Weapons & Armour
All homemade Weapons need at least 1” (2.5 cm) of foam on the striking surface. Tips should have at least 2” (5 cm) before the core. Core tips should be taped inside. You cannot excessively weight a Weapon or use metal in any part of the design (inside or out). Elders will dictate if your Weapon is too harsh to use. Much like adventure games, our system requires you to use your skill level to build abilities to your character in order to use better Weapons. Everyone starts out with the ability to use a one-handed short weapon to their profile. You will notice we do not use the words "sword", "axe", etc. This is so any Weapon can be used as long as it is foam / latex and meets the padding requirements. All Weapons must first go through a safety check with the elders at the time of signup.
First time players that are trial NPCing get a pass and can use any sized Weapon in our system - If a new player is coming into the game for the first time they can use any Weapon that has passed the Weapons check and is of legal size. This allows new players to experience the thrill of the game without a weapon restriction. We want new players to have as much fun as possible, so they come back again and again!
In order to use any of these Weapons you must gain the skill and it must be on your Character profile. For example, if you have a short weapon and use your level to bind 2 Handed Weapons to your character... you will only be able to use short and 2 Handed Weapon. You must bind each skill to your character in order to use the specified weapons below. Please see the section with 2 handed Weapons as it pertains to the shield/weapon destroying "Cleave" ability! Note: Weapons cannot deflect spell orbs or arrows... ever. This avoids the “home-run” spell orb shooting and breaking/bending/unintended flight of arrows. If a Weapon does do this, the player with the weapon is responsible for helping the caster find the spell orb and may be yellow banded.
Weapon Size
Every weapon has, in one form or another, a limit on its size. Weapons are measured from tip to end.
Weapon Flex
Weapons should be fairly firm with minimal wobble when flexed. Too much weapon flex is a safety concern. For example a pole arm that has a core too thin to support the foam and stress is dangerous. These cores can break from that kind of flex. This will be checked at registration.
Holstered Weapon Blocking
A weapon can be holstered on a character’s side, back etc. and if a strike hits only the Weapon (and not the character) it can block a hit. This would also count for blockable spells and arrows, but it can't touch the character, only the weapon (which is rarely the case, it almost always hits the holstered weapon AND the character). If the strike hits the holstered weapon AND the character, the hit counts. If the strike were called to do Weapon damage, it would still damage the holstered Weapon. Elders or Chief Elders hold the power to stop excessive exploitation of this allowance.
Inappropriately Sized Weapons
A character cannot use a Weapon that is of incorrect size, prohibited by class or race or prohibited by level.
Enchanted Weapons
Some weapons may have special features or be enchanted by characters with certain professions. An enchanted weapon has some form of magic bound to it. However, NO weapon may be permanently enchanted. If ANYTHING, that cancels magical effects hits the Weapon or the wielder of said weapon, whether by an enemy, ally, or the player themselves, the weapon will no longer be enchanted.
Under NO circumstances can a weapon be enchanted to do double damage, or double cleave if the wielder already has a similar ability. Example: An NPC that does 2x damage with each hit cannot use an enchanted weapon that has double damage and do 4x damage.
Melee Weapons One Handed Weapon:
What it allows you to do: Use one handed weapons.
Knife (throwing or otherwise) = 15" max (38 cm) & .5 lbs Has 0 shatter points
Dagger = 20" max (50 cm) & .5 lbs Has 1 shatter point
Short Weapon = 32" max (82 cm) & 2lbs Has 2 shatter points (see Weaponsmithing)
Long One-Handed Weapon:
What it allows you to do: Use of Long one-handed weapons.
Long Weapon = 32.1" (82.1 cm) - 39" (100 cm) & 3 lbs Has 2 shatter points (see Weaponsmithing)
Bastard Weapon:
What it allows you to do: Use of Bastard-length weapons.
Bastard Weapon = 39.1" (100.1 cm) - 45" (115 cm) Max & 3lbs Has 3 shatter points (see Weaponsmithing)
Two-Handed Weapon:
What it allows you to do: Use of Two-Handed weapons.
