;;;;;7.5;;;;;5;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;Sweating like a pig is unavoidable when wearing this coif, but safety is above all.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Captain Headwear=14;head11;Headgear;Light;Common;cloth;840;90;3;;;;3;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;20;;15;;;;;;;;;;;5;;;;;5;;;;;;;;;;;;aldor uncommon;1;;1;;;;1;;;;;;;;;20;;;;;;The life of a mercenary is too short and perilous to spend it wearing dull outfits.&lt;br /&gt;
&lt;br /&gt;
|Norrheim Helmet=18;head12;Headgear;Light;Common;leather;1350;160;7;;;;-3;;;;;;;;;;;;;;;3;10;;;;;;;;;;;;;;25;15;;;;;;;;;;;;10;;;;;5;5;;;;;;;;;;;fjall common;1;;;;;;3;;;;;;;;;30;;;;;;If a piece of armor is decorated with wild animals&#039; horns, furs, and bones, then it most likely used to belong to a Norrheim clansman. In their society, a person&#039;s merit is based exclusively on hunting ability and prowess.&lt;br /&gt;
&lt;br /&gt;
|Cervelliere=10;head13;Headgear;Medium;Common;metal;750;150;10;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;10;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Small, light, and, quite importantly, cheap - a helmet worn by many guards and militia.&lt;br /&gt;
&lt;br /&gt;
|Mail Coif=10;head14;Headgear;Medium;Common;metal;750;150;10;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;;;;;;;;;;;;10;;;10;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;;1;;;;30;;;;;;Mail coifs are ubiquitous - they don&#039;t cost much, are lightweight, and provide decent protection against slashing strikes.&lt;br /&gt;
&lt;br /&gt;
|Cone Helmet=12;head15;Headgear;Medium;Common;metal;1050;175;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;15;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Helmets of this shape have been in use for centuries. They are usually worn by those who can&#039;t afford anything better.&lt;br /&gt;
&lt;br /&gt;
|Kettle Helmet=12;head19;Headgear;Medium;Common;metal;1050;150;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;20;15;;;;;;;;;;;;15;;;;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;A kettle helmet is essentially a hat, albeit made of metal. Even an average village blacksmith can craft one.&lt;br /&gt;
&lt;br /&gt;
|Ornate Mail Coif=12;head17;Headgear;Medium;Unique;metal;1050;175;11;;;;5;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;20;10;;;;;;;;;;;;15;;5;15;;;;;-15;;;;;;;;;special;1;;;;;;;;;;;1;;;;30;;;;;;Donning this magnificent coif makes you want to embark on a quest for some holy chalices or rocks with a sword stuck in them.&lt;br /&gt;
&lt;br /&gt;
|Skadian Helmet=12;head18;Headgear;Medium;Unique;metal;1400;175;11;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;15;;;;;;;;;;;;15;;;5;;;;;-10;;;;;;;;;special;1;;;;;;;;;;2;;;;;20;;;;;;Generations of conflicts with Fjall dwarves and Jarimad nomads left an indelible mark of their culture on Skadian armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
|Pot Helmet=14;head16;Headgear;Medium;Common;metal;1400;200;12;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;25;;;;;;;;;;;;15;;;5;;5;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Such helmets were in use many, many years ago. In this day and age, Aldorian armorsmiths forge much more efficient designs.&lt;br /&gt;
&lt;br /&gt;
|War Hat=14;head21;Headgear;Medium;Common;metal;1400;200;11;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;15;;;5;;;;;-10;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Although war hats are slightly more intricate than a simple kettle helmet, it doesn&#039;t really affect their overall price.&lt;br /&gt;
&lt;br /&gt;
|Guard Helmet=16;head20;Headgear;Medium;Common;metal;1800;225;12;;;;;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;15;;;;;5;;;-10;;;;;;;;;aldor common;1;;;;;;1;;;;2;;;;;30;;;;;;When King Etbert ascended the throne, Aldor was drowning in crime and infighting. His swift success in regaining control over the brigand-infested roads can mostly be attributed to the creation of guard units that answered directly to him rather than local lords.&lt;br /&gt;
&lt;br /&gt;
|Mail Cervelliere=16;head22;Headgear;Medium;Common;metal;1800;225;12;;;;;;;-7;-2;;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;15;;;10;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;2;;;;;20;;;;;;Additional neck protection is never redundant. Still, it pays off to not rely on it too much when you wear something as light as a cervellier.&lt;br /&gt;
&lt;br /&gt;
|Cervelliere with Ear Guards=16;head23;Headgear;Medium;Unique;metal;1800;225;12;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;15;;;;;20;35;;;;;;;;;;;;20;;;;;10;;;-10;;;;;;;;;special;1;;;;;;;;;;2;;1;;;50;;;;;;Judging by the eye-catching band and a pair of metal discs, meant to provide some additional protection, this helmet used to belong to some merchant&#039;s son during his service in the town militia.&lt;br /&gt;
&lt;br /&gt;
|Open Bascinet=18;head24;Headgear;Medium;Common;metal;2250;250;13;;;;;;;-8;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;20;;;;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Thanks to its domed shape, a bascinet can often redirect incoming blows, preventing them from doing significant harm.&lt;br /&gt;
&lt;br /&gt;
|Wolf Ribs Bascinet=20;head25;Headgear;Medium;Common;metal;2750;275;13;;;;;-1;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;;20;20;;;;;;;;;;;;20;;;5;;;10;;-15;;;;;;;;;aldor common;;;;;;;1;;;;2;;;;;30;;;;;;A bascinet with a grated visor and a nose guard. Protects the face better than an open variant.&lt;br /&gt;
&lt;br /&gt;
|Sallet=22;head26;Headgear;Medium;Common;metal;3300;300;14;;;;;;;-8;-1;;;;;;;;;;;;;;;;;;;;;;;;;;25;25;;;;;;;;;;;;20;;;5;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Sallets are a frequent choice among Aldorian soldiers. An open version is comfortable to wear, compromising neither your vision nor the ability to take deep breaths.&lt;br /&gt;
&lt;br /&gt;
|Footman Barbute=24;head27;Headgear;Medium;Common;metal;3900;325;14;;;;;;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;;30;30;;;;;;;;;;;;25;;;;;;;;-15;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;Barbutes offer a great balance between protection and unobtrusiveness, which makes them well-suited for archers and light infantry.&lt;br /&gt;
&lt;br /&gt;
|Barbute=26;head28;Headgear;Medium;Common;metal;4550;350;15;;;;;-1;;-10;-2;;;;;;;;;;;;;;;;;;;;;;;;;;35;35;;;;;;;;;;;;25;;;;;;;;-20;;;;;;;;;aldor common;1;;;;;;;;;;3;;;;;30;;;;;;A reinforced variant of a barbute, preferred by those who don&#039;t find scars attractive.&lt;br /&gt;
&lt;br /&gt;
|Ornate Barbute=28;head29;Headgear;Medium;Unique;metal;5250;375;15;;;;;-1;;-8;-2;;;5;;;;;;;3;;;;;;;;;;;;;;;;30;30;;;;;;;;;;;;25;;;;;;;;-20;;;;;;;;;special;1;;;;;;;;;;2;;;;2;20;;;;;;This generously gilded helmet is supposed to be worn while leading parades in celebration of unceasing victories.&lt;br /&gt;
&lt;br /&gt;
|Visored Cervelliere=14;head30;Headgear;Heavy;Common;metal;2240;200;14;;;;;-2;;-11;-4;;;;;;;;;;-5;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;High-born or not, some knights don&#039;t have a single coin to their name. Affording decent armor is out of the question, so is wearing a common soldier&#039;s kettle helmet. And that&#039;s where cervelliers come into play.&lt;br /&gt;
&lt;br /&gt;
|Visored Pot Helmet=16;head31;Headgear;Heavy;Common;metal;2880;240;16;;;;;-2;;-13;-4;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;Such helmets were in use many, many years ago. In this day and age, Aldorian armorsmiths forge much more efficient designs. And even though the visor adds an extra layer of protection, the whole thing is still outrageously outdated.&lt;br /&gt;
&lt;br /&gt;
|Topfhelm=18;head32;Headgear;Heavy;Common;metal;3600;280;18;;;;;-2;;-14;-5;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;4;;;;;40;;;;;;Topfhelms have been out of fashion for quite a while. Nowadays they are worn almost exclusively by gray-haired, irredeemably nostalgic veterans.&lt;br /&gt;
&lt;br /&gt;
|Jousting Topfhelm=18;head33;Headgear;Heavy;Unique;metal;3960;280;19;;;;;-2;;-16;-6;;;;;;;;-5;;-4;;;;;;;;;;;;;;;;30;40;10;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;4;;;;1;40;;;;;;If you ignore the lavish decorations, it&#039;s just a simple, hopelessly outdated topfhelm: the only thing you&#039;ll conquer while wearing it is the hearts of fair maidens.&lt;br /&gt;
&lt;br /&gt;
|Aldorian Topfhelm=20;head34;Headgear;Heavy;Common;metal;4400;320;20;;;;;-2;;-16;-5;;;5;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;35;;;5;10;;10;;-20;;;;;5;;;;aldor uncommon;;;;;;;;;;;4;;;;1;40;;;;;;A variation of a topfhelm, improved upon by Aldorian craftsmen - it boasts a slicker shape and exquisite decorations.&lt;br /&gt;
&lt;br /&gt;
|Klappvisor Bascinet=22;head35;Headgear;Heavy;Common;metal;5280;360;21;;;;;-2;;-17;-6;;;;;;;;;;-3;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;1;;;;3;;;;;40;;;;;;This bascinet&#039;s visor forms a solid barrier against blades and arrows. As a trade-off, it also greatly limits your vision.&lt;br /&gt;
&lt;br /&gt;
|Hounskull Bascinet=22;head36;Headgear;Heavy;Common;metal;5280;360;21;;;;;-2;;-16;-5;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;A hounskull visor may look peculiar, but it actually excels at deflecting blows to the face while also providing more breathing room.&lt;br /&gt;
&lt;br /&gt;
|Jousting Bascinet=22;head37;Headgear;Heavy;Unique;metal;6000;360;22;;;;;-2;;-19;-7;;;;;;;;-5;;-3;;;;;;;;;;;;;;;;30;45;15;;;;;;;;;;;25;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;3;;;;;30;;;;;;The flowers adorning this bascinet symbolize nobility, temperance, and purity of intention.&lt;br /&gt;
&lt;br /&gt;
|Pig-Faced Bascinet=22;head38;Headgear;Heavy;Unique;metal;6000;360;21;;;;;-2;;-17;-6;;;;;;;;;;-4;;;;;;;;;;;20;;;;;25;35;;;;;;;;;;;;33;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;5;;;;;50;;;;;;Bascinets with such visors are novel to Aldor. What armorsmith could be responsible for its creation?&lt;br /&gt;
&lt;br /&gt;
|Bellows-Visored Sallet=24;head39;Headgear;Heavy;Common;metal;6240;380;22;;;;;-2;;-15;-5;;;;;;;;;;-3;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;30;;;;5;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;This type of visor is named after forge bellows. The numerous perforations allow for less restricted breathing and improved air flow.&lt;br /&gt;
