The material multiplier for an item is found from the tag in the raws for the material it is made out of, and can be further augmented using. Giant axe blade, Enormous corkscrew, Menacing spike Trap component The base value of a trap component is ((SIZE / 50) + 1) * HITS if it has any EDGE attacks, its value is doubled. * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items. Hand- & footwear The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1. Legwear The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1 UBSTEP and LBSTEP cannot be greater than 3.Combat-quality " armor" pieces are listed here by their location.) The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. (Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |