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<h2>W SHIELDS</h2>
<p>
Shields must be equipped in a character's off-hand slot and further enhance
defenses.
</p>
<p>
Each shield entry uses the format below and contains a variety of information:
</p>
<ul>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
<li>Runic Shield E 150 z +2 +2 -</li>
</ul>
<p>No Quality.</p>
<h3>Understanding Shield Information</h3>
<ul>
<li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li>
<li>
The increase to Defense and Magic Defense granted by the shield. This is in
addition to any benefits granted by the armor you may have equipped.
</li>
</ul>
<p>
For a list of all the basic shields available in the game, see
<a href="/books/core/#page-133">page 133</a>.
</p>
<h2>Armor Concepts</h2>
<p>
Martial and non-martial armors influence a character's Defense and Magic
Defense scores in different ways.
</p>
<p>
Remember that regardless of which armor you are wearing, shields always add to
it — if you have a free slot, it's never a bad idea to equip a shield.
</p>
<ul>
<li>
<strong>Lighter armors</strong> give you Defenses based on your current
Dexterity and Insight die sizes plus a small bonus. They are great if your
Attributes are already high, but can become less effective if you suffer
status effects.
</li>
<li>
<strong>Martial armors</strong> set your Defense score to a fixed value,
regardless of your current Dexterity die size. They offer reliable
protection, but also take a heavy toll on your Initiative.
</li>
</ul>
<h2>ARMOR AND DEFENSES</h2>