&lt;br /&gt;
|Visored Sallet=24;head40;Headgear;Heavy;Common;metal;6240;400;22;;;;;-2;;-18;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;Fear makes the wolf bigger than he is, and it&#039;s hard to see a damn thing in one of these sallets - as a result, they are often worn by those fighting on the front lines.&lt;br /&gt;
&lt;br /&gt;
|Ornate Sallet=26;head41;Headgear;Heavy;Unique;metal;7280;440;23;;;;;-2;;-18;-6;;;;;;3;;-5;;-4;;;;;;;;;;;;;;;;30;35;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;15;;;;special;;;;;;;;;;;5;;;;;50;;;;;;A sallet painted in black with a prayer meticulously inscribed on its rim - supposedly, it should provide additional protection against stray arrows and sudden strikes.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Sallet=26;head42;Headgear;Heavy;Unique;metal;7280;440;23;;;;3;-2;;-18;-6;;;5;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;special;;;;;;;;;;;3;;;;2;30;;;;;;This helmet&#039;s original owner was Lord Nothward, notorious for his obsession with weapons and armor. Rather peculiarly, he was also an irredeemable coward insistent on avoiding the battlefield.&lt;br /&gt;
&lt;br /&gt;
|Visored Barbute=26;head43;Headgear;Heavy;Common;metal;7280;440;23;;;;;-2;;-18;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;30;;;;10;;10;;-20;;;;;;;;;aldor common;;;;;;;;;;;5;;;;;50;;;;;;Visored barbutes can easily rival sallets and bascinets. Choosing one over another is mostly a matter of preference.&lt;br /&gt;
&lt;br /&gt;
|Gryphon Sallet=28;head44;Headgear;Heavy;Common;metal;8400;480;24;;;;;-2;;-19;-6;;;;;;;;;;-4;;;;;;;;;;;;;;;;30;40;;;;;;;;;;;;35;;;;10;;10;;-20;;;;;;;;;aldor rare;;;;;;;;;;;5;;;;;50;;;;1;;The beak-like visor of this sallet keeps the wearer&#039;s face safe from most dangers. Such helmets are usually worn by warriors of noble blood.&lt;br /&gt;
&lt;br /&gt;
|Visored Grand Bascinet=30;head45;Headgear;Heavy;Common;metal;9600;520;25;;;;;-3;;-20;-7;;;;;;;;;;-4;;;;;;;;;;;;;;;;40;40;;;;;;;;;;;;35;;;;10;;10;;-25;;;;;;;;;aldor rare;;;;;;;;;;;5;;;;;50;;;;1;;One of the heaviest helmets out there, it can protect your head and neck from just about anything - not to mention how formidable it looks.&lt;br /&gt;
&lt;br /&gt;
|Apprentice Cowl=2;head46;Headgear;Light;Common;cloth;80;30;;;;;;;;;;;;3;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;3;3;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;A cowl that brings clarity to one&#039;s thoughts. Or is it just your imagination?..&lt;br /&gt;
&lt;br /&gt;
|Novice Cowl=4;head47;Headgear;Light;Common;cloth;240;50;1;;;;;;;;;;;5;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;Its colors are reminiscent of the cowls worn by freshmen of the Academy.&lt;br /&gt;
&lt;br /&gt;
|Wanderer Cowl=8;head48;Headgear;Light;Common;cloth;800;70;2;;;;;;;;;;-8;7;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor common;1;;1;;;;;;;;;;;;;10;;;;;;These cowls are usually pulled over one&#039;s eyes: many commoners believe that a mage&#039;s gaze brings woes and misfortune, so why not ease their fears?&lt;br /&gt;
&lt;br /&gt;
|Witch Hat=8;head49;Headgear;Light;Unique;cloth;999;33;1;;;;;;;;;;;9;;;3;;;-9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;;;;;;;;;;;;;;;special;1;;2;;;;;;;;;;;;;20;;;;;;It&#039;s just an old, dusty hat, but for some reason you are compelled to put it on your head.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Cowl=12;head50;Headgear;Light;Common;cloth;1680;90;3;;;;;;;;;;-10;10;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;20;20;;;;;;;;;;;;;;;aldor common;1;;;1;;;;;;;;;;;;30;;;;;;The inner layer of this cowl is embroidered with protective spells.&lt;br /&gt;
&lt;br /&gt;
|Arcanist Cowl=18;head51;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;25;25;;;;;;;;;;25;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Barely forms any wrinkles when subjected to portal jumps.&lt;br /&gt;
&lt;br /&gt;
|Pyromancer Cowl=18;head52;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;;5;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;5;25;25;;;;;25;;;;;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Fire magic can be dangerous even to pyromancers themselves. This cowl can extinguish the flames that creep dangerously close to its wearer&#039;s face.&lt;br /&gt;
&lt;br /&gt;
|Geomancer Cowl=18;head53;Headgear;Light;Common;cloth;3600;100;2;;;;;;;;;;-10;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;15;;;;;;;;10;25;25;;;;;;;;;;15;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Pulling up this cowl makes you feel inexplicable unity with the ground under your feet.&lt;br /&gt;
&lt;br /&gt;
|Electromancer Cowl=18;head54;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;5;25;25;;;;;;25;;;;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;While wearing these cowls, novice electromancers often complain about being distracted by the constant crackling of electric discharge. They quickly grow accustomed to it though.&lt;br /&gt;
&lt;br /&gt;
|Chronomancer Cowl=18;head55;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;;;-10;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;5;25;25;;;;;;;;;;15;;;10;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Most people barely feel the flow of time. Chronomancers, on the other hand, perceive the world in a completely different manner - their consciousness is bursting with flashes of both future and past events.&lt;br /&gt;
&lt;br /&gt;
|Cryomancer Cowl=18;head56;Headgear;Light;Common;cloth;3600;80;2;;;;;;;;5;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;5;25;25;;;;;;;;;25;;;;;;aldor magic;1;;;1;;;;;;;;;;;;30;;;;;;Keeps your mind cold and your ears warm.&lt;br /&gt;
&lt;br /&gt;
|Academy Circlet=8;head57;Headgear;Light;Common;leather;800;30;;;;;;;;;;;;8;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;A constant companion of every Maen Academy student - the resonance created by precious metals makes it simpler to overcome the hurdles of learning magic.&lt;br /&gt;
&lt;br /&gt;
|Topaz Circlet=10;head58;Headgear;Light;Common;leather;1200;40;;;;;;;;;5;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Topaz is relatively cheap - pieces of jewelry encrusted with it are often purchased by mages of modest income.&lt;br /&gt;
&lt;br /&gt;
|Gilded Circlet=14;head59;Headgear;Light;Common;leather;2240;50;;;;;;;;5;;-5;-5;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Hardly the most elegant piece of jewelry - the craftsman was clearly more interested in the practical applications of gold than its aesthetics.&lt;br /&gt;
&lt;br /&gt;
|Dwarven Circlet=14;head60;Headgear;Light;Common;leather;2240;65;;;;;;;;;;;;10;;-5;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;fjall uncommon;1;;;;;;;;;;;;;;;;;;;;;A traditional headwear of Fjall seidrs, practitioners of the bizarre mix of Axonian magic and local pagan rituals.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Circlet=16;head61;Headgear;Light;Common;leather;2880;60;;;;;;;;;;;;20;;;5;;-5;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Battlemages aren&#039;t averse to risks. Many of them willingly forgo proper head protection to stay unhindered while casting complex spells.&lt;br /&gt;
&lt;br /&gt;
|Ruby Circlet=20;head62;Headgear;Light;Common;leather;4400;65;;;;;;;;;;;;20;;;8;10;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;The ability of rubies to withstand violent energies makes them particularly attractive to sorcerers who favor dangerous and unpredictable schools of magic, such as pyromancy.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Diadem=22;head63;Headgear;Light;Common;metal;5280;70;;;;;;;;15;;;;25;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;1;;;;;;;;;;;;;;;;;;;;;Just a few years worth of village taxes is all it costs for a lord to equip his court mage with one of these diadems.&lt;br /&gt;
&lt;br /&gt;
|Hermit Wreath=20;head64;Headgear;Light;Unique;wood;4400;100;;;;;;;;;15;;-15;20;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;33;33;;;;;;;;;;;;;;;special;1;;;;;;;;;;;;;;;;;;;;;Inexplicably, the strips of bark still appear to be fresh, alive even... What power makes it possible?&lt;br /&gt;
&lt;br /&gt;
|Tattered Rags=2;chest01;Chestpiece;Light;Common;cloth;1;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;1;;;;;;;;;;;;;10;;;;;;It&#039;s completely soaked in blood and sweat.&lt;br /&gt;
&lt;br /&gt;
|Old Shirt=2;chest02;Chestpiece;Light;Common;cloth;15;5;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;;;;10;;;;;;A ragged shirt littered with stitches, patches, and oily spots.&lt;br /&gt;
&lt;br /&gt;
|Linen Shirt=2;chest03;Chestpiece;Light;Common;cloth;30;10;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;10;;;;;;Some peasants own only a single shirt. Naturally, it&#039;s worn for every occasion.&lt;br /&gt;
&lt;br /&gt;
|Townsman Shirt=2;chest04;Chestpiece;Light;Common;cloth;30;20;1;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;;;;10;;;;;;Townsmen lead much better lives than common peasants, and their clothes reflect this.&lt;br /&gt;
&lt;br /&gt;
|Townsman Garment=4;chest05;Chestpiece;Light;Common;cloth;90;35;2;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;2;;;;;;;;;;;;;20;;;;;;In Aldwynn and Brynn, a well-to-do townsmen can easily be recognized by their attire. Can&#039;t say the same about Maen - anyone overtly rich has long been hanged there.&lt;br /&gt;
&lt;br /&gt;
|Elven Garment=6;chest06;Chestpiece;Light;Common;cloth;180;70;3;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;1;1;;;;;;;;;;;;40;;;;;;There is a faint flowery scent coming from the cloth. It reminds you of places you&#039;ve never traveled to.&lt;br /&gt;
&lt;br /&gt;
|Velmir&#039;s Embroidered Caftan=4;chest07;Chestpiece;Light;Unique;cloth;90;100;2;;;;4;;;;;;;;;;;;;;;2;;;;;;;;;;;;;;;10;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;special exc;;;1;1;;;;;;;;;;;;40;;;;;;This well-made caftan is battered and worn out, a distant echo of the life left behind.&lt;br /&gt;
&lt;br /&gt;
|Mahir Robe=4;chest08;Chestpiece;Light;Unique;cloth;90;70;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;0;;;;;;Mahir Robe&lt;br /&gt;
&lt;br /&gt;
