# Difference between revisions of "Might"

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==Carrying Capacity== | ==Carrying Capacity== | ||

− | Adventurers can carry 1700 [[ems]] base, and 20 additional ems for each point of Might thereafter | + | Adventurers can carry 1700 [[ems]] base, and 20 additional ems for each point of Might thereafter. |

Examples of gear weights: | Examples of gear weights: |

## Latest revision as of 00:11, 18 May 2019

## Carrying Capacity

Adventurers can carry 1700 ems base, and 20 additional ems for each point of Might thereafter.

Examples of gear weights:

Plate Armor - 600 ems

Nerudite Armor - 500 ems

Axe - 90 ems

## Damage Effects

Might offers bonus damage to melee attacks made with Blood Maul, Hammer, Spiritual Hammer, Mace, and Flail. This damage is an additional percentage of **base damage**.

The bonus is 1% per 1 point of Might.

The percentage bonus begins at 25 Might.

Might also increases all weapon damage by 1% per point over 25. The effect is double for hammers.

Might | Bonus |
---|---|

25 | 0 |

35 | 10% |

45 | 20% |

55 | 30% |

65 | 40% |

Example calculation:

Yang the Barbarian swings a hammer, which rolls a strike of 10 damage. He is fully proficient, so he gains 5 base damage, for a total of 15. He has 45 Might, so his base damage is multiplied by 1.20, a gain of 20%. His final base damage is 18.

Thereafter, he gains 3 points of damage from his personal Bless buff, which gives an additive bonus. His attack lands, attempting to deal 21 damage.

The creature Yang is fighting is 25% resistant to bludgeon damage and is wearing weak armor. That creature receives the 21 damage, which is reduced to 20 by the weak generic armor. That 20 damage is then reduced to 15 by his 25% bludgeon resistance.

Yang deals 15 damage, and shouts with exuberant joy as his target crumples into a heap of loot.