Treatise on Armor (book)

From Elanthipedia
(Redirected from A Treatise on Armor (book))
Jump to navigation Jump to search

A Treatise on Armor

by Protector Amaterasu Quondai

With special thanks to Aiffe and Salius, Bard and Paladin of the Realms, respectively.

Armor (Noun): Defensive arms; any covering worn to protect the body in battle. (Asemath Academy Official Dictionary, published Elandu 62 Ka'len the Sea Drake, year of the Iron Toad 179.)

Armor is the guardian of a combatant's life. Someone who marches into battle without armor is either downright stupid, or has a powerful desire to die, or possibly both. Only a very select few of Elanthia's currently adventuring citizens are able to battle enemies without armor and have a chance of surviving, and these most often only do this when showing off for others.

Armor is, however, the last line of defense against an incoming enemy blow. Consider a person's reaction when a weapon, be it a sword or claws and teeth, are swung or thrust in their direction. Instinctively, the person attempts to duck, sidestep or backstep, while throwing both arms (and whatever is in them) between his or her head/torso and the blow. Consequently, before the blow may make contact with the combatant, it is weakened by three lines of defense: First by how well the combatant may dodge the blow, second by how well he or she may parry the blow with a weapon (if a weapon is wielded), and third by how well he or she may block with a shield (if a shield is held). Sometimes one of these three tiers of defense will nullify the entire blow, preventing it from making contact with the combatant's head or body. During the course of a battle, many blows are entirely dodged, or entirely parried, or entirely blocked by a shield. The combatant's skill in these three lines of defense are thus essential to success in a battle- especially a battle to the death.

If all three lines of defense fail, the blow makes contact with the combatant. Many such blows will do so during the course of a battle, and this is where armor comes in. Armor may deflect the blow, causing it to be a grazing, glancing, or brushing strike, or failing that, absorb some of the force of the blow, causing it to be a light, good, or stronger blow. The combatant's armor thus can and often does become the difference between success and failure in the battle, and thus life and death themselves.

Scholars put six specific skills together into one group known as the Armor Skill group. Several adventuring professions are required to demonstrate increasing ability in using armor in order to advance in their guild. Most noted are Paladins, for whom armor is a primary skill of great importance, and also noted are Barbarians, Rangers, and Traders, for whom armor is a secondary skill of moderate importance. Other professions, including but not necessarily limited to Clerics and Thieves, are required to demonstrate prowess in some form of the Armor Skill group in order to advance although for them, armor is a tertiary skill of low importance. They are required to show proficiency in armor in order to demonstrate the ability to survive the hazards of Elanthian adventuring.

The six skills lumped into the Armor Skill group, as it is called, are skill in wielding a Shield, and skill in performing combat maneuvers while wearing one of the five types of armor: Leather armor, Light Chain armor, Heavy Chain armor, Light Plate armor and Heavy Plate armor.

Unfortunately, wearing some form of armor and/or wielding a shield limits a combatant's ability to maneuver and dodge in battle. Armor, after all, has weight, and although armor feels much lighter and much less encumbering when worn than it may be when held or carried, there is still some weight which slows a combatant's reflexes to some extent. Thus it is considered important by many (though some dispute it) to continue to improve one's reflexes and agility during one's adventuring career.

A combatant totally untrained in wearing and maneuvering in a particular type of armor and/or shield use will typically suffer the maximum hindrance to maneuverability and evasion during battle, while gaining the minimum benefits of the armor and shield. Diligent practice will eventually cause the combatant to gain the maximum benefit and suffer a minimum of hindrance to evasion and maneuverability, unless the combatant happens to be a Paladin, in which case he or she may eventually suffer no hindrances regardless from the type of armor he or she is wearing, or a Barbarian, who may attain freedom from maneuvering hindrance while wearing Leather armor. Some Barbarians have tried to work at attaining no hindrances while wearing Light Chain armor, but none have succeeded yet.

As one continues to battle a particular type of opponent, such as rock trolls or gypsy marauders, the rate at which one improves skill at armor slowly begins to decrease, showing the decreasing ability of the opponent to wound the combatant and the decreasing amount of knowledge left to gain from battle with that particular type of opponent and others of its commensurate battle skills. At some point in the adventurer's career, he or she will, at length, find that he or she must continue to move on to stronger opposition to further improve his or her skills.

Let us discuss the various types of armor now.

The first armor skill is Shield Use. Shields vary from the small ordinary shields and bucklers to the great tower and wall shields wielded by the strongest and most skilled warriors and knights. Some shields are more encumbering and harder to move around than others- typically the larger ones. Strength, good Reflexes, and good Agility are required to wield the largest shields effectively.

Shields are limited in their effectiveness. To date, effectively blocking missile weapons and targetted elemental attack spells with a shield has proven a most daunting, if not impossible task. Shields may be used to block pole arms and melee weapons, but even here, the secrets of using them with an exemplary degree of effectiveness has eluded us. Still, shields are to many an important line of defense in battle.