|Leo Doublet=4;chest09;Chestpiece;Light;Unique;cloth;90;70;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;0;;;;;;Leo Doublet&lt;br /&gt;
&lt;br /&gt;
|Fur Vest=2;chest10;Chestpiece;Light;Common;leather;30;50;1;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;3;;;;;;;;;;;25;;;;;;norse common;;;1;;;;1;;;;;;;;;20;;;;;;It won&#039;t protect you from anything but cold. On the other hand, Fjall dwarves don&#039;t usually need more than that.&lt;br /&gt;
&lt;br /&gt;
|Dirwin&#039;s Vest=4;chest11;Chestpiece;Light;Unique;cloth;90;75;2;;;;3;;;;;;;;;;;;;-10;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;3;;;;;;;;;;;10;;;;;;special exc;;;;1;;;1;;;;;;;;;40;;;;;;Dirwin has been wearing this vest for so long, it&#039;s a miracle it hasn&#039;t yet fused with him.&lt;br /&gt;
&lt;br /&gt;
|Leather Vest=4;chest12;Chestpiece;Light;Common;leather;90;75;2;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;3;;;;;;;;;30;;;;;;Comfortable and pragmatic, such vests are favored by wealthy peasants.&lt;br /&gt;
&lt;br /&gt;
|Padded Leather Vest=6;chest13;Chestpiece;Light;Common;leather;180;90;3;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;3;;;;;;;;;;;;aldor common;;;1;;;;2;;;;;;;;;30;;;;;;An attire that would be the main source of pride for any show-off from the slums.&lt;br /&gt;
&lt;br /&gt;
|Doublet=8;chest14;Chestpiece;Light;Common;cloth;300;100;4;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;1;;;1;;;;;;;;;40;;;;;;It&#039;s suitable for a night out, a duel, or both at the same time. You&#039;ll look appropriate either way.&lt;br /&gt;
&lt;br /&gt;
|Padded Doublet=10;chest15;Chestpiece;Light;Common;cloth;450;125;5;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;7.5;;;;;3;;;;;;;;;;;;aldor common;;;;1;;;1;;;;;;;;;40;;;;;;It protects much better than a common doublet, and it looks fancy to boot.&lt;br /&gt;
&lt;br /&gt;
|Vehement Gambeson=12;chest23;Chestpiece;Light;Common;cloth;1050;145;5;;;;5;;;;;;;8;;;;;;-10;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;15;15;;;;;;;;;;;;;;;aldor magic;;;;;1;;;;;;;;;;;30;;;;;;The Vehement are militant Hieronites who took up arms to fight against all manner of ghouls, warlocks, and unholy monstrosities.&lt;br /&gt;
&lt;br /&gt;
|Pourpoint=14;chest16;Chestpiece;Light;Common;cloth;840;160;6;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;;;;;;1;;;;;;;30;;;;;;The fashion for wearing gambesons as civil clothing was spearheaded by King Etbert himself. Thanks to his efforts, it became a sign of good taste to wear a pourpoint when attending the court.&lt;br /&gt;
&lt;br /&gt;
|Skarhogg Garment=16;chest17;Chestpiece;Light;Common;cloth;1080;160;6;;;;8;;-5;;;;;;;;;;;;;5;10;;;;;;;;;;;;;;20;;25;;;;;;;;;;;5;20;20;;;;;;;;;15;;;;;;fjall uncommon;;;;1;1;;;;;;;;;;;60;;;;;;There&#039;s a dwarven belief that an attire blessed by Skarhogg shamans can fortify strength and resolve of any warrior who puts its on.&lt;br /&gt;
&lt;br /&gt;
|Norrheim Garment=16;chest18;Chestpiece;Light;Common;leather;1080;180;7;;;;10;;;;;;;;;;;;-5;;;;;5;;;;;;;;;;;;15;25;15;;;;;;;;;;;;10;10;10;;;;15;;;;;25;;;;;;fjall uncommon;;;;;;;1;1;;;;;;;;40;;;;;;The dwarves of the Norrheim clan have to deal with the most dangerous beasts the North can offer on a daily basis, so their warriors&#039; garments are frequently imbued with protective enchantments.&lt;br /&gt;
&lt;br /&gt;
|Duelist Doublet=20;chest19;Chestpiece;Light;Common;cloth;1650;150;7;;;;12;;;;;;;;;;;;;-5;;;;10;;;;;;;;;;;;;40;;15;;;;;;;;;;;7.5;;;;5;;;;;;;;;;;;;aldor uncommon;;;1;;1;;;;;;;;;;;40;;;;;;Some duelists prefer wearing all black when showing up to a fight. Why? Blood is harder to spot on dark fabric.&lt;br /&gt;
&lt;br /&gt;
|Gambeson=8;chest20;Chestpiece;Light;Common;cloth;500;128;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;30;;;;;;Makes you look fat, but who cares about appearances in the thick of a battle?&lt;br /&gt;
&lt;br /&gt;
|Magistrate Gambeson=8;chest21;Chestpiece;Light;Common;cloth;500;128;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;brynn common;;;;1;;;;;;;;;;;;30;;;;;;A regular quilted gambeson, painted with the blues and whites of the Magistrate. It&#039;s often worn by village militias and light infantry.&lt;br /&gt;
&lt;br /&gt;
|Quilted Jacket=10;chest22;Chestpiece;Light;Common;leather;750;175;8;;;;;;;-3;-1;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;30;;;;;;Stuffed with tow, these jackets are quite popular among guards and poor soldiers.&lt;br /&gt;
&lt;br /&gt;
|Long Gambeson=12;chest24;Chestpiece;Light;Common;leather;1050;200;9;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;10;5;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;60;;;;;;It protects well for its price. The main concern is overheating to death.&lt;br /&gt;
&lt;br /&gt;
|Mirror Plate Gambeson=14;chest25;Chestpiece;Light;Common;leather;1400;220;9;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;20;;;;;;;;;;;;;15;;;;10;5;5;;;;;;;;;;;nistra common;;;;;1;;;1;;;1;;;;;70;;;;;;A Nistrian gambeson reinforced with a round chest plate. Frugal Nistrian merchants rarely bother to sell these in Aldor.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Gambeson=16;chest26;Chestpiece;Light;Common;cloth;1800;170;7;;;;;;;-3;;-10;-10;10;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;15;20;;;5;;;;;;;;;;;;aldor magic;;;;;1;1;;;;;;;;;;60;;;;;;Much lighter than a common gambeson and much sturdier than a mantle, this chestpiece combines the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
|Lamellar Gambeson=18;chest27;Chestpiece;Light;Common;leather;2250;250;10;;;;;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;25;;;;;;;;;;;;;20;;;5;;;15;;;;;;;;;;;aldor common;;;;;;;;;2;;;;;;;60;;;;;;Some unknown craftsman reinforced this gambeson with rows of leather plates. The execution lacks quality, but it serves its purpose well enough.&lt;br /&gt;
&lt;br /&gt;
|Royal Ranger Gambeson=24;chest28;Chestpiece;Light;Unique;leather;3900;350;12;;;;;;;-5;-1;;;;;;;;;;5;5;;;;;;;;;;;;;;;40;;;;;;;;;;;;;25;35;15;;;10;30;;;15;;;;;;;;special;;;;;;;;1;;1;;;;;;60;;;;;;The main task of the Royal Rangers was to patrol the hunting grounds of His Majesty. Their gambesons were sewn by the best craftsmen of Aldor.&lt;br /&gt;
&lt;br /&gt;
|Der Vyrne Heirloom Cuirass=10;chest29;Chestpiece;Medium;Unique;metal;1200;90;7;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;5;;;;;;;;;;;;;10;;;;5;;;;-10;;;;;;;;;special exc;;;;;;;;;;;2;;;2;;80;;;;;;This cuirass holds sentimental value to Arna - it used to be the most treasured heirloom of the House der Vyrne, passed down through generations. Time wasn&#039;t kind to it.&lt;br /&gt;
&lt;br /&gt;
|Hauberk=10;chest30;Chestpiece;Medium;Common;metal;750;190;9;;;;-6;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;10;;;;;;;;;;;;;15;;;5;;;;;-5;;;;;;;;;aldor common;;;;;;;;1;;;;1;;;;60;;;;;;Hauberks have stood the test of time: they were already in use when the Ald tribes, the ancestors of the modern Aldorians, took over the Firn foothills.&lt;br /&gt;
&lt;br /&gt;
|Skadian Yushman=12;chest31;Chestpiece;Medium;Common;metal;1050;220;10;;;;-2;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;15;;;5;5;;;;-10;;;;;;;;;skadia common;;;;;;;;;;;;1;;;;30;;;;;;Skadians borrowed the practice of reinforcing mail armor with iron plates from Jarimad warriors. Such armor is more than capable of protecting the cavalry from stray arrows and spear thrusts.&lt;br /&gt;
&lt;br /&gt;
|Mail Shirt=14;chest33;Chestpiece;Medium;Common;metal;1400;280;11;;;;-6;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;;;2;;;;60;;;;;;Mail shirts protect well and don&#039;t restrict mobility. On the downside, you can&#039;t make one without thousands of metal rings and lots and lots of time - obviously, all of that adds to the price.&lt;br /&gt;
&lt;br /&gt;
|Magistrate Mail=14;chest34;Chestpiece;Medium;Common;metal;1400;280;11;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;brynn common;;;;;;;;;;;;2;;;;60;;;;;;A mail shirt with a blue and white tabard - a standard chestpiece of the Magistrate&#039;s garrisons.&lt;br /&gt;
&lt;br /&gt;
|Fjall Armor=14;chest32;Chestpiece;Medium;Common;metal;1400;200;11;;;;-6;;;-6;-2;;;;;;;;;;;;;;;;;;;;;;;;;5;20;;;;;;;;;;;;;15;;;;;5;20;;-10;;;10;;;;;;fjall common;;;;;;;;1;;;;1;;;;60;;;;;;Fjall iron is hardly of the best quality, yet dwarves have an incredible knack for forging relatively decent armor from it.&lt;br /&gt;
&lt;br /&gt;
|Mail Mantle=16;chest35;Chestpiece;Medium;Common;metal;1800;220;10;;;;-6;;;-5;-1;;;10;;-5;;;;;;;;;;;;;;;;;;;;5;15;;;;;;;;;;;;;20;20;25;10;;;;;-5;;;;;;;;;aldor magic;;;;2;;;;;;;;1;;;;90;;;;;;Such mantles have been a common garb of Aldorian battlemages ever since the Radiant Wars - the long range of maaf bows would make short work of anyone wearing light clothes.&lt;br /&gt;
&lt;br /&gt;
|Footman Brigandine=16;chest36;Chestpiece;Medium;Common;metal;1800;300;12;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;25;;;;;;;;;;;;;20;;;;;10;;;-10;;;;;;;;;aldor common;;;;;;1;;;;;;1;;;;60;;;;;;A favorite garb of Aldorian mercenaries - it protects much better than a simple gambeson and it&#039;s not as cumbersome as plate armor.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Cuirass=18;chest37;Chestpiece;Medium;Common;metal;2250;350;13;;;;-8;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;25;;;;;;;;;;;;;20;10;15;;;;;;-10;;;;;;;;;aldor uncommon;;;1;;;;;;;;;;1;;;40;;;;;;The growing threat of the undead and other abominations caused many mercenaries to make alterations to their armor, primarily in the form of protective seals and charms.&lt;br /&gt;
&lt;br /&gt;
|Captain Brigandine=20;chest38;Chestpiece;Medium;Common;metal;2750;400;14;;;;-10;;;-8;-2;;;;;;;;;;;;;;;;;;;;;;;;;20;35;;;;;;;;;;;;;25;;;5;;;;;-10;;;;;;;;;aldor common;;;;;;;;;;1;;1;1;;;90;;;;;;Sergeants and veteran mercenaries sport this type of armor while they&#039;re saving up for something more substantial.&lt;br /&gt;
&lt;br /&gt;
|Knightly Brigandine=20;chest40;Chestpiece;Heavy;Common;metal;4400;450;20;;;;-16;;;-22;-6;;;;;;;;;;;;;;;;;;;;;;;;;15;35;;;;;;;;;;;;;30;;;5;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;1;;;1;2;;;;;;;;A chestpiece favored by Aldorian knights. It protects almost as well as full plate but costs less and looks fancier.&lt;br /&gt;
&lt;br /&gt;