Two-Handed Weapon = At least 45” (114 cm) but less than 59" (150 cm). Has 4 shatter points (see Weaponsmithing)
Two-handed Weapons can be used to perform a "cleave" attack. For more information on Cleave, see the Professions chapter. It is listed under Common Skills. Two hands are required to use a two-handed melee weapon. Lunging (maximum reach) with a reach weapon, where you extend the entire length of the weapon out with one hand is NOT LEGAL. You must keep both hands on a Two-handed Weapon in order to use it for cleaving. This is a safety requirement that Elders will watch closely. If you lose an arm you can still fight with a two-handed Weapon, but you will not be able to cleave, and you must role play fatigue when playing this way.
Reach Weapons Small Polearm:
What it allows you to do: Use a Staff or similar smaller polearm.
Small Polearm = Over 58" (149 cm) but not over 77" (196 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 4 shatter points (see Weaponsmithing).
Striking surface must be made entirely of "simulated metal" in order to cleave.
Large Polearm:
What it allows you to do: Use large Staff, Halberd or similar polearm.
Large Polearm = Over 77" (196 cm) but not over 90" (229 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 5 shatter points (see Weaponsmithing).
Striking surface must be made entirely of "simulated metal" in order to cleave.
Ranged Weapons Throw Rock:
What it allows you to do: Throw core-less larp rocks 4” (10 cm) to 12” (30.5 cm) inches diameter. Does 1 damage. This has no effect on characters with real physical armour. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Can be used to roleplay waylay if character has the skill.
Thrown Weapons:
What it allows you to do: Use Thrown Knife, Axe, Hammer, or other small throwing Weapons. Throwing knives, stars, throwing axes, light hammers, shuriken and nets are examples of thrown Weapons that fall under this skill.
Thrown Weapons cannot have a core. It is NOT allowed to throw a Weapon that is not designed to be thrown (that is, a melee Weapon that does not meet the weight, size or core requirements). 15" max (38 cm) & .5 lbs Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Darts / Shot:
Darts and shots are projectile Weapons such as the foam dart, or small foam slingshot load. They are lightweight and do not carry the inertia that a bow or missile Weapon has and thus they are smaller and lighter. These projectiles are great for close quarter combat or where the use of full-sized bows would not be allowed. All must pass Elder safety check before use.
Dart / Shot Specialization:
What it allows you to do: Use a dart or shot style Weapon. Objects such as these should weigh less than 1 oz be made or soft foam and should be released via a low poundage banded or bungee type system. Damage from a dart does not deal damage to any physical or magical armour nor will it give a mortal wound. Darts / shots can take limbs however, as well as administer poisons. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Archery: Archery is a fun part of any Larp game, but they can also be the most risky. It takes actual skill to fire Larp arrows safely and as such, you will be required to follow the rules below.
Bows / Crossbow Rules:
• Can only be used by players 16 years of age or older unless otherwise approved by an Elder.
• We do not allow compound bows or compound crossbows in this game style.
• Arrow hits are treated as single Weapon blows Bows cannot be used to block Weapon strikes.
• Under 30lb Draw Bows Only. Max poundage for bows / crossbow is 30lb. It is measured with a scale at max draw.
• All Archers must pass an Archery Safety Overview by the Elder team before they can use bows in an Event. Archers must pass an on-site safety inspection of equipment and prove they are responsible enough to use archery before each game.
• The Archer's target must be 1 foot away per lb of the bow. So, if the bow is 22lbs, the target should be no less than 22 feet away (8-10 foot paces).
• Close range shots should be half draw or less.
• Targets with shield can still call "shield" to block an arrow at any range if struck or called at point blank. If called, the shield must be in front of the arrow that would have be fired.
• Archers need to check arrowheads before nocking an arrow. This is a big one... do not assume that the arrow is ok to use after it has been fired before. ALWAYS check arrows and arrowheads before each shot. This is the ultimate responsibility of the archer.
Arrow shafts must be in perfect condition. No Splits or cracks as these will shatter to a point if under enough force and can impale a target.
Arrowhead Requirements:
• Archers must use flat tipped, low speed foam arrowheads between 2.75" (about 7 cm) and 3" (about 7.6 cm) wide at the striking tip.
• All arrowheads must contain a blunt of like thickness (or just use a penny) that is secured to the striking end of the shaft perpendicularly. This avoids the possibly of the shaft puncturing the foam tip.
• Arrows cannot block a shatter attack (see Weaponsmithing).
• Home Made: It is likely you will have to break open a tip or an Elder will cut one fully open to prove you have made them correctly if not manufactured.
If the Elders do not have a scale to measure your draw poundage, bows will not be allowed in that game.
