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		<id>https://elanthipedia.play.net/index.php?title=Treatise_on_Armor_(book)&amp;diff=34280&amp;oldid=prev</id>
		<title>CARAAMON: Reverted edits by PRodrigue22 (Talk) to last revision by Caraamon</title>
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		<updated>2011-09-22T04:14:28Z</updated>

		<summary type="html">&lt;p&gt;Reverted edits by &lt;a href=&quot;/Special:Contributions/PRodrigue22&quot; title=&quot;Special:Contributions/PRodrigue22&quot;&gt;PRodrigue22&lt;/a&gt; (&lt;a href=&quot;/index.php?title=User_talk:PRodrigue22&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:PRodrigue22 (page does not exist)&quot;&gt;Talk&lt;/a&gt;) to last revision by &lt;a href=&quot;/User:Caraamon&quot; class=&quot;mw-redirect&quot; title=&quot;User:Caraamon&quot;&gt;Caraamon&lt;/a&gt;&lt;/p&gt;
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		<author><name>CARAAMON</name></author>
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		<title>Maintenance script at 04:11, 22 September 2011</title>
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		<updated>2011-09-22T04:11:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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		<author><name>Maintenance script</name></author>
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		<title>CARAAMON: moved Treatise on Armor, A (book) to Treatise on Armor (book)</title>
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		<updated>2011-03-21T08:42:56Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Treatise_on_Armor,_A_(book)&quot; class=&quot;mw-redirect&quot; title=&quot;Treatise on Armor, A (book)&quot;&gt;Treatise on Armor, A (book)&lt;/a&gt; to &lt;a href=&quot;/Treatise_on_Armor_(book)&quot; title=&quot;Treatise on Armor (book)&quot;&gt;Treatise on Armor (book)&lt;/a&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:42, 21 March 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>CARAAMON</name></author>
	</entry>
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		<title>CARAAMON: A Treatise on Armor (book) moved to Treatise on Armor, A (book)</title>
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		<updated>2009-01-28T18:39:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/A_Treatise_on_Armor_(book)&quot; class=&quot;mw-redirect&quot; title=&quot;A Treatise on Armor (book)&quot;&gt;A Treatise on Armor (book)&lt;/a&gt; moved to &lt;a href=&quot;/Treatise_on_Armor,_A_(book)&quot; class=&quot;mw-redirect&quot; title=&quot;Treatise on Armor, A (book)&quot;&gt;Treatise on Armor, A (book)&lt;/a&gt;&lt;/p&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:39, 28 January 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>CARAAMON</name></author>
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		<title>Maintenance script: A Treatise on Armor moved to A Treatise on Armor (book)</title>
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		<updated>2007-11-19T02:55:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/A_Treatise_on_Armor&quot; class=&quot;mw-redirect&quot; title=&quot;A Treatise on Armor&quot;&gt;A Treatise on Armor&lt;/a&gt; moved to &lt;a href=&quot;/A_Treatise_on_Armor_(book)&quot; class=&quot;mw-redirect&quot; title=&quot;A Treatise on Armor (book)&quot;&gt;A Treatise on Armor (book)&lt;/a&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:55, 18 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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		<author><name>Maintenance script</name></author>
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&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Maintenance script</name></author>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Treatise_on_Armor_(book)&amp;diff=34274&amp;oldid=prev</id>
		<title>Maintenance script: New page: ==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 ...</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Treatise_on_Armor_(book)&amp;diff=34274&amp;oldid=prev"/>