Adventurers who are particularly skilled in evasion, such as Rangers, Thieves and Barbarians, often avoid using shields in melee, for increased maneuvering and evasion abilities, or if they do use them, they use the smaller, lighter shields which may be moved around more quickly and easily. At the other extreme are Paladins, for whom armor skills are of greater importance and evasion is more difficult to learn. These adventurers will generally use larger, stronger shields, which they learn to move around more easily than other adventurers.

The next five armor skills are body armors. Now, when wearing one type of armor on your torso and other types on your limbs and head, you still learn only the armor you wear on your torso, but suffer the hiding penalties of the heaviest type of armor you wear on some other part of your body. For example, I am acquainted with a Ranger who wears leather on all parts of her body save her head and neck- for those, and her eyes, she wears a bascinet. A bascinet is a metal helmet, so she suffers the hiding penalties of metal armor when she wears her bascinet, but learns no skill in chain or plate armor even when receiving blows to her head, neck and eyes.

The second armor skill is Leather armor. This is, as the name suggests, protective coverings made of pliable or rigid leather. Leather has long been ignored by serious adventurers as inadequate; however, the perfection of certain types of Leather armor have made it exceptionally popular, especially among professions that rely heavily on evasion, such as Rangers, Thieves and Barbarians.

Barbarians can attain total freedom from maneuvering and evasion limitations while wearing leather, after completing from 40 to 60 <this line appears smudged> unable to attain total freedom from the armor's maneuvering limitations, often wear leather since they learn evasion even more quickly than Barbarians and want to be as lightly armored as they can be, believing it is better to evade the blow in leather than to take the blow full force in the head wearing plate and have their skulls crushed.

Knife Clan has markets reinforced cuirbouilli coats that are considered the most protective leather armor available. These coats have high maneuvering hindrances, however. Some Barbarians who want armor protection but desire to wear leather for freedom of movement while performing battle dances find these coats attractive. By far one of the most popular leather armors are the hunting leathers from Shard. This armor covers the whole body from the shoulders down. It is reasonably protective, only moderately limits combat maneuvers and evasion, and is customizable for each race. However, it is expensive, ranging in price from 33,500 dokoras for Halflings and Dwarves to 68,000 dokoras for Gor'Togs.

Wolf Clan offers pliable armor made of various animal skins at reasonable prices. This armor is not overly protective but has low limitations on maneuvering and evasion. They also offer clothing made of these same skins. These clothes have little protective value but have a small amount of pocket room for holding small items.

The third armor skill is Light Chain armor. This is light armor fashioned of small, intermeshing links of metal. It is flexible, so as to facilitate mobility and maneverability in battle.

Light Chain is a moderately popular armor, and definitely deserves attention by such professions as Warrior Mages, Bards, and Clerics, for whom survival skills (of which evasion is a part) and armor skills are both tertiary in importance. It is a good 'compromise' armor, offering better protection than leather but less maneuvering limitations than plate. Typically the minimum degree of restrictions on maueuvering and evasion while wearing Light Chain armor is achieved after completing 60-80 lessons with the armor.

Light Chain armors range from the simple Chain Shirt sold by Milgrym in the Crossing (which does not protect the legs) to full body chain armors sold in other towns (which do protect the legs). Most light chain armors in each town are more expensive than the leather armors sold in the same town.

Due to its flexibility, Light Chain armors are vulnerable to blunt weapons. Their protective value against such weapons are significantly less than their value against slashing or puncturing weapons.

The fourth armor skill is Heavy Chain armor. This is similar to Light Chain armor, except the links are larger and thicker, and thus heavier.

Heavy Chain is not very popular, and people knowledgeable in armor believe this is for good reason. A not-well-known fact is that Heavy Chain armor is actually more restricting (though more protective) than Light Plate. The protective value of Heavy Chain armor sometimes actually rivals that of Heavy Plate armor but offers some degree greater maneuverability. Armor experts consider Heavy Chain armor suitable for those Paladins who desire more maneuverability than that granted by Heavy Plate armor, and other adventurers who are strong and agile, and want good protection without the greatest degree of movement restriction. Typically Heavy Chain armor provides the maximum benefits and the least degree of maneuvering and evasion restrictions after completion of 120-140 (possibly a few more) lessons in its use.

Most Heavy Chain armors are full-body versions, and sold in various towns throughout Elanthia. They tend to be more expensive than most Light Chain armors. Newly recruited adventurers desiring to wear either Light or Heavy Chain armor should seek the advice of their more learned brethren to determine which Chain armors are Light and which are Heavy. The secrets of determining this through skilled appraisal of the armor have not yet been mastered.

Heavy Chain armor is vulnerable to blunt weapons like Light Chain armor, due to its flexibility. It protects far better against slashing or puncturing weapons than against crushing weapons.

The fifth armor skill is Light Plate armor. This is armor made of large sheets of solid metal that are thinner and lighter than Heavy Plate armor.