|Jousting Armor=22;chest39;Chestpiece;Heavy;Unique;metal;5280;450;22;;;;-20;;;-24;-7;;;;;;;;-5;;;;;;;;;;;;;;;;;10;25;;15;;;;;;;;;;;33;;;5;;;;;-20;;;;;;;;;special;;;;;;;;;;;;;1;2;1;;;;;;;Some of its combat effectiveness was stripped away in favor of imposing aesthetics. And yet it&#039;s hard to deny, this armor makes quite an impression.&lt;br /&gt;
&lt;br /&gt;
|Vehement Brigandine=24;chest41;Chestpiece;Heavy;Common;metal;6240;350;18;;;;-14;;;-18;-4;;;10;;;5;;;;;;;;;;;;;;;;;;;10;30;;;;;;;;;;;;;25;30;35;;;;;;;;;;;;;;;aldor magic;;;;;;;;;;1;;1;;2;;;;;;;;When it comes to the Vehement, their members hail from all walks of life - there are peasants, fanatical pilgrims, knights errant, and even battlemages.&lt;br /&gt;
&lt;br /&gt;
|Elven Brigandine=24;chest42;Chestpiece;Heavy;Common;metal;6240;560;22;;;;-16;;;-24;-6;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;33;;;5;5;;;;-10;;;;;;;;;elven common;;;;;;;;;;2;;2;;;;;;;;;;Sipahi are the heavy cavalry that forms the core of the Ahjat Empire&#039;s army, a cornerstone of its many victories. Unsurprisingly, their armor is crafted only by the best armorsmiths on the personal orders of Ahjat emirs.&lt;br /&gt;
&lt;br /&gt;
|Plate Cuirass=24;chest43;Chestpiece;Heavy;Common;metal;6240;560;22;;;;-18;;;-24;-6;;;;;;;;;;;;;;;;;;;;;;;;;15;30;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor common;;;;;;1;;;;;;;1;2;;;;;;;;Even if they spend their entire lives saving up, most people still won&#039;t be able to afford something like this.&lt;br /&gt;
&lt;br /&gt;
|Ceremonial Cuirass=26;chest44;Chestpiece;Heavy;Unique;metal;7280;500;23;;;;-18;;;-25;-6;;;;;;;;;;;;;;;5;20;;;;;;;;;15;35;;;;;;;;;;;;;33;;;5;;;;;-15;;;;;;;;;special;;;;;;2;;;;;;;2;2;;;;;;;;Judging by the engraving, it once belonged to Sir der Ulne, a famous glutton and a drunkard. A dozen years ago, during one of his feasts, Sir der Ulne met a heroic death in a prolonged battle with a whole roast hog.&lt;br /&gt;
&lt;br /&gt;
|Aldwynn Cuirass=26;chest45;Chestpiece;Heavy;Common;metal;7280;600;23;;;;-20;;;-25;-6;;;;;;;;;;;;;;;;;;;;;;;;;20;30;;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldwynn uncommon;;;;;;;;;;;;1;1;3;;;;;;;;Aldwynn cuirasses are infamous for demanding months of hard work to craft.&lt;br /&gt;
&lt;br /&gt;
|Vagabond Knight&#039;s Armor=28;chest46;Chestpiece;Heavy;Unique;metal;8400;369;24;;;;-18;;;-26;-6;;;;;-3;;;-6;;;;;;;;;;;;;;;9;;33;33;;;;;;;;;;;;;36;;;9;;;;;-20;;;;;;;;;special;;;;;;;;;;;;1;;4;;;;;;;;This mysterious armor looks both surprisingly modern and incredibly ancient...&lt;br /&gt;
&lt;br /&gt;
|Apprentice Robe=2;chest47;Chestpiece;Light;Common;cloth;80;35;1;;;;;;;;;;;3;;-1;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;3;3;;;;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;;;;;;;The black color of this robe indicates that an apprentice wearing it hasn&#039;t yet decided which Circle they wish to pursue.&lt;br /&gt;
&lt;br /&gt;
|Jonna&#039;s Mantle=6;chest48;Chestpiece;Light;Unique;cloth;480;45;3;;;;;;;;;;-10;5;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;5;10;;;;;;;;;;;;;;;special exc;;;;2;;;;;;;;;;;;;;;;;;A uniform of the Academy student, fashioned by Jonna from a man&#039;s mantle.&lt;br /&gt;
&lt;br /&gt;
|Novice Mantle=6;chest49;Chestpiece;Light;Common;cloth;480;60;3;;;;;;;;;;;5;;-5;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;aldor common;;;2;1;;;;;;;;;;;;;;;;;;A magically gifted person can try their luck as an apprentice to an experienced sorcerer. They rarely turn anyone down - not for the love of teaching, but largely because there&#039;s always a use for a personal servant.&lt;br /&gt;
&lt;br /&gt;
|Wanderer Mantle=10;chest50;Chestpiece;Light;Common;cloth;1200;80;5;;;;;;;;3;-5;-5;7;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor common;;;2;1;;;;;;;;;;;;;;;;;;There are mages who make a living by wandering the world, offering their services to anyone willing to pay. Most of them suffer a miserable fate: some die after taking on a contract they can&#039;t handle, some join brigand gangs, while others fall victim to the mob, which is quick to act upon its prejudice.&lt;br /&gt;
&lt;br /&gt;
|Brigand Mantle=14;chest51;Chestpiece;Light;Common;cloth;2240;100;4;;;;;;;;;;-5;8;;;;;;-5;;;;;;;;;;;;;;;;;15;;;;5;5;;5;;;;;;5;15;10;;;;;10;;;;;;;;;;aldor rare;;;1;2;;;;;;;;;;;;;;;;;;Whoever it is that makes mantles for brigands, they seem to know their way around a needle.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Mantle=14;chest52;Chestpiece;Light;Common;cloth;2240;130;5;;;;;;;10;;;;12;;;;;;;;;;;10;;;;;;;;;;;;10;;;;;;;;;;;;;10;15;15;;;;;;;;;;;;;;;aldor common;;;;2;;;;;;1;;;;;;;;;;;;Skillful mages are always in demand and, consequently, are wealthy enough to afford being well-groomed and dressed up in the latest fashion.&lt;br /&gt;
&lt;br /&gt;
|Red Silk Mantle=16;chest54;Chestpiece;Light;Common;cloth;2880;90;3;;;;;;;;;;-10;14;;;5;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;20;30;;;;;;;;;;;;;;;aldor magic;;;;3;;;;;;;;;;;;;;;;;;Red silk is brought to Brynn by elven caravans, from where it eventually finds its way to Maen craftsmen - only they know how to work this fascinating material to unlock its full potential.&lt;br /&gt;
&lt;br /&gt;
|Hermit Garment=16;chest53;Chestpiece;Light;Unique;leather;2880;200;7;;;;;;;;9;;;20;;;;;-9;-9;;;;;;9;;;;;;;;;;;30;;;;;;;;;;;;;10;50;35;;;;;;;;;;;;;;;special;;;1;;;;;1;;;;;;;;;;;;;;The enigmatic Sages, who made the deepest thicket of the local forests their home, are one of the greatest Aldorian mysteries. Many believe it was them who&#039;d been protecting the land from the worst of it - and now that their numbers have dwindled, everything comes crashing down.&lt;br /&gt;
&lt;br /&gt;
|Maen Mantle=18;chest55;Chestpiece;Light;Common;cloth;3600;115;6;;;;;;;;;;;16;;-8;;;-5;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;30;20;;;;;;;;;;;;;;;aldor magic;;;;2;;;;1;;;;;;;;;;;;;;Most of the time, the weather in Maen is rather chilly, so local mages have a preference for thick, heavy mantles. Why risk catching a cold if you can avoid it?&lt;br /&gt;
&lt;br /&gt;
|Arcanist Mantle=18;chest56;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;10;;;;;;;;;;;;;;;;;;;10;;;;;;;;5;;;;;;;;;25;;;;5;10;20;;;;;;;;;;40;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A distinct mantle of the Arcane Circle, it&#039;s thoroughly imbued with pure magic.&lt;br /&gt;
&lt;br /&gt;
|Pyromancer Mantle=18;chest57;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;-10;;20;;;;;;;;;;;;;;;;;;;5;;;;25;;;;;;;;;5;10;10;;;;;40;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;This mantle bears a special enchantment: it&#039;s not exactly flameproof, but it&#039;s definitely slow to catch fire.&lt;br /&gt;
&lt;br /&gt;
|Geomancer Mantle=18;chest58;Chestpiece;Light;Common;cloth;3600;100;4;;;;;;;;10;;;;;;;;-5;;;;;;;;;;;;;;;;;;10;;;;;25;;;;;;;;15;15;15;;;;;;;;;;20;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;The runic embroidery strengthens the connection between a geomancer and the boulders they summon.&lt;br /&gt;
&lt;br /&gt;
|Electromancer Mantle=18;chest59;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;;10;;;-5;;;;;;;;;;;;;;;;;5;;;;;;;25;;;;;;5;10;10;;;;;;40;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;Barely touching the material sends a sharp, tingling sensation up one&#039;s arm. That is unless you&#039;re an electromancer.&lt;br /&gt;
&lt;br /&gt;
|Chronomancer Mantle=18;chest60;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;;;;;;;;-15;;;;;;;;;;;;10;;;;;5;;;;;;;;;;;;25;5;10;10;;;;;;;;;;30;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A mantle decorated with inscriptions in a long-forgotten ancient language. The present day chronomancers have to contend with merely reciting the few surviving spells, possessing little to no understanding of the source of their power.&lt;br /&gt;
&lt;br /&gt;
|Cryomancer Mantle=18;chest61;Chestpiece;Light;Common;cloth;3600;100;3;;;;;;;;;;-15;;;;;;;;;;;;15;;;;;;;;;;;;5;;;;;;;;25;;;;;5;10;10;;;;;;;;;40;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;Made of deceptively light cloth, this mantle is fortified with cryomantic enchantments that can withstand even the harshest of frosts.&lt;br /&gt;
&lt;br /&gt;
|Hired Mage Mantle=20;chest62;Chestpiece;Light;Common;cloth;4400;140;7;;;;5;;;;5;;;14;;;;;;;;;;;;;;;;;;;;;;;15;;;10;;;;;;;;;;10;15;15;;;10;;;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;;;;;;;;A sturdy garment that can take a beating, a reasonable choice for most contracts.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Mantle=22;chest63;Chestpiece;Light;Common;cloth;5280;70;4;;;;;;;15;;;;20;;;5;15;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;25;25;;;;;;;;;;;;;;;aldor magic;;;;4;;;;;;;;;;;2;;;;;;;Mages who find themself a part of a noble court are a subject of envy. The life they lead is comfy, lucrative, and devoid of any real dangers - that is until their master decides to participate in a military campaign...&lt;br /&gt;
&lt;br /&gt;
|Town Gloves=2;arms01;Gloves;Light;Common;cloth;25;40;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;For when you don&#039;t want to get your hands dirty.&lt;br /&gt;
&lt;br /&gt;
|Leather Gloves=4;arms02;Gloves;Light;Common;leather;90;55;2;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;These gloves were crafted from finely tanned leather.&lt;br /&gt;
&lt;br /&gt;
|Blacksmith Mittens=6;arms03;Gloves;Light;Common;leather;180;70;3;;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;;5;20;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;These tough mittens offer solid protection from burns and might soften incoming blows.&lt;br /&gt;
&lt;br /&gt;
|Leather Bracers=8;arms04;Gloves;Light;Common;leather;300;85;4;;;;3;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;10;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A few layers of sturdy leather that cover the forearms but leave your wrists completely open.&lt;br /&gt;
&lt;br /&gt;
|Falconeer Gloves=8;arms05;Gloves;Light;Common;leather;300;85;4;;;;;;;;;-10;;;;;;;;-5;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;There was a time in Aldor when hunting birds became an item of prestige. A lord without a personal falconeer would feel inadequate even in front of his own court.&lt;br /&gt;
&lt;br /&gt;
