Equipment
EQUIPMENT
EQUIPMENT
If your character has an armor rune equipped, an effort must be made for the ToT appearance to visually represent the appropriate armor for that rune. If/when your character gets involved in a fight and your outfit not represent the runes accordingly, it will be required for you to unequip the rune before the pre-buff phase. You should be mindful of your character's overall-appearance and ensure that equipped runes are represented, especially when exploring the world.
For example, if a paladin has full plate armor equipped, the character shouldn't be walking around wearing just cloth clothing. Similarly, a monk who does not have any armor runes equipped should not be walking around wearing an outfit that represents heavy plate armor.
We welcome creativity with your armor choices as long as they represent, within reason, what you have equipped within RPR.
It is recommended that all players check their runes before going adventuring both to make sure they have the correct runes equipped for their character, and to check that they have not become unequipped due to server disconnections.
Starter Equipment
Weapons
Weapons
ALL MELEE WEAPONS HAVE A TILE RANGE OF : 1
ALL THROWN WEAPONS HAVE A TILE RANGE OF : 5
Tier I
Tier II
Tier III
Defensive
This weapon grants a flat +1 bonus to the wielder's AC.Versatile
This weapon can either be used in 1 hand for 1d8 damage, or 2 hands for 1d10. Counts as a 1H weapon when using the Grapple action.Entangle
This weapon can use the "Entangle" action, attempting to hit a single target with a ranged attack. If successful, the target suffers the "Entangled" status for 1 turn. If the creature is attempting to flee with flight, they are forced to land.Thrown
This weapon has the ability to be utilized as a ranged weapon with a tile distance of 5. The ranged attack scales off either DEX or STR, whichever is higher, as well as dealing piercing damage. Weapons with the Thrown property will incur a -2 to attack if thrown without the Archery fighting style.Keen
This weapon specializes in by-passing the protection of armor. It gains a +1 to attack rolls.Breach
This weapon grants a +3 bonus to Breaching and +1 True Damage while being wielded.Cavalier
This weapon gains +2 to hit while wielded on Horseback.Reach
This weapon has a melee attack range of 2 tiles and may claim attacks of opportunity on targets moving out of their melee range up to 2 tiles.Light
This weapon is able to be used in a character's off-hand for making a bonus action attack at a -2 to hit.Finesse
This weapon will take a character's Dexterity or Strength modifier to both hit and damage rolls.Damage Threshold
This set of Armor subtracts its Damage Threshold value from the final damage value from sources of mundane damage.Armor
Armor
Racial bonuses to Dexterity are not included in AC calculations.