		<updated>2007-05-05T23:07:30Z</updated>

		<summary type="html">&lt;p&gt;New page: ==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 ...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==A Treatise on Armor==&lt;br /&gt;
 by Protector Amaterasu Quondai&lt;br /&gt;
&lt;br /&gt;
With special thanks to Aiffe and Salius, Bard and Paladin of the&lt;br /&gt;
Realms, respectively.&lt;br /&gt;
&lt;br /&gt;
Armor (Noun): Defensive arms; any covering worn to protect the&lt;br /&gt;
body in battle. (Asemath Academy Official Dictionary, published&lt;br /&gt;
Elandu 62 Ka&amp;#039;len the Sea Drake, year of the Iron Toad 179.)&lt;br /&gt;
&lt;br /&gt;
Armor is the guardian of a combatant&amp;#039;s life. Someone who marches&lt;br /&gt;
into battle without armor is either downright stupid, or has a&lt;br /&gt;
powerful desire to die, or possibly both. Only a very select few&lt;br /&gt;
of Elanthia&amp;#039;s currently adventuring citizens are able to battle&lt;br /&gt;
enemies without armor and have a chance of surviving, and these&lt;br /&gt;
most often only do this when showing off for others.&lt;br /&gt;
&lt;br /&gt;
Armor is, however, the last line of defense against an incoming&lt;br /&gt;
enemy blow. Consider a person&amp;#039;s reaction when a weapon, be it a&lt;br /&gt;
sword or claws and teeth, are swung or thrust in their direction.&lt;br /&gt;
Instinctively, the person attempts to duck, sidestep or backstep,&lt;br /&gt;
while throwing both arms (and whatever is in them) between his or&lt;br /&gt;
her head/torso and the blow. Consequently, before the blow may&lt;br /&gt;
make contact with the combatant, it is weakened by three lines of&lt;br /&gt;
defense: First by how well the combatant may dodge the blow,&lt;br /&gt;
second by how well he or she may parry the blow with a weapon (if&lt;br /&gt;
a weapon is wielded), and third by how well he or she may block&lt;br /&gt;
with a shield (if a shield is held). Sometimes one of these three&lt;br /&gt;
tiers of defense will nullify the entire blow, preventing it from&lt;br /&gt;
making contact with the combatant&amp;#039;s head or body. During the&lt;br /&gt;
course of a battle, many blows are entirely dodged, or entirely&lt;br /&gt;
parried, or entirely blocked by a shield. The combatant&amp;#039;s skill&lt;br /&gt;
in these three lines of defense are thus essential to success in&lt;br /&gt;
a battle- especially a battle to the death.&lt;br /&gt;
&lt;br /&gt;
If all three lines of defense fail, the blow makes contact with&lt;br /&gt;
the combatant. Many such blows will do so during the course of a&lt;br /&gt;
battle, and this is where armor comes in. Armor may deflect the&lt;br /&gt;
blow, causing it to be a grazing, glancing, or brushing strike,&lt;br /&gt;
or failing that, absorb some of the force of the blow, causing it&lt;br /&gt;
to be a light, good, or stronger blow. The combatant&amp;#039;s armor thus&lt;br /&gt;
can and often does become the difference between success and&lt;br /&gt;
failure in the battle, and thus life and death themselves.&lt;br /&gt;
&lt;br /&gt;
Scholars put six specific skills together into one group known as&lt;br /&gt;
the Armor Skill group. Several adventuring professions are&lt;br /&gt;
required to demonstrate increasing ability in using armor in&lt;br /&gt;
order to advance in their guild. Most noted are Paladins, for&lt;br /&gt;
whom armor is a primary skill of great importance, and also noted&lt;br /&gt;
are Barbarians, Rangers, and Traders, for whom armor is a&lt;br /&gt;
secondary skill of moderate importance. Other professions,&lt;br /&gt;
including but not necessarily limited to Clerics and Thieves, are&lt;br /&gt;
required to demonstrate prowess in some form of the Armor Skill&lt;br /&gt;
group in order to advance although for them, armor is a tertiary&lt;br /&gt;
skill of low importance. They are required to show proficiency in&lt;br /&gt;