Arrows / bolts immersion - Please paint over your modern arrows to cover the branding. Make them look as medieval as possible. Archers must not stab with an arrow (in the event you cannot draw your bow as you are too close).
Any arrow tip that has been changed due to a bent or broken shaft must be re-approved by an Elder before being used in game or you will be banned... Period.
If you have a poison, piercing or other special arrow shot ability you must have the correct colour tape / ribbon on the shaft of the arrow AND you must announce what you are shooting when releasing the arrow or the special effect will not take place.
Flight Weapons (Bow & Arrow / Crossbow & Bolt):
What it allows you to do: Use Bow and Arrow Weapons or crossbows. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Piercing Shot (Arrow/Bolt/Missile Weapon ability):
What it allows you to do: Allows the archer to bypass any armour (except heavy torso armour) for a single shot. This skill is much like an archer who can aim for the gaps in armour. This arrow must have red tape on the shaft, and it requires the archer to call out "piercing shot" as the arrow flies. This ability can only be used once per three arrows. This means if you use Piercing Shot, you must then fire two normal arrows before you can call the ability again. Does nothing to shields (aka blockable by shield).
Missile Weapon: Defined as a javelin or similar Weapon, or a 2-handed boulder. Javelin style missiles must have 4” wide (10 cm) or more of soft foam on striking surface, and boulders must be at least 13” (33 cm) -24” (61 cm) around and be coreless. Missile Weapons must fly straight, have little flex in the core and be completely covered in foam. Elders inspect all Weapons at registration, and you will be required to prove what the throwing Weapon is made of. It is difficult to get a missile Weapon approved by an Elder, even if made properly as they are the largest flying object in the game. Has 4 shatter points if it is a polearm style Weapon. Has 0 shatter points if a large boulder so it cannot block a shatter attack (see weapon smithing). What it allows you to do: Throw Missile Weapons
Improvised Weapons
Objects not crafted to be Weapons or armour are strictly prohibited. All "Weapons" must pass a safety check and be approved by either an elder or an event admin. Therefore, there should NEVER be an "Improvised Weapon" used at an event.
Shields Simply put shields can take unlimited strikes from any weapon unless your opponent has the ability to "Cleave". Shields can take limited cleave hits according to the shield point values in the chart below. Once a shield has no hit points left, that shield is considered "broken" and will not be able to defend a blow if struck.
There are 4 sizes of shields that a character can learn to use. Below are the descriptions of each shield type. Level requirements are located on your class (since many things have cross-class abilities so values will fluctuate).
If you do not see the skill listed in your class, then that class can't learn said skill.
You must have the ability to use each type of shield listed, you cannot simply get a big shield skill and use all shields smaller than the skill you have.
Shield Definitions
Buckler,
Cleave Point Value: 1
Size - Up to 14" in diameter (36 cm) from edge to edge
*Bucklers can be handheld or strapped to the arm. If strapped to the arm, you may still wield a weapon in the same hand that the shield is strapped to. This is not the same as putting your arm through one strap and gripping the other, this means the buckler is independently strapped to your forearm*
Medium Shield,
Cleave Point Value: 2
Size - From 14.1" in diameter Up to 20" in diameter (40.89 cm) from edge to edge
Large Shield,
Cleave Point Value: 3
Size - From 20.1" in diameter Up to 34" in diameter (86 cm) from edge to edge
Tower or XL Shield,
Cleave Point Value: 4
Tower - MAX length 48" (122 cm) MAX width 36" (91.5 cm) (ANY shield larger than 34" (86 cm) in diameter, length, or width, is considered an extra-large shield.)
When a character with a shield successfully blocks/parries a "Cleave" attack they may choose to allocate the damage to the shield or the weapon. Some skilled warriors are so well trained with the use of their shields that they may even be able to use it to effectively block more "cleave" attacks than stated above.
Armour Armour is the personal protection that a character wears to deflect blows and prevent injury. Darken Vale uses a Global armour point system linked to a Local system for hit location and allocation. The number of Armour Points that a character has will depend upon the quality of armour that they wear:
Padded Armour - 1 Global Armour Point (Padded or Quilted Armour & Gambesons)
Light Armour - 5 Global Armour Points (All Leather & Hide Armour)
Medium Armour - 10 Global Armour Points (Chainmail, Splint, Banded & Brigandine Armour)
Heavy Armour - 15 Global Armour Points (Plate Armour, Scale)
The type of armour that a character can wear will depend upon their class and the particular abilities that a character has learnt. One type of armour is not needed to ‘progress’ onto the next- the only restrictions to purchasing are through character level.
