Difference between revisions of "Equipment and Itemization"

From Risenholm
 
(7 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.
 
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.
 
*Weapons all possess 20/x2 critical range and multiplier.
 
*Weapons all possess 20/x2 critical range and multiplier.
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.
+
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the 'Combat Style' line of feats for their replacements.
  
  
These changes were made to encourage weapons that fit an aesthetic instead of mechanical superiority and allows a character to use different weapon types without sacrificing combat effectiveness.
+
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 23: Line 23:
 
|-
 
|-
 
|Club|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
 
|Club|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
 +
|-
 +
|Heavy Mace|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
 
|-
 
|-
 
|Quarterstaff|| 1d8|| 20|| x2|| Bludgeoning|| Large|| Finesse
 
|Quarterstaff|| 1d8|| 20|| x2|| Bludgeoning|| Large|| Finesse
Line 70: Line 72:
 
|Warhammer|| 1d8|| 20|| x2|| Bludgeoning|| Medium ||
 
|Warhammer|| 1d8|| 20|| x2|| Bludgeoning|| Medium ||
 
|-
 
|-
|Morningstar|| 1d8|| 20|| x2|| Bludgeoning/Piercing|| Medium||
+
|Morningstar|| 1d8|| 20|| x2|| Piercing|| Medium||
 
|-
 
|-
 
|Bastard Sword|| 1d8|| 20|| x2|| Slashing|| Medium ||
 
|Bastard Sword|| 1d8|| 20|| x2|| Slashing|| Medium ||
Line 77: Line 79:
 
|-
 
|-
 
|Dwarven Waraxe|| 1d8|| 20|| x2|| Slashing|| Medium ||
 
|Dwarven Waraxe|| 1d8|| 20|| x2|| Slashing|| Medium ||
|-
 
|Heavy Mace|| 1d8|| 20|| x2|| Bludgeoning|| Medium||
 
 
|-
 
|-
 
|Greataxe|| 2d6|| 20|| x2|| Slashing|| Large||
 
|Greataxe|| 2d6|| 20|| x2|| Slashing|| Large||
Line 84: Line 84:
 
|Greatsword|| 2d6|| 20|| x2|| Slashing|| Large||
 
|Greatsword|| 2d6|| 20|| x2|| Slashing|| Large||
 
|-
 
|-
|Halberd|| 2d6|| 20|| x2|| Slashing/Piercing|| Large ||
+
|Halberd|| 2d6|| 20|| x2|| Slashing|| Large ||
 
|-
 
|-
 
|Heavy Flail|| 2d6|| 20|| x2|| Bludgeoning|| Large||
 
|Heavy Flail|| 2d6|| 20|| x2|| Bludgeoning|| Large||
Line 320: Line 320:
 
|-
 
|-
 
|15+||Reduced Stability -3||No
 
|15+||Reduced Stability -3||No
 +
|-
 +
|10+||Maneuver DC -1||No
 +
|-
 +
|10+||Spell DC -1||No
 
|}
 
|}
  
Line 379: Line 383:
 
|-
 
|-
 
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt
 
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt
 +
|-
 +
|1+||Maneuver DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt
 +
|-
 +
|1+||Spell DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt
 
|-
 
|-
 
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)
 
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)
Line 386: Line 394:
 
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)
 
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)
 
|-
 
|-
|1+||Rune Damage 1d8||3||No||Melee Weapon, Ranged Weapon
+
|1+||Rune Damage 1d8||3||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|10+||Rune Damage 1d10||6||No||Melee Weapon, Ranged Weapon
+
|10+||Rune Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|20+||Rune Damage 1d12||9||No||Melee Weapon, Ranged Weapon
+
|20+||Rune Damage 1d12||9||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|1+||Oil Damage 1d6||2||No||Melee Weapon, Ranged Weapon
+
|1+||Oil Damage 1d6||2||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|10+||Oil Damage 1d8||4||No||Melee Weapon, Ranged Weapon
+
|10+||Oil Damage 1d8||4||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|20+||Oil Damage 1d10||6||No||Melee Weapon, Ranged Weapon
+
|20+||Oil Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
 
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak
 
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak
Line 402: Line 410:
 
