MankQuest

Armoury

Version 1.56

updated October 2 2009


Buying and Selling: Prices listed here reflect the cost of average quality new goods. Selling used equipment to NPC merchants typically gives 1/2 the value of the item. The Bartering skill can be used to get discounts when buying or additional mark up when selling goods.


Weapons: Equipped in the Main Hand or Off Hand, useful in the slaying of monsters. Types: Blade, Blunt, Axe, Polearm, Bow, Crossbow, Gun.

Sizes: 

Small Mellee: may be thrown up to 5 squares, stackable to 10. May equip in off hand with W.P. Martial

Medium Mellee: May use with both hands (add 1 attack dice) may equip in off hand with W.P. Exotic

Large Mellee: May only equip in 2 hands. Weapon dice includes two handed bonus.

Small Ranged: Equip in main hand. W.P.: Martial: Equip in off hand

Medium Ranged: Equip in main hand. W.P.: Exotic: Equip in off hand

Large Ranged: 2 handed use only

Rapid Fire: A ranged weapon the can be fired as a Primary or Secondary Action. This means you may fire twice in the same turn. Rapid fire weapons have a clip of ammuntion, typically holding 6 shots. The whole clip is reloaded.


Simple Weapons: Require Weapon Proficiency: Basic to use:

25g Dagger, (Stack 10) 1 weapon dice. Range: close, may be thrown 5 squares, Type: Small Blade (Weapon Proficiency: Martial equip in off hand)

25g Hatchet (Stack 10) 1 weapon dice, Range: close, may be thrown 5 squares, Type: Small Axe (Weapon Proficiency: Martial equip in off hand)

25g Mallet (Stack 10) 1 weapon dice, Range: close may be thrown 5 squares, Type: Small Blunt (Weapon Proficiency: Martial equip in off hand)

40g Javelin: (Stack 10) 1 weapon dice, range: reach, may be thrown up to 10 squares, Type: Small Polearm (Weapon Proficiency: Martial equip in off hand)

40g Staff, 1 weapon dice, Range: reach, Type: Medium Polearm, Blunt

100g Sling, 1 weapon dice, range: 10 squares, ammo: sling stones, 1g (easy to forrage for), Type: Small Ranged Blunt

Martial Weapons: Require Weapon Proficiency: Martial to use.

150g Short Sword, 2 weapon dice, Range: close Type: Medium Blade (Weapon Proficiency: Exotic, Equip in off hand)

150g Hand Axe, 2 weapon dice, Range: close Type: Medium Axe (Weapon Proficiency: Exotic, Equip in off hand)

150g Mace, 2 weapon dice, Range: close, Type: Medium Blunt (Weapon Proficiency: Exotic, Equip in off hand)

175g Spear, 2 weapon dice, Range: reach, may be thrown up to 5 squares Type: Medium polearm, (Weapon Proficiency: Exotic, Equip in off hand)

300g Broadsword, 3 weapon dice, Range: close Type: Medium Blade

300g Battle Axe, 3 weapon dice, Range: close Type: Medium Axe

300g War Hammer, 3 weapon dice, Range: close, Type: Medium Blunt

350g Longsword, 3 weapon dice, Range: reach Type: Medium Blade

350g Pole Axe, 4 weapon dice, Range: reach, Type: Large Axe / polearm (2 handed)

100g Hand Crossbow, 1 weapon dice, range: 10 squares, ammo: Quarrels, primary or secondary action reload. Type: Small Crossbow

1g Quarrel (stack 25) Ammo for Hand Crossbow

300g Shortbow, 2 weapon dice, Range: Line of sight, ammo: Arrows, Type: Large Bow

500g Longbow, 3 weapon dice, Range: Line of sight, ammo: Arrows, Type: Large Bow

2g Arrows (stack 25) ammo for bows

20g Flaming arrow (Stack 25) must be ignited before firing, deal 1 extra attack dice with bow attack

300g Light Crossbow*, 2 weapon dice, Range: Line of sight, ammo: single shot Bolts, Secondary Action reload, Type: Medium Crossbow

500g Heavy Crossbow*, 3 weapon dice, Range: Line of sight. Ammo: single shot Bolts, Secondary Action reload, Type: Large Crossbow

2g Bolts, (stack 25) Ammo for larger crossbows

20g, Flaming bolt, (Stack 25) must be ignited before firing, deal 1 extra attack dice with crossbow attack

Exotic Weapons: Require Weapon Proficiency: Exotic to use.

500g Bastard Sword, 4 weapon dice, reach, Type: Medium Blade

500g Great Axe, 5 weapon dice, close, 2 Handed Type: Axe

500g Maul, 5 weapon dice, close, 2 handed Type: Blunt

600g Halberd, 5 weapon dice, reach, 2 Handed Type: Axe, Polearm

800g Sniper Cross Bow, 4 weapon dice, Range: Line of sight, ammo: Bolts, Reload: Secondary Action Reload. Type: Large Crossbow

600g Repeating Crossbow, 2 weapon dice, Range: Line of sight. Ammo: clip of 6 Bolts, Primary Action Reload. Type: Large Rapid Fire Crossbow

500g Pistol: 3 weapon dice, Range: Line of sight. Ammo: single shot bullets, Primary Action reload. Type: medium sized gun.

1000g Revolver: 3 weapon dice. Range: Line of sight. Ammo: clip of 6 bullets, Full Turn Action reload. Type: Medium sized rapid fire gun.

800g Rifle: 4 weapon dice, Range: Line of sight. Ammo: single shot bullets, Primary Action reload. Type: large sized gun.

1600g Machine gun: 4 weapon dice, Range: Line of sight. Ammo: clip of 6 bullets, Full Turn Action reload. Type: Large Size Rapid fire gun.

3g Bullet: (stack 25):  


Armour: When Equipped in the appropriate slot, Armour typically grants bonuses to Defense Dice.

Light Armour: Requires Armour Proficiency: Light to use. Max Dexterity Bonus: 4

25g Dark Clothes: Worn on Body. Grants +1 to stealth skill

100g Ninja Clothes: Worn on Body. Grants +2 to stealth skill

50g Leather Armour: +1 Defense, worn on the body

75g Buckler +1 Defense, equipped in off hand.

200g Parrying Dagger +1 Defense, equipped in off hand, allows offhand attacks 1 dice.

500g Wizard's Hat: +1 Intellect, worn on Head

100g Miner's Cap: Worn on Head, light to illuminates a 5 square radius, burns 1 flask of oil for 6 hours, open flame

50g Mankproof Boots: Worn on Feet, Immunity to ankle deep mank

Medium Armour: Requires Armour Proficiency: Medium to use. Max Dexterity Bonus: 3

125g Helm, +1 defense. worn on head

225g Mining Helmet: +1 defense. Worn on Head, light to illuminates a 5 square radius, burns 1 flask of oil for 6 hours, open flame

500g Chain Mail, +2 defense worn on body

250g Shield, +2 defense, held in off hand

300g Spiked Shield, +2 defense, held in off hand, allows Off Hand attack, 1 dice

150g Spiked Boots, Allows Kick for 1attack dice, hits on 4, 5, or 6

150g Chain Boots, +1 defense, worn on feet

Heavy Armour: Requires Armour Proficiency: Heavy to use Max Dexterity Bonus: 2, max mobility: 2 

500g Heavy Shield, +3 defense, held in offhand

600g Spiked Heavy Shield, +3 defense, held in offhand, allows Off Hand Attack, 2 dice

300g Great Helm, +2 defense, worn on head

300g Greaves, +2 defense, worn on feet

800g Plate Mail, +3 defense, worn on body