armor in order to demonstrate the ability to survive the hazards&lt;br /&gt;
of Elanthian adventuring.&lt;br /&gt;
&lt;br /&gt;
The six skills lumped into the Armor Skill group, as it is&lt;br /&gt;
called, are skill in wielding a Shield, and skill in performing&lt;br /&gt;
combat maneuvers while wearing one of the five types of armor:&lt;br /&gt;
Leather armor, Light Chain armor, Heavy Chain armor, Light Plate&lt;br /&gt;
armor and Heavy Plate armor.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wearing some form of armor and/or wielding a&lt;br /&gt;
shield limits a combatant&amp;#039;s ability to maneuver and dodge in&lt;br /&gt;
battle. Armor, after all, has weight, and although armor feels&lt;br /&gt;
much lighter and much less encumbering when worn than it may be&lt;br /&gt;
when held or carried, there is still some weight which slows a&lt;br /&gt;
combatant&amp;#039;s reflexes to some extent. Thus it is considered&lt;br /&gt;
important by many (though some dispute it) to continue to improve&lt;br /&gt;
one&amp;#039;s reflexes and agility during one&amp;#039;s adventuring career.&lt;br /&gt;
&lt;br /&gt;
A combatant totally untrained in wearing and maneuvering in a&lt;br /&gt;
particular type of armor and/or shield use will typically suffer&lt;br /&gt;
the maximum hindrance to maneuverability and evasion during&lt;br /&gt;
battle, while gaining the minimum benefits of the armor and&lt;br /&gt;
shield. Diligent practice will eventually cause the combatant to&lt;br /&gt;
gain the maximum benefit and suffer a minimum of hindrance to&lt;br /&gt;
evasion and maneuverability, unless the combatant happens to be a&lt;br /&gt;
Paladin, in which case he or she may eventually suffer no&lt;br /&gt;
hindrances regardless from the type of armor he or she is&lt;br /&gt;
wearing, or a Barbarian, who may attain freedom from maneuvering&lt;br /&gt;
hindrance while wearing Leather armor. Some Barbarians have tried&lt;br /&gt;
to work at attaining no hindrances while wearing Light Chain&lt;br /&gt;
armor, but none have succeeded yet.&lt;br /&gt;
&lt;br /&gt;
As one continues to battle a particular type of opponent, such as&lt;br /&gt;
rock trolls or gypsy marauders, the rate at which one improves&lt;br /&gt;
skill at armor slowly begins to decrease, showing the decreasing&lt;br /&gt;
ability of the opponent to wound the combatant and the decreasing&lt;br /&gt;
amount of knowledge left to gain from battle with that particular&lt;br /&gt;
type of opponent and others of its commensurate battle skills. At&lt;br /&gt;
some point in the adventurer&amp;#039;s career, he or she will, at length,&lt;br /&gt;
find that he or she must continue to move on to stronger&lt;br /&gt;
opposition to further improve his or her skills.&lt;br /&gt;
&lt;br /&gt;
Let us discuss the various types of armor now.&lt;br /&gt;
&lt;br /&gt;
The first armor skill is Shield Use. Shields vary from the small&lt;br /&gt;
ordinary shields and bucklers to the great tower and wall shields&lt;br /&gt;
wielded by the strongest and most skilled warriors and knights.&lt;br /&gt;
Some shields are more encumbering and harder to move around than&lt;br /&gt;
others- typically the larger ones. Strength, good Reflexes, and&lt;br /&gt;
good Agility are required to wield the largest shields&lt;br /&gt;
effectively.&lt;br /&gt;
&lt;br /&gt;
Shields are limited in their effectiveness. To date, effectively&lt;br /&gt;
blocking missile weapons and targetted elemental attack spells&lt;br /&gt;
with a shield has proven a most daunting, if not impossible task.&lt;br /&gt;
Shields may be used to block pole arms and melee weapons, but&lt;br /&gt;
even here, the secrets of using them with an exemplary degree of&lt;br /&gt;
effectiveness has eluded us.  Still, shields are to many an&lt;br /&gt;
important line of defense in battle.&lt;br /&gt;
&lt;br /&gt;
Adventurers who are particularly skilled in evasion, such as&lt;br /&gt;
Rangers, Thieves and Barbarians, often avoid using shields in&lt;br /&gt;