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak
 
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak
 
|-
 
|-
|1+||Massive Criticals 1d10||4||No||Melee Weapon, Ranged Weapon
+
|1+||Massive Criticals 1d10||4||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
|10+||Massive Criticals 2d10||10||No||Melee Weapon, Ranged Weapon
+
|10+||Massive Criticals 2d10||10||No||Gloves, Melee Weapon, Ranged Weapon
 
|-
 
|-
 
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon
 
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon
Line 411: Line 419:
 
|-
 
|-
 
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak
 
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak
|-
 
|1+||Mighty +2||3||No||Ranged Weapon (Except Thrown)
 
|-
 
|10+||Mighty +4||6||No||Ranged Weapon (Except Thrown)
 
|-
 
|20+||Mighty +6||9||No||Ranged Weapon (Except Thrown)
 
 
|-
 
|-
 
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt
 
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt
Line 432: Line 434:
 
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
 
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
 
|-
 
|-
|1+||Sneak Attack 1d6||10||No||Melee Weapon, Ranged Weapon
+
|1+||Sneak Attack 1d6||10||No||Gloves, Melee Weapon, Ranged Weapon
 
|}
 
|}
  

Latest revision as of 17:01, 2 May 2023

Weapons

In general:

  • Weapon damage has been normalized across proficiency levels.
  • Weapon size only factors into the Simple Weapon Mastery and Single Weapon Fighting feats.
  • Weapons all possess 20/x2 critical range and multiplier.
  • Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the 'Combat Style' line of feats for their replacements.


These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.

Simple Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Dagger 1d4 20 x2 Piercing Tiny Finesse
Kama 1d4 20 x2 Slashing Small Finesse
Mace 1d4 20 x2 Bludgeoning Small Finesse
Sickle 1d4 20 x2 Slashing Small Finesse
Club 1d6 20 x2 Bludgeoning Medium
Heavy Mace 1d6 20 x2 Bludgeoning Medium
Quarterstaff 1d8 20 x2 Bludgeoning Large Finesse
Spear 1d8 20 x2 Piercing Large
Simple Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Dart 1d4 20 x2 Piercing Tiny
Sling 1d4 20 x2 Bludgeoning Small
Light Crossbow 2d8 20 x2 Piercing Small
Shortbow 1d6 20 x2 Piercing Medium
Martial Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Kukri 1d6 20 x2 Slashing Tiny Finesse
Handaxe 1d6 20 x2 Slashing Small Finesse
Shortsword 1d6 20 x2 Piercing Small Finesse
Light Hammer 1d6 20 x2 Bludgeoning Small Finesse
Whip 1d8 20 x2 Slashing Small Finesse, Cannot be used in Off-Hand
Battleaxe 1d8 20 x2 Slashing Medium
Light Flail 1d8 20 x2 Bludgeoning Medium
Longsword 1d8 20 x2 Slashing Medium Finesse
Rapier 1d8 20 x2 Piercing Medium Finesse
Scimitar 1d8 20 x2 Slashing Medium Finesse
Warhammer 1d8 20 x2 Bludgeoning Medium
Morningstar 1d8 20 x2 Piercing Medium
Bastard Sword 1d8 20 x2 Slashing Medium
Katana 1d8 20 x2 Slashing Medium Finesse
Dwarven Waraxe 1d8 20 x2 Slashing Medium
Greataxe 2d6 20 x2 Slashing Large
Greatsword 2d6 20 x2 Slashing Large
Halberd 2d6 20 x2 Slashing Large
Heavy Flail 2d6 20 x2 Bludgeoning Large
Trident 2d6 20 x2 Piercing Large
Martial Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Shuriken 1d6 20 x2 Piercing Tiny
Throwing Axe 1d6 20 x2 Slashing Small
Heavy Crossbow 2d10 20 x2 Piercing Medium
Longbow 1d8 20 x2 Piercing Large

Armor

In general:

  • Arcane spell failure from armor does not exist.
  • The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
  • Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.


Light Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
None 0 10 0 0% 1.0 lbs
Padded Armor 1 +9 -1 0% 5.0 lbs
Leather Armor 2 +8 -2 0% 5.0 lbs
Studded Leather Armor 3 +7 -3 0% 10.0 lbs
Medium Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Chain Shirt 4 +6 -4 0% 15.0 lbs
Chainmail Coat 5 +5 -5 0% 30.0 lbs
Breastplate 6 +4 -6 0% 40.0 lbs
Heavy Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Splintmail Coat 7 +3 -7 0% 45.0 lbs
Half Plate 8 +2 -8 0% 50.0 lbs
Full Plate 9 +1 -9 0% 55.0 lbs
Shields
Name Base AC Armor Check Penalty Arcane Spell Failure Weight
Buckler 2 0 0% 6.0 lbs
Large Shield 2 0 0% 6.0 lbs
Tower Shield 2 0 0% 6.0 lbs

Scar-touched Items

The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.