The armour worn on a player’s torso will dictate the type of armour that they are using & the number of Global Armour Points that they have to use on their armoured body locations. Armour on the limbs and head will also protect these locations from hits- so long as it is of the same type as the torso armour- but is does not grant further Armour Points- it just increases the number of locations where these global Armour Points can be used.
Example: Garthank is an Orc Warrior who can use Light, Medium & Heavy armour. He wears a plate breastplate and back- so he is classed as wearing Heavy Armour (15 Armour points) globally. He also wears plate greaves and vambraces - so Garthank’s 15 Armour Points can be used to protect his body, arms and legs.
Armour Calls
If a melee weapon or ranged missile strike hits a player on a location that is protected by armour, then the player can call ‘Armour’. The hit has no effect and one Armour Point is deducted from the player’s Global Armour Point total. No call, no effect. If a player is wearing armour and is hit on a location that is not covered by armour, however, then they cannot call ‘Armour’, and direct damage is taken by the character instead.
Armour Damage & Repair
Armour damage is cumulative, it does not reset between battles like some player abilities. If a player’s light armour has taken 3 hits, reducing it to 2 Global Armour Points when combat ends, it will still only have 2 Global Armour Points when the next combat starts unless it has been repaired in between.
When a player’s Global Armour Points is reduced to 0, their armour is considered damaged to the point of offering no physical protection anymore. All hits that the player takes will be direct damage. The player must seek out a Leather smith or Blacksmith to repair their armour and replace the Armour Points that have been lost.
Poison & Armour
A poisoned blade or arrow that strikes a location protected by armour does not infect the target. Neither does it expend the poison loaded onto the weapon, so it can be used again at a later time.
Armour Definitions
Unarmoured - Any player that does not wear any armour is considered Unarmoured. Normal clothing and furs all come under this category and offer no form of protection. All combat hits that an unarmoured player takes will be direct damage and will reduce their hit point total.
Padded Armour- Arming jackets or gambesons are designed as light protection worn under heavier forms of armour like chainmail or plate for added comfort but can be also worn on their own as a lightweight form of protection form minor attack. Worn on their own, Padded Armour offers 1 Global Armour Point to all body areas that it covers. When worn under either Medium or Heavy armour, it grants +1 point of ‘under-armour’, providing at least the torso is covered (just greaves and vambraces will not provide the bonus). Note: A character in Heavy armour cannot benefit from both the +1 Padded armour and +2 Chainmail bonus (see below) at the same time- only one form of ‘under-armour’ can be worn. Padded armour can never be boosted due to the Full Armour skill. Padded armour can be mended using Leather materials and the Leatherworking profession.
Light Armour - Leather, Studded Leather and Hardened Leather are all covered by this skill. Leather armour can be boosted due to the Full Armour skill. Leather armour can be mended using Leather materials and the Leatherworking profession.
Medium Armour- Scale mail, Splint mail, Banded mail, Brigantine, and Chainmail are all covered by this skill. When worn under Heavy armour, Chainmail grants +2 points of ‘under-armour’, providing at least the torso is covered (just greaves and vambraces will not provide the bonus). Note: A character in Heavy armour cannot benefit from both the +1 Padded armour and +2 Chainmail bonus (see above) at the same time- only one form of ‘under-armour’ can be worn.
Heavy Armour - Plate Mail and Full plate is covered by this skill. It must be 16-gauge metal plating or thicker, unless otherwise approved by an Elder
Note: A character in Heavy armour can benefit from either the +1 Padded armour or the +2 Chainmail bonus (see above) but not both- only one form of ‘under-armour’ can be worn.
Full Armour, this ability indicates that the character is a skilled wearer of armour who knows how best to use it to protect themselves. They will receive a +3 bonus to their Global Armour Point total so long as they wear a full suit of that particular armour type. A full suit of armour covers these locations: Helmet/ head (face can be open), neck, torso (front and back), arms, hands, upper legs, knees, lower legs and feet. If any-one armour location is uncovered, the Full Armour bonus is lost. Armour must all be of the same type to gain the bonus- Heavy torso plus Medium or Light armour on the limbs and head will not grant the bonus.
