This file is a listing of game information for armor and weapons available in Legendary.
Type | Damage Threshold | -% Evade | Movement Penalty1 | Notes |
Leather | 17 | 1 | 0 | |
Padded | 18 | 2 | 0 | |
Studded Leather | 20 | 3 | 0 | |
Ring Mail | 23 | 4 | 1 | |
Hide | 26 | 5 | 1 | For normal hide; this may change depending on the type of creature the armor was made from. |
Brigandine | 28 | 6 | 1 | |
Scale Mail | 32 | 7 | 1 | |
Chain Mail | 36 | 8 | 1 | |
Splint Mail | 37 | 9 | 1 | |
Banded Mail | 39 | 10 | 1 | |
Bronze Plate | 40 | 12 | 2 | |
Plate Mail | 45 | 13 | 3 | |
Field Plate | 50 | 14 | 3 | |
Full Plate | 36 | 16 | 3 | For ceremonial use only. |
Shield |
|
Protection from a shield only applies while the shield arm is usable and against attacks from opponents facing the target or on the target's shielded side. | ||
Helm | Protection given by a helm only applies against head shots. Use the threshold value of the type of armor the helm is made from. |
1 Movement Penalty is based on a full suit of that type. If more than one type of armor is worn, adjust the value of the majority type.
Damage values in parentheses are absolute damage (not a multiplier). Ranges are given in meters.
Type | Damage Multiplier | Recovery Time | Notes |
Battle Axe | 1 | 4 | |
Belaying Pin | .7 | 2 | |
Blowgun | .1 | 2 | |
Bola | .1 | 5 | Range: XL 20 L 15 N 10 S 5 PB 2 |
Bow1 | |||
Compound Long | 1 | 5 | Range: XL 300 L 270 N 120 S 70 PB 5 |
Compound Short | .8 | 5 | Range: XL 200 L 150 N 100 S 45 PB 4 |
Long | 1 | 5 | Range: XL 250 L 200 N 150 S 60 PB 5 |
Short | .8 | 5 | Range: XL 180 L 120 N 80 S 40 PB 3 |
Caltrop2 | .1 | - | |
Cestus3 | .3 | - | |
Chain | .7 | 2 | |
Club | 1.1 | 2 | |
Crossbow4 | |||
Hand | .8 | 5 | Range: XL 80 L 60 N 40 S 20 PB 3 |
Light | 1.2 | 5 | Range: XL 150 L 100 N 60 S 30 PB 4 |
Heavy | 1.5 | 5 | Range: XL 180 L 120 N 70 S 40 PB 5 |
Dagger | Range: XL 11 L 9 N 5 S 4 PB 2 | ||
Bone/Flint | .7 | 2 | |
Dagger | .8 | 2 | |
Stone | .6 | 2 | |
Parrying | .6 | 2 | |
Dart | .4 | 2 | Range: XL 25 L 20 N 15 S 10PB 3 |
Flail | |||
Footman's | .9 | 3 | |
Horseman's | .7 | 3 | +.1 per 3 movement of mount |
Hand Axe | .8 | 3 | Range: XL 20 L 15 N 10 S 5 PB 2 |
Harpoon | 1.1 | 3 | Range: XL 30 L 20 N 10 S 5 PB 2 |
Javelin | .8 | 3 | Range: XL 60 L 45 N 30 S 10 PB 3 |
Knife | .7 | 3 | Range: XL 11 L 9 N 5 S 4 PB 2 |
Lance | +.1 per 3 movement of mount. -.2 if wielded in melee. | ||
Light | 1 | 5 | |
Medium | 1.1 | 5 | |
Heavy | 1.2 | 5 | |
Mace | 1 | 3 | |
Morning Star | 1.1 | 4 | |
Pick | |||
Footman's | 1 | 4 | |
Horseman's | .9 | 4 | +.1 per 3 movement of mount |
Polearms | |||
Awl Pike | 1.2 | 5 | |
Bardiche | 1.4 | 5 | |
Bec de Corbin | 1.1 | 5 | |
Bill-guisarme | 1.3 | 5 | |
Fauchard | 1 | 5 | |
Fauchard-fork | 1.2 | 5 | |
Glaive | 1.1 | 5 | |
Glaive-guisarme | 1.3 | 5 | |
Guisarme-voulge | 1.1 | 5 | |
Halberd | 1.6 | 5 | |
Hook-fauchard | .8 | 5 | |
Lucern Hammer | .9 | 5 | |
Military fork | 1.1 | 5 | |
Partisan | 1 | 5 | |
Ranseur | 1.2 | 5 | |
Spetum | 1.3 | 5 | |
Voulge | 1.2 | 5 | |
Quarterstaff | 1 | 3 | |
Sap | .3 | 2 | Stunning only |
Scourge | .5 | 2 | |
Sickle | .7 | 3 | |
Sling | .4 | 2 | Range: XL 30 L 20 N 10 S 5 PB 2 |
Spear | 1 | 3 | Range: XL 30 L 20 N 10 S 5 PB 2 |
Staff Sling | .5 | 3 | Range: XL 40 L 30 N 20 S 10 PB 5 |
Sword | |||
Bastard 1H | 1.3 | 5 | |
Bastard 2H | 1.5 | 4 | |
Broad | 1.1 | 4 | |
Claymore | 1.6 | 5 | |
Cutlass | 1 | 4 | |
Drusus | 1.1 | 4 | |
Falchion | 1.2 | 4 | |
Khopesh | 1 | 4 | |
Long | 1.3 | 4 | |
Scimitar | 1.1 | 3 | |
Short | 1 | 3 | |
Two Handed | 1.8 | 5 | |
Trident | 1.2 | 3 | |
Warhammer | 1.2 | 4 | Range: XL 10 L 8 N 6 S 4 PB 2 |
Whip | .3 | 2 |
1 These damage values are for flight arrows. If a sheaf arrow is used with a long or composite long bow, the multiplier is 1.1. Sheaf arrows cannot be used with short or composite short bows.
2 Debilitation roll required to continue moving. Subtract 5% for each caltrop encountered after the first (cumulative). A caltrop's attack roll is 15% for every 5 within a square meter area. An evade is allowed only if the character is walking and can see them. Halve the evade if the character is walking and knows the caltrops exist (but cannot see them).
3 This is added to the base damage figured from Strength.
4 Crossbows can only fire a quarrel made for that type of crossbow.