An example scar-touched item.

Power, Disruption and Capacity

Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item's core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.

When an item reaches 40 Power, the character receives a general +1 AB as a 'Capstone Bonus' while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).

Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.

Slots

An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.

Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.

Core Bonuses

Each item has a Core Bonus which is a function of the item's Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.

For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.

Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.

Orbs

Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.

Type Scrap Ichor Effect
Orb of Infusion 10 2 Red, 1 Green Increase an item's Power by 1. Consumes an amount of XP equal to the cube of the item's current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.
Orb of Stability 10 2 Blue, 1 Green Decrease an item's Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item's Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.
Orb of Abrogation 10 3 Red Remove a specific positive item property.
Orb of Potential 10 1 Red, 1 Blue, 1 Green Rolls a positive property within the available free Capacity on an item.
Orb of Transference 10 1 Red, 2 Blue Transfers properties and power between items.

Selection Logic

When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.

The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.

When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item's Capacity is expended; beyond which the purchased rank is random. This is to provide 'tentpole' bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.

Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).

If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.

Charges

Spells generated on items require a number of charges equal to their spell level to cast.

The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the 'Increased Charges' property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.

Charges on items can be restored while in the rest/wellpower state, using the 'Recharge' power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.

Unique Properties

Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.

Tiers Table

Tiers of items for generation in the loot table.

Tier Level Range Power (Base) Power (Dice) Disruption (Base) Disruption (Dice)
Low 3-5 4 1d6 2 1d4
Medium 6-8 8 2d6 5 2d4
High 9-10 12 3d6 8 3d4

Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):

Tier Range of Capacity
Low 3-7
Medium 4-13
High 10-19

Property Tables

Negative Properties Table

Disruption Prerequisite Property (Negative) Repeatable?
1+ Increase Weight 5lbs No
10+ Increase Weight 10lbs No
15+ Increase Weight 15lbs No
10+ Damage Vulnerability 5% Yes
15+ Damage Vulnerability 10% Yes
1+ -2 Random Skill (Any) No
10+ -4 Random Skill (Any) No
15+ -6 Random Skill (Any) No
1+ -2 Specific Save Yes
10+ -4 Specific Save Yes
15+ -6 Specific Save Yes
1+ -1 General Save Yes
10+ -2 General Save Yes
15+ -3 General Save Yes
10+ Reduced Maneuvers -1 No
10+ Reduced Metamagic -1 No
10+ Reduced HP (1/2 HD) No
15+ Reduced HP (1 HD) No
1+ Reduced Charges -1 No
10+ Reduced Charges -2 No
15+ Reduced Charges -3 No
1+ Reduced Stability -1 No
10+ Reduced Stability -2 No
15+ Reduced Stability -3 No
10+ Maneuver DC -1 No
10+ Spell DC -1 No