All homemade Weapons need at least 1” (2.5 cm) of foam on the striking surface. Tips should have at least 2” (5 cm) before the core. Core tips should be taped inside. You cannot excessively weight a Weapon or use metal in any part of the design (inside or out). Elders will dictate if your Weapon is too harsh to use. Much like adventure games, our system requires you to use your skill level to build abilities to your character in order to use better Weapons. Everyone starts out with the ability to use a one-handed short weapon to their profile. You will notice we do not use the words "sword", "axe", etc. This is so any Weapon can be used as long as it is foam / latex and meets the padding requirements. All Weapons must first go through a safety check with the elders at the time of signup.
First time players that are trial NPCing get a pass and can use any sized Weapon in our system - If a new player is coming into the game for the first time they can use any Weapon that has passed the Weapons check and is of legal size. This allows new players to experience the thrill of the game without a weapon restriction. We want new players to have as much fun as possible, so they come back again and again!
In order to use any of these Weapons you must gain the skill and it must be on your Character profile. For example, if you have a short weapon and use your level to bind 2 Handed Weapons to your character... you will only be able to use short and 2 Handed Weapon. You must bind each skill to your character in order to use the specified weapons below. Please see the section with 2 handed Weapons as it pertains to the shield/weapon destroying "Cleave" ability! Note: Weapons cannot deflect spell orbs or arrows... ever. This avoids the “home-run” spell orb shooting and breaking/bending/unintended flight of arrows. If a Weapon does do this, the player with the weapon is responsible for helping the caster find the spell orb and may be yellow banded.
Weapon Size
Every weapon has, in one form or another, a limit on its size. Weapons are measured from tip to end.
Weapon Flex
Weapons should be fairly firm with minimal wobble when flexed. Too much weapon flex is a safety concern. For example a pole arm that has a core too thin to support the foam and stress is dangerous. These cores can break from that kind of flex. This will be checked at registration.
Holstered Weapon Blocking
A weapon can be holstered on a character’s side, back etc. and if a strike hits only the Weapon (and not the character) it can block a hit. This would also count for blockable spells and arrows, but it can't touch the character, only the weapon (which is rarely the case, it almost always hits the holstered weapon AND the character). If the strike hits the holstered weapon AND the character, the hit counts. If the strike were called to do Weapon damage, it would still damage the holstered Weapon. Elders or Chief Elders hold the power to stop excessive exploitation of this allowance.
Inappropriately Sized Weapons
A character cannot use a Weapon that is of incorrect size, prohibited by class or race or prohibited by level.
Enchanted Weapons
Some weapons may have special features or be enchanted by characters with certain professions. An enchanted weapon has some form of magic bound to it. However, NO weapon may be permanently enchanted. If ANYTHING, that cancels magical effects hits the Weapon or the wielder of said weapon, whether by an enemy, ally, or the player themselves, the weapon will no longer be enchanted.
Under NO circumstances can a weapon be enchanted to do double damage, or double cleave if the wielder already has a similar ability. Example: An NPC that does 2x damage with each hit cannot use an enchanted weapon that has double damage and do 4x damage.
Melee Weapons One Handed Weapon:
What it allows you to do: Use one handed weapons.
Knife (throwing or otherwise) = 15" max (38 cm) & .5 lbs Has 0 shatter points
Dagger = 20" max (50 cm) & .5 lbs Has 1 shatter point
Short Weapon = 32" max (82 cm) & 2lbs Has 2 shatter points (see Weaponsmithing)
Long One-Handed Weapon:
What it allows you to do: Use of Long one-handed weapons.
Long Weapon = 32.1" (82.1 cm) - 39" (100 cm) & 3 lbs Has 2 shatter points (see Weaponsmithing)
Bastard Weapon:
What it allows you to do: Use of Bastard-length weapons.
Bastard Weapon = 39.1" (100.1 cm) - 45" (115 cm) Max & 3lbs Has 3 shatter points (see Weaponsmithing)
Two-Handed Weapon:
What it allows you to do: Use of Two-Handed weapons.
Two-Handed Weapon = At least 45” (114 cm) but less than 59" (150 cm). Has 4 shatter points (see Weaponsmithing)
Two-handed Weapons can be used to perform a "cleave" attack. For more information on Cleave, see the Professions chapter. It is listed under Common Skills. Two hands are required to use a two-handed melee weapon. Lunging (maximum reach) with a reach weapon, where you extend the entire length of the weapon out with one hand is NOT LEGAL. You must keep both hands on a Two-handed Weapon in order to use it for cleaving. This is a safety requirement that Elders will watch closely. If you lose an arm you can still fight with a two-handed Weapon, but you will not be able to cleave, and you must role play fatigue when playing this way.