melee, for increased maneuvering and evasion abilities, or if&lt;br /&gt;
they do use them, they use the smaller, lighter shields which may&lt;br /&gt;
be moved around more quickly and easily. At the other extreme are&lt;br /&gt;
Paladins, for whom armor skills are of greater importance and&lt;br /&gt;
evasion is more difficult to learn. These adventurers will&lt;br /&gt;
generally use larger, stronger shields, which they learn to move&lt;br /&gt;
around more easily than other adventurers.&lt;br /&gt;
&lt;br /&gt;
The next five armor skills are body armors. Now, when wearing one&lt;br /&gt;
type of armor on your torso and other types on your limbs and&lt;br /&gt;
head, you still learn only the armor you wear on your torso, but&lt;br /&gt;
suffer the hiding penalties of the heaviest type of armor you&lt;br /&gt;
wear on some other part of your body. For example, I am&lt;br /&gt;
acquainted with a Ranger who wears leather on all parts of her&lt;br /&gt;
body save her head and neck- for those, and her eyes, she wears a&lt;br /&gt;
bascinet. A bascinet is a metal helmet, so she suffers the hiding&lt;br /&gt;
penalties of metal armor when she wears her bascinet, but learns&lt;br /&gt;
no skill in chain or plate armor even when receiving blows to her&lt;br /&gt;
head, neck and eyes.&lt;br /&gt;
&lt;br /&gt;
The second armor skill is Leather armor. This is, as the name&lt;br /&gt;
suggests, protective coverings made of pliable or rigid leather.&lt;br /&gt;
Leather has long been ignored by serious adventurers as&lt;br /&gt;
inadequate; however, the perfection of certain types of Leather&lt;br /&gt;
armor have made it exceptionally popular, especially among&lt;br /&gt;
professions that rely heavily on evasion, such as Rangers,&lt;br /&gt;
Thieves and Barbarians.&lt;br /&gt;
&lt;br /&gt;
Barbarians can attain total freedom from maneuvering and evasion&lt;br /&gt;
limitations while wearing leather, after completing from 40 to 60&lt;br /&gt;
&amp;lt;this line appears smudged&amp;gt; unable to attain total freedom from the armor&amp;#039;s maneuvering&lt;br /&gt;
limitations, often wear leather since they learn evasion even&lt;br /&gt;
more quickly than Barbarians and want to be as lightly armored as&lt;br /&gt;
they can be, believing it is better to evade the blow in leather&lt;br /&gt;
than to take the blow full force in the head wearing plate and&lt;br /&gt;
have their skulls crushed.&lt;br /&gt;
&lt;br /&gt;
Knife Clan has markets reinforced cuirbouilli coats that&lt;br /&gt;
are considered the most protective leather armor available.&lt;br /&gt;
These coats have high maneuvering hindrances, however. Some&lt;br /&gt;
Barbarians who want armor protection but desire to wear&lt;br /&gt;
leather for freedom of movement while performing battle dances&lt;br /&gt;
find these coats attractive. By far one of the most popular&lt;br /&gt;
leather armors are the hunting leathers from Shard. This armor&lt;br /&gt;
covers the whole body from the shoulders down. It is reasonably&lt;br /&gt;
protective, only moderately limits combat maneuvers and evasion,&lt;br /&gt;
and is customizable for each race. However, it is expensive,&lt;br /&gt;
ranging in price from 33,500 dokoras for Halflings and Dwarves to&lt;br /&gt;
68,000 dokoras for Gor&amp;#039;Togs.&lt;br /&gt;
&lt;br /&gt;
Wolf Clan offers pliable armor made of various animal skins at&lt;br /&gt;
reasonable prices. This armor is not overly protective but has&lt;br /&gt;
low limitations on maneuvering and evasion. They also offer&lt;br /&gt;
clothing made of these same skins. These clothes have little&lt;br /&gt;
protective value but have a small amount of pocket room for&lt;br /&gt;
holding small items.&lt;br /&gt;
&lt;br /&gt;
The third armor skill is Light Chain armor. This is light armor&lt;br /&gt;
fashioned of small, intermeshing links of metal. It is flexible,&lt;br /&gt;
so as to facilitate mobility and maneverability in battle.&lt;br /&gt;
&lt;br /&gt;
Light Chain is a moderately popular armor, and definitely&lt;br /&gt;