|Tied Gloves=10;arms06;Gloves;Light;Common;leather;450;100;5;;;;;;;;;;;;;;;;;;;3;;3;;;;;;;;;;;;;20;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Career duelists favor this kind of gloves the most - they look rather dashing and can withstand a sword thrust.&lt;br /&gt;
&lt;br /&gt;
|Splint Vambraces=14;arms07;Gloves;Light;Common;metal;840;130;6;;;;5;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;15;;;10;;;;;-5;;;;;;;;;aldor common;;;;;;;1;;;;1;;;;;;;;;;;These vambraces do nothing to protect your hands, but the reinforced forearms should be enough to compensate for it.&lt;br /&gt;
&lt;br /&gt;
|Mail Gloves=10;arms09;Gloves;Medium;Common;metal;750;150;10;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;15;;;10;;;;;-10;;;;;;;;;aldor common;;;;;;;;;;;;1;;;;;;;;;;A good choice for those who value their fingers.&lt;br /&gt;
&lt;br /&gt;
|Brigandine Gloves=12;arms08;Gloves;Medium;Common;metal;1050;175;11;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;20;;;;;;;;-8;;;;;;;;;aldor common;;;;;;;;;;1;;;;;;;;;;;;The inner layer of these gloves is lined with metal plates, slightly restricting hand movement as a result.&lt;br /&gt;
&lt;br /&gt;
|Riveted Gloves=16;arms10;Gloves;Medium;Common;metal;1800;225;12;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;;25;;;;;;;;;;;;;25;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;1;;;;;;;;;;;;A direct strike to the hands will still hurt like hell, but at least you won&#039;t lose them.&lt;br /&gt;
&lt;br /&gt;
|Sergeant Gloves=20;arms11;Gloves;Medium;Common;metal;2750;275;13;;;;;;1;-5;-2;;;;;;;;;;;;;;;;;;;;;;;;;;30;;;;;;;;;;;;;25;;;5;;;5;;-10;;;;;;;;;aldor common;;;;;;;;;;1;2;;;;;;;;;;;A type of brigandine gloves that comes with an extra layer of protection - a few more metal plates shielding the fingers and the back of the hand.&lt;br /&gt;
&lt;br /&gt;
|Plate Gauntlets=20;arms11;Gloves;Heavy;Common;metal;4000;320;20;;;;;;3;-13;-3;;;;;;;;;;-4;;;;;;;;;;;;;;;;35;;;;;;;;;;;;;30;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;2;;;;;;;;;;;Crafting plate gloves is a form of art which demands consummate skill and impeccable knowledge of the trade.&lt;br /&gt;
&lt;br /&gt;
|Knightly Gauntlets=22;arms12;Gloves;Heavy;Common;metal;5000;360;21;;;;;;2;-14;-4;;;;;;;;;;-3;;;;;;;;;;;;;;;;40;;;;;;;;;;;;;35;;;;;;;;-15;;;;;;;;;aldor uncommon;;;;;;;1;;;;2;;;;;;;;;;;These satin-lined hourglass gauntlets are meant to be yet another way to flaunt one&#039;s status and exquisite taste in armor.&lt;br /&gt;
&lt;br /&gt;
|Plate Mittens=24;arms13;Gloves;Heavy;Common;metal;6000;400;22;;;;;;5;-15;-4;;;;;;;;;;-5;;;;;;;;;;;;;;;;40;5;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;3;;;;;;;;;;;A wide range of wrist motion is the last thing these mittens can provide you with.&lt;br /&gt;
&lt;br /&gt;
|Novice Hand Wraps=2;arms14;Gloves;Light;Common;cloth;60;30;1;;;;;;;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;The path to becoming a mage invariably starts with pain and injuries. A few layers of tightly wrapped cloth can slightly reduce the price of initial failures.&lt;br /&gt;
&lt;br /&gt;
|Jonna&#039;s Casting Bracers=6;arms15;Gloves;Light;Unique;cloth;360;40;2;;;;;;;5;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;special exc;;;;;;;2;;;;;;;;;;;;;;;A reminder of strenuous, yet rewarding days spent studying at the Academy, when the future looked bright and full of promise. So many things have changed since then...&lt;br /&gt;
&lt;br /&gt;
|Leo Bracers=6;arms16;Gloves;Light;Unique;cloth;360;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Leo Bracers&lt;br /&gt;
&lt;br /&gt;
|Mage Bracers=10;arms17;Gloves;Light;Common;leather;900;80;3;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;10;;;;;;;;;;;;;;;aldor magic;;;1;;;;1;;;;;;;;;;;;;;;The magic sigils carved into the leather are useful for swiftly redirecting the flow of magical energies in the chaos of combat.&lt;br /&gt;
&lt;br /&gt;
|Battlemage Gloves=14;arms18;Gloves;Light;Common;leather;1680;120;6;;;;;;;;;-10;-5;5;;;;;;;;;;;;;;;;;;;;;;;25;;;;;;;;;;;;;15;10;10;;;;;;;;;;;;;;;aldor magic;;;1;;;;;1;;;;;;;;;;;;;;Well-trained and experienced mages are a force to be reckoned with, which makes them a prime target on the battlefield. Unsurprisingly, they&#039;re always on a lookout for quality armor that doesn&#039;t compromise the freedom of movement.&lt;br /&gt;
&lt;br /&gt;
|Orient Bracers=16;arms19;Gloves;Light;Common;leather;2160;75;4;;;;3;;-3;;;;;9;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;elven uncommon;;;;;;;2;;;;;;;;2;;;;;;;The gilded acanthus ornaments are a staple of Hazzun jewelry. This technique was invented in ancient times and has seen very little change after being rediscovered by modern craftsmen.&lt;br /&gt;
&lt;br /&gt;
|Mystic Gloves=18;arms20;Gloves;Light;Common;leather;2700;90;2;;;;;;;;;;;12;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;25;20;;;;;;;;;;;;;;;aldor magic;;;2;;;;;;;;;;;;;;;;;;;These gloves are decorated with peculiar symbols in accordance with an ancient, half-forgotten technique.&lt;br /&gt;
&lt;br /&gt;
|Ruby Mage Bracers=20;arms21;Gloves;Light;Common;leather;3300;60;3;;;;;;;10;;;;14;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;aldor magic;;;;;;;2;;;;;;;;2;;;;;;;Mage bracers are usually made of silver or gold and are encrusted with all kinds of gems - the resonance created by putting precious metals and stones together is capable of empowering magic spells.&lt;br /&gt;
&lt;br /&gt;
|Sapphire Mage Bracers=20;arms22;Gloves;Light;Common;leather;3300;60;3;;;;;;;;;;;7;;;6;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;30;35;;;;;;;;;;;;;;;aldor magic;;;;;;;2;;;;;;;;2;;;;;;;Mage bracers are usually made of silver or gold and are encrusted with all kinds of gems - the resonance created by putting precious metals and stones together is capable of empowering magic spells.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Gloves=22;arms23;Gloves;Light;Common;leather;3960;50;2;;;;;;;;;;-5;18;;;;;;-5;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;;1;;;;;;;;;;;1;;;;;;;Gems and noble metals are treasured for their ability to resonate with magic. What at first may appear as a display of unrestrained opulence can in fact be a tool of the trade.&lt;br /&gt;
&lt;br /&gt;
|Rusted Shackles=1;boots01;Boots;Heavy;Common;metal;1;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Shackles so rusty that you shouldn&#039;t have any trouble removing them.&lt;br /&gt;
&lt;br /&gt;
|Peasant Shoes=2;boots02;Boots;Light;Common;cloth;30;25;1;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;Such shoes are usually worn until they crumble right off the wearer&#039;s feet.&lt;br /&gt;
&lt;br /&gt;
|Pointy Shoes=2;boots03;Boots;Light;Common;cloth;30;48;1;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A design that has been the pinnacle of peasant fashion for at least twenty years.&lt;br /&gt;
&lt;br /&gt;
|Traveling Shoes=4;boots04;Boots;Light;Common;cloth;90;50;2;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;Shoes like these are cheap and wear well, the qualities which attract all kinds of vagabonds. Just make sure to keep them well-maintained.&lt;br /&gt;
&lt;br /&gt;
|Town Shoes=6;boots05;Boots;Light;Common;cloth;180;65;3;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Fancy enough for when you&#039;re going out into the world to prove your mettle.&lt;br /&gt;
&lt;br /&gt;
|Riding Boots=6;boots06;Boots;Light;Common;leather;180;70;3;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;2;;;;;;;;;;;;;;;Comfortable for long horse rides. Not so comfortable for long walks.&lt;br /&gt;
&lt;br /&gt;
|Mahir Boots=6;boots07;Boots;Light;Common;leather;180;100;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Mahir Boots&lt;br /&gt;
&lt;br /&gt;
|Hide Boots=8;boots08;Boots;Light;Common;leather;300;85;4;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;10;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;;;;;;;A pair of sturdy boots made out of cow leather. In times of war, this kind of footwear greatly grows in demand.&lt;br /&gt;
&lt;br /&gt;
|Tanned Boots=10;boots09;Boots;Light;Common;leather;450;110;5;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor common;;;;;;;;2;;;;;;;;;;;;;;Tanned bull hide guarantees longevity to every footwear it&#039;s used for.&lt;br /&gt;
&lt;br /&gt;
|Norse Boots=12;boots10;Boots;Light;Common;leather;630;100;6;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;20;;;;;;;;;;;;;5;15;;;;;20;;;;;;;;;;;fjall common;;;1;;;;;1;;;;;;;;;;;;;;They are waterproof, don&#039;t get stuck in mud, and are easy to clean from blood stains.&lt;br /&gt;
&lt;br /&gt;
|Splint Boots=14;boots11;Boots;Light;Common;metal;840;150;6;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;15;;;;;;;;;;;;;15;;;10;;;;;-5;;;;;;;;;aldor common;;;;;;;;2;;;1;;;;;;;;;;;A cheap yet effective protection from sudden strikes to the feet.&lt;br /&gt;
&lt;br /&gt;
|Elven Boots=16;boots12;Boots;Light;Common;leather;1080;160;5;;;;8;;;;;;;;;;;;;-5;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;;elven common;;;;;;;;2;;;;;;;;;;;;;;In Jacinth Kingdoms, felt boots are sported by people from all walks of life, be it Ohirian nomads, maafs of Ahjat, or ghazi of Jibey.&lt;br /&gt;
&lt;br /&gt;
|Fancy Boots=18;boots13;Boots;Light;Common;leather;1350;175;7;;;;9;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;2;;;;;;;;;;;;;;A pair of expertly-crafted boots that will add a spring to your step while promenading the streets.&lt;br /&gt;
&lt;br /&gt;
|Magehunter Boots=20;boots14;Boots;Light;Common;leather;1650;200;8;;;;6;;;;;-5;-5;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;15;25;35;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;3;;;;;;;;;;;;;;The leather was specially treated to protect against fire, electricity, and other harmful elements that may be summoned by a resisting mage.&lt;br /&gt;
&lt;br /&gt;
|Duelist Boots=20;boots15;Boots;Light;Common;leather;1650;185;8;;;;12;;;;;;;;;;;;;;;;;;;;;;;;;;;;;25;35;;;;;;;;;;;;;10;5;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;4;;;;;;;;;;;;;;In addition to the fighting skill, duelists also continuously sharpen their fashion sense.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Boots=20;boots16;Boots;Light;Common;leather;2750;100;4;;;;6;;;;5;;;;;-5;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;5;15;15;;;;;;;;;;;;;;;aldor magic;;;2;;;;;2;;;;;;;;;;;;;;Stylish, light, durable, and unbelievably comfortable, a dream come true for most mages.&lt;br /&gt;