Reach Weapons Small Polearm:
What it allows you to do: Use a Staff or similar smaller polearm.
Small Polearm = Over 58" (149 cm) but not over 77" (196 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 4 shatter points (see Weaponsmithing).
Striking surface must be made entirely of "simulated metal" in order to cleave.
Large Polearm:
What it allows you to do: Use large Staff, Halberd or similar polearm.
Large Polearm = Over 77" (196 cm) but not over 90" (229 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 5 shatter points (see Weaponsmithing).
Striking surface must be made entirely of "simulated metal" in order to cleave.
Ranged Weapons Throw Rock:
What it allows you to do: Throw core-less larp rocks 4” (10 cm) to 12” (30.5 cm) inches diameter. Does 1 damage. This has no effect on characters with real physical armour. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Can be used to roleplay waylay if character has the skill.
Thrown Weapons:
What it allows you to do: Use Thrown Knife, Axe, Hammer, or other small throwing Weapons. Throwing knives, stars, throwing axes, light hammers, shuriken and nets are examples of thrown Weapons that fall under this skill.
Thrown Weapons cannot have a core. It is NOT allowed to throw a Weapon that is not designed to be thrown (that is, a melee Weapon that does not meet the weight, size or core requirements). 15" max (38 cm) & .5 lbs Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Darts / Shot:
Darts and shots are projectile Weapons such as the foam dart, or small foam slingshot load. They are lightweight and do not carry the inertia that a bow or missile Weapon has and thus they are smaller and lighter. These projectiles are great for close quarter combat or where the use of full-sized bows would not be allowed. All must pass Elder safety check before use.
Dart / Shot Specialization:
What it allows you to do: Use a dart or shot style Weapon. Objects such as these should weigh less than 1 oz be made or soft foam and should be released via a low poundage banded or bungee type system. Damage from a dart does not deal damage to any physical or magical armour nor will it give a mortal wound. Darts / shots can take limbs however, as well as administer poisons. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Archery: Archery is a fun part of any Larp game, but they can also be the most risky. It takes actual skill to fire Larp arrows safely and as such, you will be required to follow the rules below.
Bows / Crossbow Rules:
• Can only be used by players 16 years of age or older unless otherwise approved by an Elder.
• We do not allow compound bows or compound crossbows in this game style.
• Arrow hits are treated as single Weapon blows Bows cannot be used to block Weapon strikes.
• Under 30lb Draw Bows Only. Max poundage for bows / crossbow is 30lb. It is measured with a scale at max draw.
• All Archers must pass an Archery Safety Overview by the Elder team before they can use bows in an Event. Archers must pass an on-site safety inspection of equipment and prove they are responsible enough to use archery before each game.
• The Archer's target must be 1 foot away per lb of the bow. So, if the bow is 22lbs, the target should be no less than 22 feet away (8-10 foot paces).
• Close range shots should be half draw or less.
• Targets with shield can still call "shield" to block an arrow at any range if struck or called at point blank. If called, the shield must be in front of the arrow that would have be fired.
• Archers need to check arrowheads before nocking an arrow. This is a big one... do not assume that the arrow is ok to use after it has been fired before. ALWAYS check arrows and arrowheads before each shot. This is the ultimate responsibility of the archer.
Arrow shafts must be in perfect condition. No Splits or cracks as these will shatter to a point if under enough force and can impale a target.
Arrowhead Requirements:
• Archers must use flat tipped, low speed foam arrowheads between 2.75" (about 7 cm) and 3" (about 7.6 cm) wide at the striking tip.
• All arrowheads must contain a blunt of like thickness (or just use a penny) that is secured to the striking end of the shaft perpendicularly. This avoids the possibly of the shaft puncturing the foam tip.
• Arrows cannot block a shatter attack (see Weaponsmithing).
• Home Made: It is likely you will have to break open a tip or an Elder will cut one fully open to prove you have made them correctly if not manufactured.
If the Elders do not have a scale to measure your draw poundage, bows will not be allowed in that game.