deserves attention by such professions as Warrior Mages, Bards,&lt;br /&gt;
and Clerics, for whom survival skills (of which evasion is a&lt;br /&gt;
part) and armor skills are both tertiary in importance. It is a&lt;br /&gt;
good &amp;#039;compromise&amp;#039; armor, offering better protection than leather&lt;br /&gt;
but less maneuvering limitations than plate. Typically the&lt;br /&gt;
minimum degree of restrictions on maueuvering and evasion while&lt;br /&gt;
wearing Light Chain armor is achieved after completing 60-80&lt;br /&gt;
lessons with the armor.&lt;br /&gt;
&lt;br /&gt;
Light Chain armors range from the simple Chain Shirt sold by&lt;br /&gt;
Milgrym in the Crossing (which does not protect the legs) to full&lt;br /&gt;
body chain armors sold in other towns (which do protect the&lt;br /&gt;
legs). Most light chain armors in each town are more expensive&lt;br /&gt;
than the leather armors sold in the same town.&lt;br /&gt;
&lt;br /&gt;
Due to its flexibility, Light Chain armors are vulnerable to&lt;br /&gt;
blunt weapons. Their protective value against such weapons are&lt;br /&gt;
significantly less than their value against slashing or&lt;br /&gt;
puncturing weapons.&lt;br /&gt;
&lt;br /&gt;
The fourth armor skill is Heavy Chain armor. This is similar to&lt;br /&gt;
Light Chain armor, except the links are larger and thicker, and&lt;br /&gt;
thus heavier.&lt;br /&gt;
&lt;br /&gt;
Heavy Chain is not very popular, and people knowledgeable in&lt;br /&gt;
armor believe this is for good reason. A not-well-known fact is&lt;br /&gt;
that Heavy Chain armor is actually more restricting (though more&lt;br /&gt;
protective) than Light Plate. The protective value of Heavy Chain&lt;br /&gt;
armor sometimes actually rivals that of Heavy Plate armor but&lt;br /&gt;
offers some degree greater maneuverability. Armor experts&lt;br /&gt;
consider Heavy Chain armor suitable for those Paladins who desire&lt;br /&gt;
more maneuverability than that granted by Heavy Plate armor, and&lt;br /&gt;
other adventurers who are strong and agile, and want good&lt;br /&gt;
protection without the greatest degree of movement restriction.&lt;br /&gt;
Typically Heavy Chain armor provides the maximum benefits and the&lt;br /&gt;
least degree of maneuvering and evasion restrictions after&lt;br /&gt;
completion of 120-140 (possibly a few more) lessons in its use.&lt;br /&gt;
&lt;br /&gt;
Most Heavy Chain armors are full-body versions, and sold in&lt;br /&gt;
various towns throughout Elanthia. They tend to be more expensive&lt;br /&gt;
than most Light Chain armors. Newly recruited adventurers&lt;br /&gt;
desiring to wear either Light or Heavy Chain armor should seek&lt;br /&gt;
the advice of their more learned brethren to determine which&lt;br /&gt;
Chain armors are Light and which are Heavy. The secrets of&lt;br /&gt;
determining this through skilled appraisal of the armor have not&lt;br /&gt;
yet been mastered.&lt;br /&gt;
&lt;br /&gt;
Heavy Chain armor is vulnerable to blunt weapons like Light Chain&lt;br /&gt;
armor, due to its flexibility. It protects far better against&lt;br /&gt;
slashing or puncturing weapons than against crushing weapons.&lt;br /&gt;
&lt;br /&gt;
The fifth armor skill is Light Plate armor. This is armor made of&lt;br /&gt;
large sheets of solid metal that are thinner and lighter than&lt;br /&gt;
Heavy Plate armor.&lt;br /&gt;
&lt;br /&gt;
Light Plate armor is flush in the middle on the armor scale,&lt;br /&gt;
which ranges from Leather at one end to Heavy Plate at the other.&lt;br /&gt;
Light Plate is sorely lacking in popularity, and not many people&lt;br /&gt;
know much about it. This is actually regrettable, since Light&lt;br /&gt;
Plate is well-suited for races such as Bards, Warrior Mages,&lt;br /&gt;
Clerics, and the number of Moon Mages who battle the creatures of&lt;br /&gt;
Elanthia by dint of physical arms. It is protective, and imposes&lt;br /&gt;
only moderate restrictions on mobility and maneuverability (less&lt;br /&gt;