&lt;br /&gt;
|Soldier Boots=10;boots17;Boots;Medium;Common;metal;750;120;10;;;;;;;-4;-1;;;;;;;;;;;;;;;;;;;;;;;;;15;20;;;;;;;;;;;;;20;;;;;5;;;-5;;;;;;;;;aldor common;;;;;;;2;;;;2;;;;;;;;;;;Maimed by war, common soldiers become a heavy burden for their families, so each of them tries their best to return home with a full set of limbs.&lt;br /&gt;
&lt;br /&gt;
|Mail Boots=12;boots19;Boots;Medium;Common;metal;1050;175;11;;;;;;;-5;-1;;;;;;;;;;;;;;;;;;;;;;;;;10;15;;;;;;;;;;;;;20;;;10;;;;;-15;;;;;;;;;aldor common;;;;;;;;;;;;1;;;;;;;;;;Such footwear is cheap to maintain and can withstand a glancing blow to the legs - what else can a warrior wish for?&lt;br /&gt;
&lt;br /&gt;
|Sergeant Greaves=14;boots18;Boots;Medium;Common;metal;1400;200;12;;;;-2;;;-6;-1;;;;;;;;;;;;;;;;;;;;;;;;;20;25;;;;;;;;;;;;;20;;;;5;;;;-10;;;;;;;;;aldor common;;;;;;;2;;;;;;;1;;;;;;;;An obvious choice for any infantryman: a combination of common boots&#039; practicality and some fairly decent protection.&lt;br /&gt;
&lt;br /&gt;
|Reinforced Boots=16;boots20;Boots;Medium;Common;metal;1800;225;13;;;;-4;;;-7;-1;;;;;;;;;;;;;;;;;;;;;;;;;25;30;;;;;;;;;;;;;25;;;;;;;;-15;;;;;;;;;aldor common;;;;;;;;1;;;3;;;;;;;;;;;Strapping steel plates to a pair of boots is a simple and reliable way of protecting your legs from injury.&lt;br /&gt;
&lt;br /&gt;
|Engraved Greaves=20;boots21;Boots;Medium;Unique;metal;2750;275;14;;;;-5;;;-6;-1;;;5;;;;;;-5;;;;;;;;;;;;;;;;25;30;;;;;;;;;;;;;25;15;15;;;;;;;;;;;;;;;special;;;;;;;;1;;;2;;;;1;;;;;;;It would be a mistake to perceive the gilding as a mere decoration. To a battlemage, gold rims and edges can actually be of great practical use.&lt;br /&gt;
&lt;br /&gt;
|Scaled Boots=20;boots22;Boots;Heavy;Common;metal;3300;320;20;;;;-10;;;-15;-4;;;;;;;;;;;;;;;;;;;;;;;;;35;40;;;;;;;;;;;;;35;;;;;;;;-15;;;;;;;;;aldor uncommon;;;;;;;1;1;;;;1;;;;;;;;;;It was obviously inspired by the Nistrian military tradition - scaled armor is still a common sight around those parts.&lt;br /&gt;
&lt;br /&gt;
|Knightly Sabatons=22;boots23;Boots;Heavy;Common;metal;3960;360;21;;;;-12;;;-17;-4;;;;;;;;;;;;;;;;;;;;;;;;;35;40;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;1;;1;1;;;;;;;;Not the most light or comfortable footwear, but, as the saying goes, victory trumps everything.&lt;br /&gt;
&lt;br /&gt;
|Baron Sabatons=24;boots24;Boots;Heavy;Common;metal;4680;400;22;;;;-11;;;-18;-5;;;;;;;;;;;;;;;;;;;;;;;;;35;45;;;;;;;;;;;;;35;;;;;;;;-20;;;;;;;;;aldor uncommon;;;;;;;;;;;1;;1;1;;;;;;;;The red velvet fittings are here to remind everyone who the lord of the land is.&lt;br /&gt;
&lt;br /&gt;
|Sardar Boots=24;boots25;Boots;Heavy;Unique;metal;4680;400;21;;;;-7;;;-14;-4;;;;;;;;;;;;;;;;;;;;;;;;;30;50;;;15;;;;;;;;;;30;;;;;;;;;;;;;;;;;special;;;;;1;;;;1;;;;;1;;;;;;1;;Maaf military leaders - sardars - enjoy great power even when not actively leading the armies. In the years between wars, most of them hoard so much wealth that they become reluctant to return to the battlefield...&lt;br /&gt;
&lt;br /&gt;
|Aldwynn Sabatons=26;boots26;Boots;Heavy;Common;metal;5460;440;23;;;;-12;;;-20;-5;;;;;;;;;;;;;;;;;;;;;;;;;40;45;;;;;;;;;;;;;40;;;;;;;;-20;;;;;;;;;aldwynn uncommon;;;;;;;;;;;2;;;2;;;;;;;;With these on your feet, you feel like you can hold your ground against a small army.&lt;br /&gt;
&lt;br /&gt;
|Peasant Sash=2;belt01;Belt;Light;Common;cloth;10;20;;;;;;;;3;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;A belt with the nastiest timing for getting loose, so it&#039;s best to fasten it as tight as possible.&lt;br /&gt;
&lt;br /&gt;
|Rope Belt=2;belt02;Belt;Light;Common;cloth;10;15;;;;;2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;For when you&#039;ve run out of other options.&lt;br /&gt;
&lt;br /&gt;
|Braided Girdle=6;belt03;Belt;Light;Common;cloth;180;30;;;;;;;;;;;-5;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;;;;;;;;This belt has a remarkable tendency to tie itself in impossible knots.&lt;br /&gt;
&lt;br /&gt;
|Leather Belt=6;belt04;Belt;Light;Common;leather;180;50;;;;;;;-2;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A perfectly ordinary leather belt, nothing more.&lt;br /&gt;
&lt;br /&gt;
|Jorgrim&#039;s Belt=6;belt05;Belt;Light;Unique;leather;180;80;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;2;;;;;;;;;;;;;;;This belt used to be generously decorated with scalps and severed fingers, making things rather awkward with the Aldorian folk, forcing Jorgrim to hastily get rid of it all.&lt;br /&gt;
&lt;br /&gt;
|Footman Belt=8;belt06;Belt;Light;Common;leather;250;70;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;;;;;;;;;;;;A military-style belt - these are often crafted on the request of soldiers and mercenaries.&lt;br /&gt;
&lt;br /&gt;
|Norse Belt=10;belt07;Belt;Light;Common;leather;375;60;;;;;;;;;;;;;;;;;;;;3;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;1;;;;;;;;;;;;;;;In the North, there still persists a barbaric tradition to decorate belts with various so-called &amp;quot;trophies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|Embroidered Belt=12;belt08;Belt;Light;Common;cloth;525;40;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;1;;;;;;;;;;;;1;;;;;;;Perfect for displaying one&#039;s fashion sense during a joust.&lt;br /&gt;
&lt;br /&gt;
|Nomad Girdle=12;belt10;Belt;Light;Common;cloth;840;50;;;;;;;;;;-5;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Tying coins to a belt is an Ohirian custom, each of them commemorating an important event in the wearer&#039;s life: surviving a battle, becoming a parent, losing a loved one...&lt;br /&gt;
&lt;br /&gt;
|Chain Belt=14;belt09;Belt;Light;Common;metal;700;100;;4;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;1;;;;;;;;;;;If you don&#039;t have a waist to speak of, It&#039;s not wise to wear this belt over a civil garment - the links have a notable tendency to pinch and chafe.&lt;br /&gt;
&lt;br /&gt;
|Fur Belt=14;belt11;Belt;Light;Common;leather;700;90;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;1;;;;1;;;;;;;;;;;;;;;It&#039;s trimmed with luscious fur of some unknown Fjall beast.&lt;br /&gt;
&lt;br /&gt;
|Wolfbrother Belt=16;belt12;Belt;Light;Common;leather;900;110;;;;;;;-3;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;maen uncommon;;;;;;;1;;;;1;;;;;;;;;;;The Wolfbrothers are considered the elite of the Gray Army, even if the words &amp;quot;elite&amp;quot; and &amp;quot;Gray Army&amp;quot; seem to contradict each other.&lt;br /&gt;
&lt;br /&gt;
|Mercenary Waistband=16;belt14;Belt;Light;Common;leather;900;100;;;;5;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor common;;;;;;;;1;;;;;;;;;;;;;;Multiple layers of tanned leather are more than capable of softening incoming strikes.&lt;br /&gt;
&lt;br /&gt;
|Gilded Nobleman Belt=16;belt13;Belt;Light;Unique;leather;890;85;;;;;5;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;1;;;;;;;;1;;;;;;;A belt made of durable, high-quality leather in accordance with the latest Brynn fashion trends. Its buckle proudly displays an engraved monogram of some noble house.&lt;br /&gt;
&lt;br /&gt;
|Duelist Belt=18;belt15;Belt;Light;Common;leather;1125;75;;;;;;;;;;;;;;;;;;;;5;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;1;;;;1;;;;;;;;;;;A little something to complete the image of a daring fighter and a relentless heartbreaker.&lt;br /&gt;
&lt;br /&gt;
|Knightly Girdle=18;belt16;Belt;Light;Common;leather;1125;120;;5;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;1;;;;1;;;;;;;;;;;A thin belt complete with a few metal buckles. It&#039;s still more of a fashion accessory than a functional piece of armor though.&lt;br /&gt;
&lt;br /&gt;
|Fancy Belt=18;belt17;Belt;Light;Common;leather;1125;85;;;;;;;-3;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;1;;;;;;;;1;;;;;;;Its design was clearly inspired by the styles of the Bronze Isles - Arno di Berro himself wears a similar belt.&lt;br /&gt;
&lt;br /&gt;
|Plated Belt=20;belt18;Belt;Light;Common;metal;2200;150;;6;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;2;;;;;;;;;;;The art of engraving has reached amazing heights over the last half century: each of the belt&#039;s plates is decorated with scenes of hunts and battles.&lt;br /&gt;
&lt;br /&gt;
|Ornate Girdle=10;belt19;Belt;Light;Common;leather;375;40;;;;;;;;;1;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;1;;;;;;;;;;;;;;;;;;;Pairs well with any mantle, making it perfect for mages who care about fashion.&lt;br /&gt;
&lt;br /&gt;
|Luxurious Belt=12;belt20;Belt;Light;Common;leather;800;60;;;;;;;;;;;-5;5;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;1;;;;;;;The buckle is encrusted with a real ruby, greatly increasing its appeal in the eyes of any mage.&lt;br /&gt;
&lt;br /&gt;
|Ruby Sash=16;belt21;Belt;Light;Common;cloth;1750;40;;;;;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;1;;;;;;;;;;;;;;;;;;;A distinguishing accessory of a noble or wealthy elf.&lt;br /&gt;
&lt;br /&gt;
|Mystic Belt=18;belt22;Belt;Light;Common;leather;2000;75;;;;;;;;5;;;;;;;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;2;;;;;;;Staring for too long into the mirror-polished buckle of this belt summons a creeping sensation of falling into the abyss.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Belt=20;belt23;Belt;Light;Common;leather;3000;70;;;;;;;;;;;;10;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;aldor magic;;;;;;;1;;;;;;;;2;;;;;;;It&#039;s hard to imagine a more wasteful and extravagant way to belt one&#039;s clothes.&lt;br /&gt;
&lt;br /&gt;
|Copper Ring=2;ring01;Ring;Light;Common;metal;25;35;;;;;;;;;;;;;;;;;;;;;;;;2;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The cheapest jewelry money can buy. It&#039;s rumored that wearing copper is beneficial to one&#039;s constitution.&lt;br /&gt;
&lt;br /&gt;
|Verren&#039;s Ring=2;ring02;Ring;Light;Unique;metal;50;50;;;;;;;-1;;;;;;;-1;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;Upon parting with this ring, Verren was, as always, stingy on details. It might come in handy at some point... But how?&lt;br /&gt;
&lt;br /&gt;
