Daggerfall Mod:BIOG??T0.TXT Files/Weapons and Armour

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Weapons and Armor[edit]

Weapons and Armor coordinates are handled slightly differently than the other coordinates you will read about here. The X and Y axes decide the base type, and the Z axis determines the material from which the item is made. IT 3 11 0 & IT 3 11 7 are both maces, but the former is an iron mace and the latter is an ebony mace. To use the tables below, locate the base weapon or piece of armor in question, and then locate the desired material. These three values become the coordinates for an IT invocation.

[ Example: Desiring boots, we consult the Armor table. A quick glance reveals our X and Y axes to be 2 and 6, respectively. This still leaves us with only (2, 6, Z), which is not a valid three dimension coordinate. Next, wanting nothing but the best, we consult Daedric in the materials chart and see a Z score of 9. This gives us the coordinate (2, 6, 9). Finally the code IT 2 6 9 grants the character daedric boots. ]

Weapons and Armor Subcodes[edit]

One convenience is the set of all armor is defined by a single value on the X-axis. The code IT 2 y z defines a piece of armor of some kind. The set of all weapons is similarly defined as a single value on the X-axis. IT 3 y z indicates a weapon of some type.

Once one has decided on either a weapon or a piece of armor, the next step is to decide the specific object as indicated by the Y-axis for that group.

[ Example: Deciding on armour means the X-axis will be 2. Next simply select the specific piece. Gauntlets have a value of 1 in the Y-axis, while a helmet has a value of 5. Thus far, we would have 2/3 of the gauntlets and helmet coordinates, (2, 1, z) and (2, 5, z) respectively. ]

Weapons & Armor XY Coordinates
Armor
x y Armor
2 0 Cuirass
2 1 Gauntlets
2 2 Greaves
2 3 Left Pauldron
2 4 Right Pauldron
2 5 Helmet
2 6 Boots
2 7 Buckler
2 8 Round Shield
2 9 Kite Shield
2 10 Tower Shield
Weapons
x y Weapon
3 0 Dagger
3 1 Tanto
3 2 Staff
3 3 Short Sword
3 4 Wakazashi
3 5 Broad Sword
3 6 Saber
3 7 Long Sword
3 8 Katana
3 9 Claymore
3 10 Dai-Katana
3 11 Mace
3 12 Flail
3 13 War Hammer
3 14 Axe
3 15 War Axe
3 16 Short Bow
3 17 Long Bow
3 18 Arrow

Material Subcodes[edit]

For weapons and armor, the Z-axis indicates the material of manufacture for that weapon or piece of armor. IT x y 2 indicates a silver weapon or piece of armor of some type, whereas IT x y 0 is a weapon or piece of armor of iron manufacture.

Material by Z-Axis
z Material
0 iron
1 steel
2 silver
3 elven
4 dwarven
5 mithril
6 adamantium
7 ebony
8 orcish
9 daedric

Weapon/Armor Example[edit]

5.      In gratitude for services rendered, the
        Emperor gave you ___.
a.      Over 200 gold pieces
        #4172
        GP +200
b.      An ebony dagger
        #4173
        IT 3 0 7
c.      A book
        #4174
        IT 7 0 0
d.      A ruby
        #4175
        IT 14 0 0
e.      A silver staff
        #4176
        IT 3 2 2
f.      A suit of armor
        #4196
        IT 2 0 0
        IT 2 2 0
        IT 2 3 0
        IT 2 4 0

Selecting option 'b' provides the character with a dagger (x=3, y=0) made of ebony (z=7). Similarly, option 'f' grants the character an iron cuirass (2, 0, 0), iron left and right paldrons ((2, 3, 0) & (2, 4, 0)), and iron greaves (2, 2, 0).

[ Math sidebar:

  1. (∀o)((o ∈ Weapons) ⇔ (o.x ≡ 3))
  2. (∀o)((o ∈ Armour) ⇔ (o.x ≡ 2))
  3. (¬∃o)((o ∈ Weapons) ∧ (o ∈ Armor))
  4. Weapons ∩ Armor ⇒ ∅
  5. Weapons ⊕ Armor ≡ Weapons ∪ Armor

]