in both areas than Heavy Chain, and more in both areas than Light&lt;br /&gt;
Chain). Light Plate is good for agile Paladins who want more&lt;br /&gt;
maneuverability in battle and are willing to sacrifice some&lt;br /&gt;
degree of armor protection in order to get it. Typically Light&lt;br /&gt;
Plate armors offer maximum benefits and the least degree of&lt;br /&gt;
maneuver and evasion restrictions after completion of 100-120&lt;br /&gt;
lessons in it.&lt;br /&gt;
&lt;br /&gt;
Despite being less protective than most Heavy Chain armors, most&lt;br /&gt;
Light Plate armors tend to cost the same or even a little more.&lt;br /&gt;
This may be one reason for its lack of popularity.&lt;br /&gt;
&lt;br /&gt;
Light Plate is currently only available in breastplate form,&lt;br /&gt;
meaning it does not cover the arms or legs. Greaves and Vambraces&lt;br /&gt;
must be worn with all currently available Light Plate armors.&lt;br /&gt;
This accounts for much of its lack of popularity. Perhaps when&lt;br /&gt;
other Light Plate armors covering more of the body are marketed,&lt;br /&gt;
its popularity will rise.&lt;br /&gt;
&lt;br /&gt;
The sixth armor skill is Heavy Plate armor. This is similar to&lt;br /&gt;
Light Plate, except that the sheets of metal are heavier and&lt;br /&gt;
thicker.&lt;br /&gt;
&lt;br /&gt;
Paladins make up a large majority of Heavy Plate armor wearers in&lt;br /&gt;
Elanthia, thus earning them the nickname of &amp;quot;Tin Cans.&amp;quot; Paladins&lt;br /&gt;
often wear Heavy Plate armor since they may attain total freedom&lt;br /&gt;
of movement and maneuverability while wearing it, though this&lt;br /&gt;
often takes over 160 lessons to achieve. But, since Paladins&lt;br /&gt;
learn armor skills faster than any other profession in the Lands,&lt;br /&gt;
it is considered worth the extra effort. Some Clerics, Bards and&lt;br /&gt;
Warrior Mages in the Realms wear Heavy Plate. These people are&lt;br /&gt;
typically very strong and agile, and desire the greatest degree&lt;br /&gt;
of protection that armor can afford, and are willing to sacrifice&lt;br /&gt;
maneuverability and evasion in order to obtain it.&lt;br /&gt;
&lt;br /&gt;
Heavy Plate armor comes in various forms, such as Half Plate,&lt;br /&gt;
which only covers the torso and arms, and Massive Plate, which&lt;br /&gt;
covers the whole body from the shoulders down, save the hands.&lt;br /&gt;
Massive Plate is considered the most protective plate available.&lt;br /&gt;
One must be strong and have reasonable training in Heavy Plate&lt;br /&gt;
armor to wear this effectively. Gleaming Silver-White Plate&lt;br /&gt;
armor, sold in Therenborough, is slightly less protective though&lt;br /&gt;
much prettier; its price is almost the same as Massive Plate&lt;br /&gt;
armor, except it is paid for in Lirums instead of Kronars.&lt;br /&gt;
Various Heavy Plate armors are also sold at Festivals. Most Heavy&lt;br /&gt;
Plate armors are the most expensive armors available in their&lt;br /&gt;
respective towns. There are exceptions, however, especially when&lt;br /&gt;
comparing an armor from one town to armor from another- Massive&lt;br /&gt;
Plate armor from Dirge is currently much less expensive than&lt;br /&gt;
Hunting Leathers from Shard.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;When buying armor, one should keep a few rules in mind.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
First and foremost, one should buy what he or she wants. If one&lt;br /&gt;
Paladin should desire to wear Light Chain, or even Leather, then&lt;br /&gt;
he or she should. If one Ranger wants to wear Heavy Plate, he or&lt;br /&gt;
she should. Of course, people going to such extremes should be&lt;br /&gt;
made aware of the limitations they will face in battle. But, once&lt;br /&gt;
they are aware of what benefits and restrictions his or her&lt;br /&gt;
desired armor will bring, it is a personal choice.&lt;br /&gt;
&lt;br /&gt;