Positive Properties Master List

Tier Property (Positive) Power Repeatable? Item Slots
1+ +1 Skill (See Table) 1 Yes Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
10+ +2 Skill (See Table) 2 Yes Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
20+ +3 Skill (See Table) 3 Yes Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
1+ +1 Saves vs Specific (See Table) 1 Yes Head, Chest, Boots, Gloves, Amulet, Belt, Cloak
10+ +2 Saves vs Specific (See Table) 2 Yes Head, Chest, Boots, Gloves, Amulet, Belt, Cloak
20+ +3 Saves vs Specific (See Table) 3 Yes Head, Chest, Boots, Gloves, Amulet, Belt, Cloak
1+ +1 AC vs Damage Type 2 Yes All
10+ +2 AC vs Damage Type 4 Yes All
20+ +3 AC vs Damage Type 6 Yes All
1+ Light 5m 1 No All
10+ Light 10m 2 No All
20+ Light 15m 3 No All
1+ Weight Reduction 80% 2 No Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak
10+ Weight Reduction 60% 4 No Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak
20+ Weight Reduction 40% 6 No Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak
20+ Weight Reduction 20% 8 No Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak
1+ Cast Spell L1 6 Yes All
10+ Cast Spell L2 12 Yes All
20+ Cast Spell L3 18 Yes All
1+ Bonus Spell Slot L1 6 Yes Boots, Gloves, Rings, Amulet, Belt
10+ Bonus Spell Slot L2 12 Yes Boots, Gloves, Rings, Amulet, Belt
20+ Bonus Spell Slot L3 18 Yes Boots, Gloves, Rings, Amulet, Belt
10+ Bonus HP (1/2 HD) 4 No Head, Chest, Boots, Gloves, Belt, Cloak
20+ Bonus HP (1 HD) 8 No Head, Chest, Boots, Gloves, Belt, Cloak
1+ Extra Maneuvers +1 4 No Boots, Gloves, Rings, Amulet, Belt
1+ Extra Metamagic +1 4 No Boots, Gloves, Rings, Amulet, Belt
1+ Maneuver DC +1 4 No Boots, Gloves, Rings, Amulet, Belt
1+ Spell DC +1 4 No Boots, Gloves, Rings, Amulet, Belt
1+ Increased Charges +1 2 Yes All (Except Ammunition)
10+ Increased Charges +2 4 Yes All (Except Ammunition)
20+ Increased Charges +3 6 Yes All (Except Ammunition)
1+ Rune Damage 1d8 3 No Gloves, Melee Weapon, Ranged Weapon
10+ Rune Damage 1d10 6 No Gloves, Melee Weapon, Ranged Weapon
20+ Rune Damage 1d12 9 No Gloves, Melee Weapon, Ranged Weapon
1+ Oil Damage 1d6 2 No Gloves, Melee Weapon, Ranged Weapon
10+ Oil Damage 1d8 4 No Gloves, Melee Weapon, Ranged Weapon
20+ Oil Damage 1d10 6 No Gloves, Melee Weapon, Ranged Weapon
10+ Damage Immunity 5% (See Table) 4 Yes Head, Chest, Cloak
20+ Damage Immunity 10%(See Table) 8 Yes Head, Chest, Cloak
1+ Massive Criticals 1d10 4 No Gloves, Melee Weapon, Ranged Weapon
10+ Massive Criticals 2d10 10 No Gloves, Melee Weapon, Ranged Weapon
1+ Extra Damage Type (Bludgeoning/Slashing/Piercing) 6 No Melee Weapon
10+ +1 General Saves (See Table) 5 No Head, Chest, Cloak
20+ +2 General Saves (See Table) 10 No Head, Chest, Cloak
1+ +1 Ability (See Table) 6 Yes Boots, Gloves, Rings, Amulet, Belt
10+ +2 Ability (See Table) 11 Yes Boots, Gloves, Rings, Amulet, Belt
20+ +3 Ability (See Table) 16 Yes Boots, Gloves, Rings, Amulet, Belt
30+ +4 Ability (See Table) 21 Yes Boots, Gloves, Rings, Amulet, Belt
1+ +1 Stability 2 No Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
10+ +2 Stability 4 No Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
20+ +3 Stability 6 No Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak
1+ Sneak Attack 1d6 10 No Gloves, Melee Weapon, Ranged Weapon

Skills Reference

Slot Skills
Main Hand .
Off Hand .
Head Insight, Investigation, Perception
Chest Acrobatics, Athletics, Stealth, Survival
Boots Acrobatics, Athletics, Stealth
Gloves Trapping, Sleight of Hand, Locksmithing
Rings Animal Handling, Arcana, Medicine
Amulet Investigation, Perception
Belt Insight, Trapping, Locksmithing
Cloak Stealth, Sleight of Hand, Survival

Saves Reference

Slot Specific Saves
Main Hand .
Off Hand .
Head Mind Affecting, Sonic
Chest Positive, Negative
Boots Electricity
Gloves Acid
Rings .
Amulet Fear, Divine
Belt Poison, Disease
Cloak Fire, Cold
Slot General Saves
Main Hand .
Off Hand .
Head Will
Chest Fortitude
Boots .
Gloves .
Rings .
Amulet .
Belt .
Cloak Reflex

Damage Immunity Reference

Slot Damage Immunity
Main Hand .
Off Hand .
Head Sonic
Chest Acid, Electricity
Boots .
Gloves .
Rings .
Amulet .
Belt .
Cloak Fire, Cold

Ability Reference

Slot Abilities
Main Hand .
Off Hand .
Head .
Chest .
Boots Dexterity, Constitution
Gloves Strength, Dexterity
Rings Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Amulet Intelligence, Wisdom, Charisma
Belt Strength, Constitution
Cloak .