Light Plate armor is flush in the middle on the armor scale, which ranges from Leather at one end to Heavy Plate at the other. Light Plate is sorely lacking in popularity, and not many people know much about it. This is actually regrettable, since Light Plate is well-suited for races such as Bards, Warrior Mages, Clerics, and the number of Moon Mages who battle the creatures of Elanthia by dint of physical arms. It is protective, and imposes only moderate restrictions on mobility and maneuverability (less in both areas than Heavy Chain, and more in both areas than Light Chain). Light Plate is good for agile Paladins who want more maneuverability in battle and are willing to sacrifice some degree of armor protection in order to get it. Typically Light Plate armors offer maximum benefits and the least degree of maneuver and evasion restrictions after completion of 100-120 lessons in it.

Despite being less protective than most Heavy Chain armors, most Light Plate armors tend to cost the same or even a little more. This may be one reason for its lack of popularity.

Light Plate is currently only available in breastplate form, meaning it does not cover the arms or legs. Greaves and Vambraces must be worn with all currently available Light Plate armors. This accounts for much of its lack of popularity. Perhaps when other Light Plate armors covering more of the body are marketed, its popularity will rise.

The sixth armor skill is Heavy Plate armor. This is similar to Light Plate, except that the sheets of metal are heavier and thicker.

Paladins make up a large majority of Heavy Plate armor wearers in Elanthia, thus earning them the nickname of "Tin Cans." Paladins often wear Heavy Plate armor since they may attain total freedom of movement and maneuverability while wearing it, though this often takes over 160 lessons to achieve. But, since Paladins learn armor skills faster than any other profession in the Lands, it is considered worth the extra effort. Some Clerics, Bards and Warrior Mages in the Realms wear Heavy Plate. These people are typically very strong and agile, and desire the greatest degree of protection that armor can afford, and are willing to sacrifice maneuverability and evasion in order to obtain it.

Heavy Plate armor comes in various forms, such as Half Plate, which only covers the torso and arms, and Massive Plate, which covers the whole body from the shoulders down, save the hands. Massive Plate is considered the most protective plate available. One must be strong and have reasonable training in Heavy Plate armor to wear this effectively. Gleaming Silver-White Plate armor, sold in Therenborough, is slightly less protective though much prettier; its price is almost the same as Massive Plate armor, except it is paid for in Lirums instead of Kronars. Various Heavy Plate armors are also sold at Festivals. Most Heavy Plate armors are the most expensive armors available in their respective towns. There are exceptions, however, especially when comparing an armor from one town to armor from another- Massive Plate armor from Dirge is currently much less expensive than Hunting Leathers from Shard.

When buying armor, one should keep a few rules in mind.

First and foremost, one should buy what he or she wants. If one Paladin should desire to wear Light Chain, or even Leather, then he or she should. If one Ranger wants to wear Heavy Plate, he or she should. Of course, people going to such extremes should be made aware of the limitations they will face in battle. But, once they are aware of what benefits and restrictions his or her desired armor will bring, it is a personal choice.

Second, one should only buy what one can afford. It is perfectly fine and in fact even proper for a Paladin who does not possess the coin to buy Heavy Plate armor, to make do in Leather until he or she procures the funds needed to buy Heavy Plate. Such a practice is far preferable to sitting in the guild, pleading like a panhandler for coins or a spare suit of armor. There are racks on both wings of the Paladin Guild, shelves in the west wing of the Rangers Guild, and a Charity Chest in the Main room of the Clerics' Guild in the Crossing where successful adventurers may place armors for younger novices. Similar shelves and racks are in the Performance Hall of the Bards Guild and the Steel Room in the Warrior Mage Tower, though here one must be escorted to these rooms by an appropriate Guild member. Novice adventurers and those needing to re-equip themselves after losing equipment due to a death are free to go to these locations and take what they want. Unfortunately, often times only tunics and boots are found on these locations, but sometimes good armor items are found here (my own adoptive daughter found a chain shirt on a weapon rack in the Paladins Guild).

Thirdly, those who desire to be practical and buy whatever armor believed to be well-suited for their chosen profession should inquire of their Guild brethren for advice. Such advice should be taken with a grain of salt, however, since there will be differing opinions on this. When one acquires the funds, an adventurer may buy two different types of armor and experiment with each to see what feels most comfortable (it is wise to rent a vault when taking this advice, since carrying around some form of armor in a backpack or journey pack imposes great encumbrance on the bearer).

Finally, one should not be afraid to wear one of the less popular armor types (such as Light Plate or Heavy Chain) just because it will be difficult to obtain formal teaching in that armor type. Remember the overarching rule that armor is a personal choice; remember also that if you practice diligently, you will make up for your lack of formal teaching. Then, when you become proficient, you can teach others, who can teach others, and so on.

Since all advice should be taken with a grain of salt, one should not take my own word as indisputable gospel. Any questions should be taken to as many of one's Guild brethren as will talk to him or her. Obtaining various opinions, weighing them, analyzing them, and drawing one's own conclusions from them is not an unwise course of action- it can and does make people into trailblazers for new theorems and eventually proven facts on many subjects, not just armor.

It is my hope that all men and women who read this tome will be given a nudge in the right direction regarding armor, and be successful in many battles (if they are of a fighting profession) during their career. May their weapons fly true and strike hard.

By my hand, on this day, Hodandu 328, Dolefaren the Brigantine in the Year of the Golden Panther, 352.

In service to my patron Eluned,


--Protector Amaterasu Quondai