|Velmir&#039;s Ring=4;ring03;Ring;Light;Unique;metal;50;50;;;;;;;;;;;;;;;;;;;;1;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;This ring used to belong to Velmir&#039;s brother. Now it serves as a silent reminder of the path he chose for himself.&lt;br /&gt;
&lt;br /&gt;
|Brass Ring=4;ring05;Ring;Light;Common;metal;50;40;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Brass has been around for centuries - the technique used to make this ring is rooted in the Firn metal-working tradition.&lt;br /&gt;
&lt;br /&gt;
|Ancient Copper Ring=4;ring04;Ring;Light;Common;metal;50;40;;;;;;;;;;;;;;;;;;;;;;;;4;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The metal aged so poorly that it&#039;s become impossible to tell the ring&#039;s age: could be a couple hundred years, could be a thousand.&lt;br /&gt;
&lt;br /&gt;
|Brass Signet=8;ring06;Ring;Light;Common;metal;125;35;;;;;;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A handy tool for sealing personal letters and business papers.&lt;br /&gt;
&lt;br /&gt;
|Steel Signet=8;ring07;Ring;Light;Common;metal;125;40;;;;;;;;;;;;;;;;;;;;;;4;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;King Etbert used to personally award such rings to soldiers who distinguished themselves during his military campaigns.&lt;br /&gt;
&lt;br /&gt;
|Bronze Amethyst Ring=10;ring08;Ring;Light;Common;metal;250;40;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;For a noblewoman, it&#039;s a boring ring with a cheap gem. For a poor commoner&#039;s daughter - an incredible luxury and her greatest treasure.&lt;br /&gt;
&lt;br /&gt;
|Silver Ring=10;ring09;Ring;Light;Common;metal;150;50;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;According to local beliefs, silver offers protection against the evil eye and diseases.&lt;br /&gt;
&lt;br /&gt;
|Brass Agate Ring=10;ring10;Ring;Light;Common;metal;200;40;;;;;3;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The kind of ring wealthy townspeople gift their children to celebrate them coming of age and entering adulthood.&lt;br /&gt;
&lt;br /&gt;
|Berserk Ring=10;ring11;Ring;Light;Common;leather;125;40;;;;;;;3;;;;;;;;;;5;;;4;10;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;;;;;;Its previous owner could equally likely be an orc or a dwarf.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Silver Ring=12;ring12;Ring;Light;Common;metal;250;50;;;;;;;;;;;;;;;;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Somewhat reminiscent of the bands exchanged between newly-weds in Maen - or at least that had been the custom when people there were still getting married.&lt;br /&gt;
&lt;br /&gt;
|Silver Jade Ring=12;ring13;Ring;Light;Common;metal;300;50;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;7.5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Jade isn&#039;t as popular in Aldor as it is in the East, but the jewelry made with it is still pretty easy to find.&lt;br /&gt;
&lt;br /&gt;
|Silver Amethyst Ring=12;ring14;Ring;Light;Common;metal;300;40;;;;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A ring encrusted with an amethyst is a well-known talisman for maintaining mental clarity.&lt;br /&gt;
&lt;br /&gt;
|Gold Ring=14;ring15;Ring;Light;Common;metal;400;35;;;;;;;;4;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Gold is an excellent magical conduit. Maybe that&#039;s where its value comes from?&lt;br /&gt;
&lt;br /&gt;
|Carved Gold Ring=16;ring16;Ring;Light;Common;metal;600;30;;;;;;;;6;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;It&#039;s amazing how much a plain gold ring can transform in the hands of a skilled craftsman.&lt;br /&gt;
&lt;br /&gt;
|Silver Insert Gold Ring=16;ring17;Ring;Light;Common;metal;600;30;;;;;;;;3;;;;3;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;It&#039;s often said that combining gold and silver is bad taste, but not everyone is bothered by such preconceptions.&lt;br /&gt;
&lt;br /&gt;
|Silver Topaz Ring=16;ring18;Ring;Light;Common;metal;600;40;;;;;;;;;;;;;;;;;;;5;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Topaz and silver form an exquisite combination, which doesn&#039;t cost more than an affluent townsman can afford - it&#039;s the kind of jewelry a mid-level merchant would gift to his wife or daughter.&lt;br /&gt;
&lt;br /&gt;
|Silver Aquamarine Ring=16;ring19;Ring;Light;Common;metal;600;40;;;;;;;;;;;;;;-5;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It&#039;s believed that every aquamarine carries a heavenly blessing, so they are often used to decorate rings and necklaces.&lt;br /&gt;
&lt;br /&gt;
|Morion Ring=16;ring20;Ring;Light;Common;metal;600;40;;;;;;;;4;;;-5;;;;;;;;;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Gold, silver, morion... Looks like someone wanted to have a piece of jewelry for every occasion.&lt;br /&gt;
&lt;br /&gt;
|Gold Aquamarine Ring=18;ring21;Ring;Light;Common;metal;800;20;;;;;;;;4;;;;3;;-4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Aquamarine favors the bold and the courageous: reputedly, it brings good luck in risky endeavors.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Gold Ring=18;ring22;Ring;Light;Common;metal;800;25;;;;;;;;8;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The outer rim is decorated with an elegant pattern - a technique favored by Maen jewelers.&lt;br /&gt;
&lt;br /&gt;
|Silver Sapphire Ring=20;ring23;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;6;;;;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Jewelers consider the union of silver and sapphires to be one of the most refined and harmonious.&lt;br /&gt;
&lt;br /&gt;
|Silver Emerald Ring=20;ring24;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;;;;5;;;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;In iatrochemistry, emeralds are speculated to be the quintessence of life force - that&#039;s why they are worn daily and nightly by those who wish to bolster their health.&lt;br /&gt;
&lt;br /&gt;
|Silver Ruby Ring=20;ring25;Ring;Light;Common;metal;1200;35;;;;;;;;;;;;;;;;;-5;;;;;;7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;A frozen spark of the setting sun, now on your finger.&lt;br /&gt;
&lt;br /&gt;
|Hermit Ring=20;ring26;Ring;Light;Unique;wood;1000;25;;;;;;;;;9;;;;;;;;;-9;;;;;;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Even though it looks plain and unassuming, putting this wooden ring on your finger brings in the surge of incredible vigor.&lt;br /&gt;
&lt;br /&gt;
|Gold Sapphire Ring=22;ring27;Ring;Light;Common;metal;1500;20;;;;;;;;6;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Set with a masterfully cut sapphire, this ring is a dream of every novice magician.&lt;br /&gt;
&lt;br /&gt;
|Gold Ruby Ring=22;ring28;Ring;Light;Common;metal;1500;20;;;;;;;;8;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Signet rings like this one are beloved by bigwigs of the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
|Gold Diamond Ring=24;ring29;Ring;Light;Common;metal;2000;20;;;;;;;;8;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Diamonds this monstrous can usually only be found in royal crowns.&lt;br /&gt;
&lt;br /&gt;
|Exquisite Ruby Ring=24;ring30;Ring;Light;Common;metal;2000;20;;;;;;;;7;;;;7;;;;;-7;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;From a certain distance, the masterfully cut ruby can easily be mistaken for a drop of fresh blood.&lt;br /&gt;
&lt;br /&gt;
|Crude Amulet=2;neck01;Amulet;Light;Common;wood;15;20;;;;;;;-2;;;;;;;-2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;These plain-looking trinkets are popular among the peasantry - supposedly, the hole in the middle can ward off the evil eye.&lt;br /&gt;
&lt;br /&gt;
|Copper Chain=4;neck02;Amulet;Light;Common;metal;30;25;;;;;;;;;;;;;;;;;;;;;;;;3;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;In Aldor, a copper chain is as much an accessory as it is a protective charm.&lt;br /&gt;
&lt;br /&gt;
|Amber Amulet=4;neck03;Amulet;Light;Common;metal;200;40;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;It must have arrived here from either Fjall or Skadia - those lands are famous for their amber trade.&lt;br /&gt;
&lt;br /&gt;
|Fang Amulet=6;neck04;Amulet;Light;Common;metal;100;50;;;;;;;;;;;;;;;;;;;;3;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;An outstanding example of goblin fine arts.&lt;br /&gt;
&lt;br /&gt;
|Bow Amulet=6;neck06;Amulet;Light;Common;metal;150;40;;;;;;;;;;;;;;;;;;;4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;The belief that a weapon-shaped talisman helps mastering its full-sized version has been commonplace since the time of ancient Firns.&lt;br /&gt;
&lt;br /&gt;
|Jorgrim&#039;s Amulet=6;neck05;Amulet;Light;Unique;metal;200;75;;;;;;;;;;;;;;;;;-6;;;;;3;;;;;;;;;;;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;;;;;;;;;;;;;;;;;;;The craftsmanship is arguably way too intricate for a piece of dwarven jewelry. Jorgrim always keeps this amulet on him - what could be its story?&lt;br /&gt;
&lt;br /&gt;
|Hilda Talisman=8;neck07;Amulet;Light;Unique;metal;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Hilda Talisman&lt;br /&gt;
&lt;br /&gt;
|Lazurite Amulet=8;neck08;Amulet;Light;Common;wood;200;30;;;;;;;;;;-5;-5;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;A talisman popular among the Forest folk. How exactly orcs manage to obtain lazurite, which is almost non-existent in Aldor, is anyone&#039;s guess.&lt;br /&gt;
&lt;br /&gt;
|Trophy Necklace=8;neck09;Amulet;Light;Common;cloth;100;25;;;;;;;;;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall uncommon;;;;;;;;;;;;;;;;;;;;;;Both the soldiers of the Northern Borderlands and the dwarves they are getting in constant skirmishes with have a morbid penchant for collecting fingers of slain foes and wearing them as necklaces.&lt;br /&gt;
&lt;br /&gt;
|Hexer Talisman=10;neck10;Amulet;Light;Common;metal;200;40;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;9;;;6;;;;;;;;;;;;;;;;13;13;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;Most forces from beyond the veil are fickle and vindictive. In order to avoid becoming a victim to them, a warlock should never lose vigilance.&lt;br /&gt;
&lt;br /&gt;
|Coin Talisman=10;neck11;Amulet;Light;Common;metal;250;40;;;;;;;-3;3;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;An ancient, preferably Axonian coin with a hole drilled in it is a common charm for better luck.&lt;br /&gt;
&lt;br /&gt;