Arrows / bolts immersion - Please paint over your modern arrows to cover the branding. Make them look as medieval as possible. Archers must not stab with an arrow (in the event you cannot draw your bow as you are too close).
Any arrow tip that has been changed due to a bent or broken shaft must be re-approved by an Elder before being used in game or you will be banned... Period.
If you have a poison, piercing or other special arrow shot ability you must have the correct colour tape / ribbon on the shaft of the arrow AND you must announce what you are shooting when releasing the arrow or the special effect will not take place.
Flight Weapons (Bow & Arrow / Crossbow & Bolt):
What it allows you to do: Use Bow and Arrow Weapons or crossbows. Has 0 shatter points so it cannot block a shatter attack (see Weaponsmithing).
Piercing Shot (Arrow/Bolt/Missile Weapon ability):
What it allows you to do: Allows the archer to bypass any armour (except heavy torso armour) for a single shot. This skill is much like an archer who can aim for the gaps in armour. This arrow must have red tape on the shaft, and it requires the archer to call out "piercing shot" as the arrow flies. This ability can only be used once per three arrows. This means if you use Piercing Shot, you must then fire two normal arrows before you can call the ability again. Does nothing to shields (aka blockable by shield).
Missile Weapon: Defined as a javelin or similar Weapon, or a 2-handed boulder. Javelin style missiles must have 4” wide (10 cm) or more of soft foam on striking surface, and boulders must be at least 13” (33 cm) -24” (61 cm) around and be coreless. Missile Weapons must fly straight, have little flex in the core and be completely covered in foam. Elders inspect all Weapons at registration, and you will be required to prove what the throwing Weapon is made of. It is difficult to get a missile Weapon approved by an Elder, even if made properly as they are the largest flying object in the game. Has 4 shatter points if it is a polearm style Weapon. Has 0 shatter points if a large boulder so it cannot block a shatter attack (see weapon smithing). What it allows you to do: Throw Missile Weapons
Improvised Weapons
Objects not crafted to be Weapons or armour are strictly prohibited. All "Weapons" must pass a safety check and be approved by either an elder or an event admin. Therefore, there should NEVER be an "Improvised Weapon" used at an event.
Shields Simply put shields can take unlimited strikes from any weapon unless your opponent has the ability to "Cleave". Shields can take limited cleave hits according to the shield point values in the chart below. Once a shield has no hit points left, that shield is considered "broken" and will not be able to defend a blow if struck.
There are 4 sizes of shields that a character can learn to use. Below are the descriptions of each shield type. Level requirements are located on your class (since many things have cross-class abilities so values will fluctuate).
If you do not see the skill listed in your class, then that class can't learn said skill.
You must have the ability to use each type of shield listed, you cannot simply get a big shield skill and use all shields smaller than the skill you have.
Shield Definitions
Buckler,
Cleave Point Value: 1
Size - Up to 14" in diameter (36 cm) from edge to edge
*Bucklers can be handheld or strapped to the arm. If strapped to the arm, you may still wield a weapon in the same hand that the shield is strapped to. This is not the same as putting your arm through one strap and gripping the other, this means the buckler is independently strapped to your forearm*
Medium Shield,
Cleave Point Value: 2
Size - From 14.1" in diameter Up to 20" in diameter (40.89 cm) from edge to edge
Large Shield,
Cleave Point Value: 3
Size - From 20.1" in diameter Up to 34" in diameter (86 cm) from edge to edge
Tower or XL Shield,
Cleave Point Value: 4
Tower - MAX length 48" (122 cm) MAX width 36" (91.5 cm) (ANY shield larger than 34" (86 cm) in diameter, length, or width, is considered an extra-large shield.)
When a character with a shield successfully blocks/parries a "Cleave" attack they may choose to allocate the damage to the shield or the weapon. Some skilled warriors are so well trained with the use of their shields that they may even be able to use it to effectively block more "cleave" attacks than stated above.
Armour Armour is the personal protection that a character wears to deflect blows and prevent injury. Darken Vale uses a Global armour point system linked to a Local system for hit location and allocation. The number of Armour Points that a character has will depend upon the quality of armour that they wear:
Padded Armour - 1 Global Armour Point (Padded or Quilted Armour & Gambesons)
Light Armour - 5 Global Armour Points (All Leather & Hide Armour)
Medium Armour - 10 Global Armour Points (Chainmail, Splint, Banded & Brigandine Armour)
Heavy Armour - 15 Global Armour Points (Plate Armour, Scale)
The type of armour that a character can wear will depend upon their class and the particular abilities that a character has learnt. One type of armour is not needed to ‘progress’ onto the next- the only restrictions to purchasing are through character level.