Second, one should only buy what one can afford. It is perfectly&lt;br /&gt;
fine and in fact even proper for a Paladin who does not possess&lt;br /&gt;
the coin to buy Heavy Plate armor, to make do in Leather until he&lt;br /&gt;
or she procures the funds needed to buy Heavy Plate. Such a&lt;br /&gt;
practice is far preferable to sitting in the guild, pleading like&lt;br /&gt;
a panhandler for coins or a spare suit of armor. There are racks&lt;br /&gt;
on both wings of the Paladin Guild, shelves in the west wing of&lt;br /&gt;
the Rangers Guild, and a Charity Chest in the Main room of the&lt;br /&gt;
Clerics&amp;#039; Guild in the Crossing where successful adventurers may&lt;br /&gt;
place armors for younger novices. Similar shelves and racks are&lt;br /&gt;
in the Performance Hall of the Bards Guild and the Steel Room in&lt;br /&gt;
the Warrior Mage Tower, though here one must be escorted to these&lt;br /&gt;
rooms by an appropriate Guild member. Novice adventurers and&lt;br /&gt;
those needing to re-equip themselves after losing equipment due&lt;br /&gt;
to a death are free to go to these locations and take what they&lt;br /&gt;
want.  Unfortunately, often times only tunics and boots are found&lt;br /&gt;
on these locations, but sometimes good armor items are found here&lt;br /&gt;
(my own adoptive daughter found a chain shirt on a weapon rack in&lt;br /&gt;
the Paladins Guild).&lt;br /&gt;
&lt;br /&gt;
Thirdly, those who desire to be practical and buy whatever armor&lt;br /&gt;
believed to be well-suited for their chosen profession should&lt;br /&gt;
inquire of their Guild brethren for advice. Such advice should&lt;br /&gt;
be taken with a grain of salt, however, since there will be&lt;br /&gt;
differing opinions on this. When one acquires the funds, an&lt;br /&gt;
adventurer may buy two different types of armor and experiment&lt;br /&gt;
with each to see what feels most comfortable (it is wise to&lt;br /&gt;
rent a vault when taking this advice, since carrying around&lt;br /&gt;
some form of armor in a backpack or journey pack imposes&lt;br /&gt;
great encumbrance on the bearer).&lt;br /&gt;
&lt;br /&gt;
Finally, one should not be afraid to wear one of the less popular&lt;br /&gt;
armor types (such as Light Plate or Heavy Chain) just because it&lt;br /&gt;
will be difficult to obtain formal teaching in that armor type.&lt;br /&gt;
Remember the overarching rule that armor is a personal choice;&lt;br /&gt;
remember also that if you practice diligently, you will make up&lt;br /&gt;
for your lack of formal teaching. Then, when you become&lt;br /&gt;
proficient, you can teach others, who can teach others, and so&lt;br /&gt;
on.&lt;br /&gt;
&lt;br /&gt;
Since all advice should be taken with a grain of salt, one&lt;br /&gt;
should not take my own word as indisputable gospel. Any&lt;br /&gt;
questions should be taken to as many of one&amp;#039;s Guild brethren&lt;br /&gt;
as will talk to him or her. Obtaining various opinions, weighing&lt;br /&gt;
them, analyzing them, and drawing one&amp;#039;s own conclusions from&lt;br /&gt;
them is not an unwise course of action- it can and does make&lt;br /&gt;
people into trailblazers for new theorems and eventually proven&lt;br /&gt;
facts on many subjects, not just armor.&lt;br /&gt;
&lt;br /&gt;
It is my hope that all men and women who read this tome will be&lt;br /&gt;
given a nudge in the right direction regarding armor, and be&lt;br /&gt;
successful in many battles (if they are of a fighting profession)&lt;br /&gt;
during their career. May their weapons fly true and strike hard.&lt;br /&gt;
&lt;br /&gt;
By my hand, on this day, Hodandu 328, Dolefaren the Brigantine in&lt;br /&gt;
the Year of the Golden Panther, 352.&lt;br /&gt;
&lt;br /&gt;
In service to my patron Eluned,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--Protector Amaterasu Quondai&lt;br /&gt;
[[Category:Book]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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