|Pagan Amulet=10;neck01q;Amulet;Light;Rare;metal;333;99;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;9;;;;;;;;;;;;;;;;;;;;;;;;;;;;-33;;;;special;;;;;;;;;;;;;;;;;;;;;;This sinister amulet is older than a century or two.&lt;br /&gt;
&lt;br /&gt;
|Phylactery=10;neck02q;Amulet;Light;Rare;metal;333;335;;;;;;;;;;;;;;;;;-6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;9;;;;;;;;;;;;-33;;;;special;;;;;;;;;;;;;;;;;;;;;;A vessel for someone&#039;s soul, sealed by a forbidden ritual. It always pays to stay on your toes when dealing with dark magic...&lt;br /&gt;
&lt;br /&gt;
|Hand Amulet=10;neck17;Amulet;Light;Unique;metal;333;33;;3;;;3;;;;;;;;;;;;-3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;9;;;;special;;;;;;;;;;;;;;;;;;;;;;Hand imagery is considered a powerful ward in Aldor, capable of protecting its user from misfortune, sickness, and curses.&lt;br /&gt;
&lt;br /&gt;
|Pearl Necklace=12;neck14;Amulet;Light;Common;metal;800;20;;;;;;;;;5;;;;;;;;;-10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;This necklace is not made of the best pearls, but it can still fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
|Runic Amulet=12;neck15;Amulet;Light;Common;metal;350;50;;5;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fjall common;;;;;;;;;;;;;;;;;;;;;;People of Fjall hold a belief that a properly crafted runic charm can bring success in any endeavor.&lt;br /&gt;
&lt;br /&gt;
|Carved Topaz Amulet=12;neck16;Amulet;Light;Common;metal;650;35;;;;;;;-3;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Such necklaces are an essential attribute of affluent urban nobles, who never miss a chance to put their wealth on display.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Aquamarine Necklace=14;neck18;Amulet;Light;Common;metal;1000;40;;;;;;;;;;;;;;-8;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;When purchasing jewelry, mages prioritize craftsmanship and a correct balance between gems and metals, both of which are vital if one hopes to utilize the materials&#039; mystical properties.&lt;br /&gt;
&lt;br /&gt;
|Amethyst Pendant=14;neck19;Amulet;Light;Common;metal;1100;35;;;;;;;;;;;;;;;;;;;;;;;6;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;Amethyst is also known as the savant&#039;s stone - pendants and necklaces encrusted with this gem are often worn by people who have a keen interest in various sciences.&lt;br /&gt;
&lt;br /&gt;
|Gold Medallion=14;neck20;Amulet;Light;Common;metal;1200;50;;;;;;;;10;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;;;;;;;;;;;;;;;;;;;A plain medallion without much flair - its value comes exclusively from the material.&lt;br /&gt;
&lt;br /&gt;
|Jade Amulet=16;neck21;Amulet;Light;Common;metal;1250;40;;;;;;;;8;;;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Before taking over the rest of the Jacinth Kingdoms, jade first became fashionable in Shenfen, where most of it is currently mined and produced.&lt;br /&gt;
&lt;br /&gt;
|Jibean Pendant=16;neck22;Amulet;Light;Common;metal;1250;65;;;;;;;;5;;-5;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;A gold amulet, generously painted with azure and purple - these colors are a rare sight in Aldor.&lt;br /&gt;
&lt;br /&gt;
|Crescent Necklace=16;neck23;Amulet;Light;Common;metal;1600;45;;;;;;;;;;;;;;-10;;;;;;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven common;;;;;;;;;;;;;;;;;;;;;;Stars and other celestial bodies hold a special place in the life of Hazzun oracles, as their position in the sky directly affects their divining rituals.&lt;br /&gt;
&lt;br /&gt;
|Venemist&#039;s Talisman=16;neck24;Amulet;Light;Unique;metal;1800;66;;;;;;;;;;-9;-9;;;;;;;-9;;;;;;;;;;;;;;;20;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;;;;;;;;;;;;;;;;;;;It&#039;s set with an incredibly large morion that seems to be shifting its color every now and then... Or is it merely a trick of the light?&lt;br /&gt;
&lt;br /&gt;
|Sapphire Pendant=18;neck25;Amulet;Light;Common;metal;2100;20;;;;;;;;;;;;15;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;Whenever there&#039;s a source of magic close by, this pendant begins to give off a faint, thrumming sound.&lt;br /&gt;
&lt;br /&gt;
|Mastercrafted Emerald Pendant=18;neck26;Amulet;Light;Common;metal;2350;40;;;;;;;;;;;;;;;10;;;;;;;;6;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;The Emir of Jibey buys the loyalty of Ohirian warlords with gold, silk, and amulets not unlike this one - doing so is much cheaper than sending in the army to reestablish his rule over the region.&lt;br /&gt;
&lt;br /&gt;
|Ruby Necklace=18;neck27;Amulet;Light;Common;metal;2600;35;;;;;;;;;;;;;;;;;-5;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor uncommon;;;;;;;;;;;;;;;;;;;;;;The ruby shines the prettiest under the direct sunlight.&lt;br /&gt;
&lt;br /&gt;
|Amulet of the Everflaming=20;neck28;Amulet;Light;Common;metal;2750;40;;;;;;;-5;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;20;;;;;;;;;;elven uncommon;;;;;;;;;;;;;;;;;;;;;;The sun-worshiping cult of the Everflaming was outlawed a long time ago by the grandfather of the presently ruling Amir of Jibey. Nowadays, only a few isolated communes remain of this once-popular religion.&lt;br /&gt;
&lt;br /&gt;
|Oracle Star=20;neck29;Amulet;Light;Common;metal;3500;30;;;;;;;;5;;;;10;;;;;;;;;;;;;;;10;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;elven rare;;;;;;;;;;;;;;;;;;;;;;Thanks to these pridefully displayed amulets, one can easily spot an oracle on the streets of Hazzun.&lt;br /&gt;
&lt;br /&gt;
|Worn Cloak=2;cloak01;Cloak;Light;Common;cloth;20;30;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;2;;;;;;;;;;;;;;;;;;;Judging by the abundant patchwork, this cloak has been in use for many years.&lt;br /&gt;
&lt;br /&gt;
|Traveling Cape=6;cloak02;Cloak;Light;Common;cloth;120;60;;;;;5;;;;;;;;;;;;;;;;;;;2;;;;;;5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aldor common;;;;1;;;;;;;;;;;;;;;;;;It&#039;ll keep the rain away, help you stay warm in cold weather, and conceal you in the dark.&lt;br /&gt;
&lt;br /&gt;
|Azure Cape=6;cloak03;Cloak;Light;Unique;cloth;120;45;;;;;3;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special exc;;;;2;;;;;;;;;;;;;;;;;;An intricately embroidered cape cut from some strange azure fabric. By the looks of its ornamented gold fibula, it was brought to Aldor from the Jacinth Kingdoms.&lt;br /&gt;
&lt;br /&gt;
|Jibean Cape=14;cloak04;Cloak;Light;Common;cloth;1120;90;;;;;9;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;;;;;;;;;;3;;;;;;;;;;;;;;;;;elven common;;;;3;;;;;;;;;;;;;;;;;;A cape made of the thinnest of silks. The material is incredibly durable: tearing even a single strip from it would require a significant effort.&lt;br /&gt;
&lt;br /&gt;
|Jousting Cloak=16;cloak05;Cloak;Light;Unique;cloth;1440;200;;;;;5;;;;;;;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;5;;;;;;;;;;;;;;;special;;;;4;;;;;;;;;;;;;;;;;;It&#039;s embroidered with heraldic crests of a long dead noble house.&lt;br /&gt;
&lt;br /&gt;
|Occult Cloak=16;cloak06;Cloak;Light;Unique;cloth;1999;66;;;;;6;;;;;;;;;;;;;;;6;9;;;;;;;;;;;;;;13;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;special;;;;4;;;;;;;;;;;;;;;;;;Long ago, Brynn was a gathering spot for a secret cult of sanguimancers, coveting the secrets of vampirism. It&#039;s unknown whether they were successful with their experiments, but they surely met their demise as it befits vampires - with wooden stakes deep in their chests.&lt;br /&gt;
&lt;br /&gt;
|Velvet Cloak=14;cloak07;Cloak;Light;Common;cloth;1120;45;;;;;3;;;;;;-10;5;;;;;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;10;10;;;;;;;;;;;;;;;aldor uncommon;;;;2;;;;;;;;;;;;;;;;;;For a long while, there was an unspoken rule in Aldor that only those born into nobility can wear red velvet. However, during the last few decades, Brynn merchants have been showing increasingly less respect towards this custom.&lt;br /&gt;
&lt;br /&gt;
|Nistrian Noble Cloak=18;cloak08;Cloak;Light;Common;cloth;1800;150;;5;;5;3;;;;;;;;;;;;;;;;;;;;;;;;;10;;;;10;;10;;;;;;;;;;;;5;;;;;;;;;;;;;;;;;nistra common;;;;3;;;;;;;;;;;;;;;;;;Nistra is a fascinating land of many intertwined cultures. Nistrian nobles, who still stay true to the ancient traditions of Axonia, also eagerly embrace the customs of Pjesht highlanders - such as a preference for this style of cloak, for example.&lt;br /&gt;
&lt;br /&gt;
|Court Mage Cloak=20;cloak09;Cloak;Light;Common;cloth;2200;60;;;;;5;;;5;;;;8;;-5;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;5;5;;;;;;;;;;;;;;;aldor magic;;;;2;;;;;;;;;;;;;;;;;;Court mages have very specific tastes in clothes. Their goal is to dazzle and leave an impression, so they gravitate towards the craziest styles and colors.&lt;br /&gt;
&lt;br /&gt;
|#default = Data does not exist.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Data]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Valden_vir_Krenn&amp;diff=66664</id>
		<title>Valden vir Krenn</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Valden_vir_Krenn&amp;diff=66664"/>
		<updated>2024-03-12T16:25:31Z</updated>

		<summary type="html">&lt;p&gt;Xfghdhthth46546: Athletics II can be bought.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Occupation = Merchant&lt;br /&gt;
|Residence = Brynn&lt;br /&gt;
|Goods = Books&lt;br /&gt;
|Sells = [[Treatises]]&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{/Tooltip}}&amp;lt;/div&amp;gt;{{Quote|Welcome to vir Krenn&#039;s printing house! Valden vir Krenn, at your service. What can I do for you?}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valden Vir Krenn&#039;&#039;&#039; is the current owner and master of [[Vir Krenn&#039;s Printing House]]. He sells a variety of books to the player, as well as offers to buy any book for a considerable premium, quoting a &amp;quot;nostalgic attachment&amp;quot; to the works that leave his workshop. He will also, when prompted, elaborate on [[Brynn]]&#039;s uneasy political situation.&lt;br /&gt;
&lt;br /&gt;
=== Sells: ===&lt;br /&gt;
&lt;br /&gt;
* All tier II skill books.&lt;br /&gt;
&lt;br /&gt;
=== Buys: ===&lt;br /&gt;
&lt;br /&gt;
* Any book, including [[Folios]], for a decent price.&lt;/div&gt;</summary>
		<author><name>Xfghdhthth46546</name></author>
	</entry>
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