Gear and Weapon Class Restrictions, Why? (My Comment) on Lorehound.com

Going farther into the mechanics of Mortal Online– which is a full-loot PvP game– the only armour that drops in that game is that which someone else was wearing or carrying. Everything else must be bought, and with the exception of very simple types of NPC vendor-sold stuff, it must at the beginning be bought from another player who crafted it himself.

The only stats I know of on armour in Mortal Online are resistance to physical blows, and weight. The rarest of materials are simply metals that are strong and perhaps light for their strength. There is one skill that allows armour heavier than one could otherwise carry without impediment to be worn with ease, and there are varying levels of dexterity. Aside from the limits those factors impose, one can wear whatever one can walk around in and thus there’s not a lot for which to claim a need that anyone will dispute.

This might not and probably does not eliminate squabbling about who should loot what from who, but the way it usually works out is that there is plenty of ‘extra’ armour that one’s Distinguished Opponent(s) does not need any longer. It cannot be sold to vendors, so it is often given away if not destroyed, unless the winner wears it home.

Logically, one expects that seldom does anyone manage to kill an opponent with vastly superiour armour, but when it happens, the winner almost certainly deserves to be the one to wear it instead.

Did I mention that weapons can also wear out and break?

-- as 'Laylah'
September 5th, 2011