Class: Barbarian, Druid
Tag: PIR
The Pirate spends his spare time sailing the seas when not off adventuring in-land, so he must always factor in the danger of drowning when choosing his equipment. This means that all items which are not readily detachable must not hinder floatation enough to cause the PIR to drown. He is not really as sneaky as the Thief, though, so noisy armor is not a concern.
Armor
As many of you know, there are three *distinct* types of body armor: Light, Medium, and Heavy.
Light | Medium | Heavy |
Quilted Armor Leather Armor Hard Leather Armor Studded Leather Breast Plate Light Plate |
Ring Mail
Chain Mail Splint Mail Field Plate Gothic Plate Ancient Armor |
Scale Mail Plate Mail Full Plate Mail |
For Light armor, the PIR is not really limited in their use. Medium armor counts against the PIR, however, so you must have 2x as much STR as is listed on the item. Heavy armor is even worse, requiring 3x as much STR.
Belts
In addition to the STR requirement for your armor, you must have even more STR to use the heavier belts along with the others. Belts add their listed value to the total, Heavy Belts add 2x listed value, and Plated Belts add 3x listed value. Sashes and Light Belts do not affect your total.
Boots
Heavy Boots add 1x, Chain Boots and Light Plated Boots add 2x, and Greaves add 3x.
Gloves
Like Belts, these add to the total requirement. Chain Gloves add 1x, Light Gauntlets add 2x, and Gauntlets add 3x.
Helms
All are easily detachable, and therefore no limitations. Crowns are muchly desired, just like with the THI.
Weapons and Shields
Unlike the Thief, who would steal with deft fingers, the Pirate tends to prefer mugging his victims. Therefore, is not concerned with drawing attention to himself, and will use any size weapon and shield.
Shields are a little different, since they can be discarded easily like helmets, but can also *help* you stay afloat if made of wood. Small Shields *subtract* 22 from your total requirement, Kite Shields subtract 47, Tower Shields subtract 75, Bone Shields subtract 80, and Gothic Shields subtract 85. If the shield is Exceptional, add another 65 to the amount to be subtracted. (thus, even a Round Shield is better than using a Gothic Shield) If the shield is Elite, add 130 instead of 65. You'll need these big bonuses, because all of the elite armor has strength requirements of over 100.
Wooden weapons, such as bows, crossbows, Clubs, Spiked Clubs, Great Mauls, staves, and wands also subtract from the total STR requirement, using their STR reqs as the value to be subtracted.
For those items that have no str requirement, use these values: (Normal) Short Bow = 10, Hunter's Bow = 12, Short Staff = 12, Long Staff = 15, Gnarled Staff = 20, Battle Staff = 22, War Staff = 25, Wand = 5, Yew Wand = 8, Bone Wand = 11, Grim Wand = 14.
(Exceptional) Razor Bow = 39, Jo Staff = 27, Quarter Staff = 30, Cedar Staff = 35, Gothic Staff = 37, Rune Staff = 40.
All other weapons either can be discarded, or simply aren't worth carrying for the extra floatation, and therefore do not affect your total STR requirement. The Pirate may wind up using a Tyrant Club in his late years.
Enchantments
Now we get into the meat n' potatoes of this variant. Prefixes and Suffixes are separated into two categories each: Primary and Secondary. For Magical items, if the item has at least one Primary enchantment, you can use it no matter what the other enchantments are. If the item does not qualify for that, however, then it can only be used if all the enchantments are Secondary. For Rare items, because of the sometimes unrecognizable enchantments, all bonuses listed as +AR should be counted as two Primary enchantments if on a weapon with Enhanced Damage. Similarly, +LR always counts as a Secondary enchantment. All other bonuses should be easily identifiable. Rare items can be used if the tally of Primary enchantments is greater than or equal to the tally of non-listed enchantments.
Primary enchantments tend to be thief-like and have 'ownership' (which means it could have been stolen), or special value (like precious gems).
Primary Prefixes: Silver, Gold, Platinum, Meteoric, Hawkeye, Knight's, Lord's, King's, Master's, Grandmaster's, Astral, Elysian, Celestial, Divine, Godly, Devious, Drake's, Dragon's, Wyrm's, Great Wyrm's, Bahamut's, Ruby, Sapphire, Amber, Jade, Emerald, Prismatic, Valkyrie's, Slayer's, Berserker's, Monk's, Priest's, Summoner's, Necromancer's, Angel's, Arch-Angel's, Shaman's, Heirophant's, Magekiller's, Witch-hunter's, Fletcher's, Bowyer's, Archer's, Harpoonist's, Spearmaiden's, Lance's, Golemlord's, Captain's, Commander's, Marshal's, Warder's, Guardian's, Expert's, Veteran's, Master's, Keeper's, Trickster's, Cunning, Mentalist's, Shogukusha's, Sensei's, Kenshi's, Felicitous, Fortuitous, Mechanist's, Artificer's, Jeweler's.
Primary Suffixes: -of the Giant, -of the Titan, -of the Atlas, -of Dexterity, -of Skill, -of Accuracy, -of Precision, -of Perfection, -of the Fox, -of the Wolf, -of the Colossus, -of Worth, -of Excellence, -of Quality, -of Defiance, -of the Wraith, -of the Vampire, -of Readiness, -of Alacrity, -of Swiftness, -of Quickness, -of the Sentinel, -of Greed, -of Wealth, -of Chance, -of Fortune, -of Luck, -of the Magus, -of Pacing, -of Haste, -of Speed, -of Traveling, -of Acceleration, -of the Bear, -of the Centaur.
Secondary Prefixes: Bronze, Iron, Steel, Strange, Weird, Jagged, Deadly, Vicious, Brutal, Massive, Savage, Merciless, Ferocious, Cruel, Fool's, Sharp, Fine, Warrior's, Soldier's, Assamic, Arcadian, Unearthly, Consecrated, Pure, Sacred, Hallowed, Sturdy, Strong, Glorious, Blessed, Saintly, Holy, Lizard's, Snake's, Serpent's, Fortified, Garnet, Lapis, Beryl, Scintillating, Maiden's, Acrobat's, Gymnast's, Athlete's, Graverobber's, Preserver's, Trainer's, Caretaker's, Compact, Thin, Dense.
Secondary Suffixes: -of Light, -of the Sun, -of Craftmanship, -of Balance, -of Equilibrium, -of Stability, -of Puncturing, -of the Apprentice, -of Thorns, -of Spikes, -of Razors, -of Swords, -of Ease, -of Simplicity, -of Piercing.
Spell Charge Suffixes
If you simply want to wear an item, these can be ignored. However, if you want to use the charges, it gets more complicated. Other classes' skills are not all allowed.
Sets/Uniques
All uniques and sets can be used, if they are of the proper base item.