Equipment Weight
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Light, Medium and Heavy are equipment classes. Every equipped item with one of these classes adds to Swimming Cost, and some armor and shield skills change with it. A backpack-weight total or overweight mechanic has not yet been verified.
목차
Equipment weight classes
Non-weapon equipment such as armor, shields, jewelry and belts is classed as Light, Medium or Heavy. Miscellaneous items use additional labels such as Very Light for throwing rules; the two classifications do not add up to carried weight.
| Equipment class | Official label | Swimming addition |
|---|---|---|
| Light | light | +0.25 each |
| Medium | medium | +0.5 each |
| Heavy | heavy | +1 each |
How equipped items feed Swimming Cost
The calculation reads only items actually worn in equipment slots. Every Light, Medium and Heavy item adds 0.25, 0.5 and 1 respectively; the base is 2, other Swimming Cost modifiers are added, and the result is clamped to 0–100. Lower is better, and unequipped backpack items do not count.
Rings, amulets and belts are Light and count individually. With no other modifiers: no counted equipment gives 2; four Light accessories give 3; those four accessories plus a Medium chestpiece and a Heavy shield give 4.5.
The attribute calculation is confirmed; the Energy deducted by each move or action in water remains unverified.
Skills that read weight classes
These three examples have been checked against both their skill descriptions and effects. The table lists only differences caused by equipment class; see each skill entry for base effects and other conditions.
A miscellaneous item's weight label also changes the base noise of a player throw: Very Light 3, Light 5, Medium 7 and Heavy 9; glass or pottery adds 13. Enemy hearing and obstruction still modify the check, so these values are not fixed hearing radii.
| Skill | Reads | Class-specific decision |
|---|---|---|
| Battle-Forged | Chestpiece | Light: each tile moved grants +2% Dodge and Counter for 4 turns, stacking to 5; Medium: using a Stance or Maneuver reduces this tree's cooldowns by 1 turn; Heavy: staying on the same tile grants -3% Abilities Energy Cost and +3% Crit Avoidance for 6 turns, stacking to 5 |
| Shield Bash | Shield | Light: -25% Cooldown Duration; Heavy: each point of HP lost by the target adds recovery equal to 0.3% of maximum Block Power, capped at full recovery |
| Breakthrough | Shield | Light: -25% Cooldown Duration; Heavy: a hit gives the target +10% Damage Taken for 6 turns, stacking to 2 |
No confirmed inventory-weight limit
A carried-weight total for backpack items, a visible limit, and an overweight state have not yet been verified. Confirmed rules cover equipment classes, the Swimming Cost attribute, named skills and thrown noise. Inventory slots remain capacity, and automatic speed, Energy or damage penalties from a miscellaneous item's weight label remain unverified.