The armour worn on a player’s torso will dictate the type of armour that they are using & the number of Global Armour Points that they have to use on their armoured body locations. Armour on the limbs and head will also protect these locations from hits- so long as it is of the same type as the torso armour- but is does not grant further Armour Points- it just increases the number of locations where these global Armour Points can be used.
Example: Garthank is an Orc Warrior who can use Light, Medium & Heavy armour. He wears a plate breastplate and back- so he is classed as wearing Heavy Armour (15 Armour points) globally. He also wears plate greaves and vambraces - so Garthank’s 15 Armour Points can be used to protect his body, arms and legs.
Armour Calls
If a melee weapon or ranged missile strike hits a player on a location that is protected by armour, then the player can call ‘Armour’. The hit has no effect and one Armour Point is deducted from the player’s Global Armour Point total. No call, no effect. If a player is wearing armour and is hit on a location that is not covered by armour, however, then they cannot call ‘Armour’, and direct damage is taken by the character instead.
Armour Damage & Repair
Armour damage is cumulative, it does not reset between battles like some player abilities. If a player’s light armour has taken 3 hits, reducing it to 2 Global Armour Points when combat ends, it will still only have 2 Global Armour Points when the next combat starts unless it has been repaired in between.
When a player’s Global Armour Points is reduced to 0, their armour is considered damaged to the point of offering no physical protection anymore. All hits that the player takes will be direct damage. The player must seek out a Leather smith or Blacksmith to repair their armour and replace the Armour Points that have been lost.
Poison & Armour
A poisoned blade or arrow that strikes a location protected by armour does not infect the target. Neither does it expend the poison loaded onto the weapon, so it can be used again at a later time.
Armour Definitions
Unarmoured - Any player that does not wear any armour is considered Unarmoured. Normal clothing and furs all come under this category and offer no form of protection. All combat hits that an unarmoured player takes will be direct damage and will reduce their hit point total.
Padded Armour- Arming jackets or gambesons are designed as light protection worn under heavier forms of armour like chainmail or plate for added comfort but can be also worn on their own as a lightweight form of protection form minor attack. Worn on their own, Padded Armour offers 1 Global Armour Point to all body areas that it covers. When worn under either Medium or Heavy armour, it grants +1 point of ‘under-armour’, providing at least the torso is covered (just greaves and vambraces will not provide the bonus). Note: A character in Heavy armour cannot benefit from both the +1 Padded armour and +2 Chainmail bonus (see below) at the same time- only one form of ‘under-armour’ can be worn. Padded armour can never be boosted due to the Full Armour skill. Padded armour can be mended using Leather materials and the Leatherworking profession.
Light Armour - Leather, Studded Leather and Hardened Leather are all covered by this skill. Leather armour can be boosted due to the Full Armour skill. Leather armour can be mended using Leather materials and the Leatherworking profession.
Medium Armour- Scale mail, Splint mail, Banded mail, Brigantine, and Chainmail are all covered by this skill. When worn under Heavy armour, Chainmail grants +2 points of ‘under-armour’, providing at least the torso is covered (just greaves and vambraces will not provide the bonus). Note: A character in Heavy armour cannot benefit from both the +1 Padded armour and +2 Chainmail bonus (see above) at the same time- only one form of ‘under-armour’ can be worn.
Heavy Armour - Plate Mail and Full plate is covered by this skill. It must be 16-gauge metal plating or thicker, unless otherwise approved by an Elder
Note: A character in Heavy armour can benefit from either the +1 Padded armour or the +2 Chainmail bonus (see above) but not both- only one form of ‘under-armour’ can be worn.
Full Armour, this ability indicates that the character is a skilled wearer of armour who knows how best to use it to protect themselves. They will receive a +3 bonus to their Global Armour Point total so long as they wear a full suit of that particular armour type. A full suit of armour covers these locations: Helmet/ head (face can be open), neck, torso (front and back), arms, hands, upper legs, knees, lower legs and feet. If any-one armour location is uncovered, the Full Armour bonus is lost. Armour must all be of the same type to gain the bonus- Heavy torso plus Medium or Light armour on the limbs and head will not grant the bonus.