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===Combat equipment stats=== Weapons can be classified according to size, with larger weapons dealing more baseline damage. The weapon categories and the damage they deal are, from smallest to largest: *Weightless (0H) -- tools. (Not all, but most to ensure players can freely draw them) *Miniscule (1/4H) -- eg, small knife *Tiny (1/2H) -- eg, dagger *Small (3/4H) -- eg, short sword *Medium (1H) -- eg, long sword *Large (1+1/4H) -- eg, Biggoron's Sword *Hefty(1+1/2H) -- eg, Ball and Chain *Massive(2H) -- eg, Nearly a Buster Sword *Huge(2+1/2H) -- eg, a Buster Sword *Colossal(3H) -- eg, Ganon's Castle Destroyers The effort necessary to use a given weapon depends on your size relative to it. The largest weapon that a Hylian can use one-handed is a Medium weapon; a Kokiri or Deku, being smaller, can only use Small weapons or smaller one-handed; Gorons, being larger, can use Large weapons comfortably in one hand. Weapons one size larger than your one-handed weapon size (for a Hylian, Large weapons) can be wielded two-handed as Melee weapons, and weapons two sizes larger than your one-handed weapon size are considered Heavy weapons. You can't wield any weapon that is more than two sizes larger than your maximum one-handed weapon size. Note that the damage values listed for each weapon size are merely baseline values for a typical, average-quality weapon of that size. Particularly high- or low-quality weapons may deal more or less damage than others of their size. For example, the Master Sword would likely deal 1+1/2H, despite being a Medium weapon, whereas a wooden sword (also a Medium weapon) might deal only 1/2H. Heavy weapons (those that are two sizes larger than the biggest size you can wield one-handed) always use the Heavy skill rather than the Melee skill. As noted above, it takes 2 actions to attack with a Heavy weapon, and you can't dodge or counterattack when using a Heavy weapon. The sweeping, two-handed overhand swings used to attack with such a large, unwieldy weapon carry considerable force -- enough force, in fact, that it can momentarily disrupt the enemy's movement. If an attacker scores at least one success with a Heavy weapon attack, the target flinches (loses 1 action on their next turn). Cancellation of successes from a Heavy attack by dodging or parrying can prevent this effect if all successes are cancelled, but successes in a Heavy attack roll cancelled by blocking only prevent damage, and do not negate the flinching effect of the attack. This effect is more a product of the way the weapon is swung rather than any properties of the weapon itself, so a given weapon may cause flinching when used by a smaller wielder (as a Heavy weapon) but not when used by a larger wielder (as a Melee weapon). Armor and shields provide a static Damage Reduction in damage taken from each attack, as indicated below. You cannot negate all damage through damage reduction, you will take at least 1/4H from every successful hit. Additionally, each suit of armor has an Encumbrance rating. If the armor's Encumbrance is less than or equal to your Brawn score, it's considered light armor for you, and you can move about in it freely. *Cloth Armor: -1/4H; Encumbrance 0 *Leather Armor: -1/2H Encumbrance 1 *Chain Mail: -3/4H Encumbrance 2 *Plated Mail: -1HEncumbrance 3 *Full Plate: -1-1/2H; Encumbrance 4 *Armor must be made for your race specifically *Small Shield: -1/4H : Small *Medium Shield: -1/2H : Medium *Large Shield: -3/4H : Large *Tower Shield: -1H : Hefty, minor cover *adds an Encumbrance if above your standard main hand weight Being encumbered results in : 1 less move speed per action, -1 to dodge, -1 bouyancy, +1 against knockback. You are treated as being a size larger than you are to outside effects. You also cannot cast advanced spells when encumbered.
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