Armor: Difference between revisions
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==Armor== |
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There are several armor classes that may be used. |
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When you're unable to [[evasion|evade]], [[parry]], or [[shield|block]] a blow your armor is there to both provide protection and absorb a portion of the damage. Going without any armor at all is not optional. |
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Higher levels of each armor skill lowers the corresponding armor's hindrance while increasing its protection. |
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*[[Cloth Armor skill|Cloth]] |
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*[[Leather Armor skill|Leather]] |
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*[[Bone Armor skill|Bone]] |
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*[[Light Chain skill|Light Chain]] |
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*[[Heavy Chain skill|Heavy Chain]] |
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*[[Light Plate skill|Light Plate]] |
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*[[Heavy Plate skill|Heavy Plate]] |
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See the [[Armor and shield player guide]] for a more in-depth look at the following concepts and armor in general. |
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There are several aspects to armor: |
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*Maneuvering hindrance |
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*Protection |
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*Absorption |
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*Stealth hindrance |
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==Armor Stats== |
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Protection removes a static amount of incoming offensive factor. If the damage is sufficiently low, it will be removed completely by Protection. This factor scales with armor ranks. So just because you're armor has high protection you might not be getting the full effect of that until you have sufficient ranks. Also after some point, more armor ranks will actually increase the protection value of armor above what can be see via appraise. |
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All armor has an area it covers, [[weight]], protection and absorption against the different types of damage, a maneuvering hindrance, a stealth hindrance, and a construction/durability. |
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'''Protection:''' reduces incoming damage by a flat amount, making it ideal for dealing with light hits |
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Whatever makes it past protection gets thrown against absorption. Absorption on your armor will reduce the incoming damage by a percentage, based purely on the armor's stats. You get the same benefit from armor absorption at 0 ranks as you get at 2000. Furthermore because it is a percentage of incoming attack factor, the bigger the hit you take the more absorption helps you out. This is why better absorbing armor is more useful when defending against high end critters. |
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'''Absorption:''' reduces damage by a percentage, making it ideal for mitigating large hits |
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Each piece of armor contributes to your overall hindrance. This contribution is determined by the particular piece's base hindrance modified by your ranks in using that type of armor. If you are wearing armor of two different types you will receive an additional "mixing penalty". That means your overall maneuvering hindrance will be greater than you would expect if you were wearing identical pieces of the same type of armor. |
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'''Maneuvering Hindrance:''' penalizes all defenses, with evasion being most affected and shield being least affected |
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The armor types are Cloth and Leather, Light and Heavy Chain, Light and Heavy Plate, and Bone. Bone has no pair. Wearing pieces of armor in a pair induces no "mixing penalty", it only occurs when you cross groups. |
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'''Stealth Hindrance:''' penalizes stealthy actions such as hiding |
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Paladins can negate the mixing penalty. "Esentially, at 20th circle a paladin gets to ignore 1 category in the calcs, at 30th 2 and at 50th ignore 3. This means that if you have armor on from all 4 categories at 30th you'll only get the penalty for 2 and at 50th there will be no penalty since it will ignore 3 of them and assume you are only wearing 1 type." ~ GM [[Oolan]] [https://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=118] |
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'''Construction:''' how hard a piece of armor is to damage from combat |
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When forging armor, each item type has a minimum weight cap that can be attained, listed in stones. ([http://www.play.net/forums/messages.asp?forum=20&category=4&topic=12&message=5938 Oolan]) |
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'''Durability:''' how much more damage an armor can take until it is completely ineffective |
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*Metal Breastplate - 180<br> |
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*Half Plate - 300<br> |
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*Field Plate Armor - 300<br> |
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*Full Plate Armor - 420<br> |
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*Bascinet Helm - 72<br> |
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*Visored Helm - 102<br> |
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*Armet Helm - 90<br> |
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*Great Helm - 120<br> |
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*Scale Tasset - 78<br> |
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*Plate Tasset - 90<br> |
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*Scale Aventail - 54<br> |
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*Plate Aventail - 66<br> |
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*Plate Greaves - 60<br> |
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*Scale Vambraces - 54<br> |
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*Plate Vambraces - 60<br> |
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*Gauntlets - 30<br> |
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*Chain Shirt - 150<br> |
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*Chain Hauberk - 240<br> |
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*Double Chain Mail - 300<br> |
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*Full Chain Shirt - 210<br> |
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*Augmented Hauberk - 300<br> |
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*Chain Lorica - 150<br> |
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*Chain Helm - 60<br> |
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*Full Chain Helm - 60<br> |
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*Chain Tasset - 90<br> |
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*Chain Aventail - 60<br> |
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*Chain Greaves - 18<br> |
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*Chain Vambraces - 60<br> |
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*Mail Gloves - 27<br> |
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The effectiveness of armor from reduced durability is a sliding scale. Also as durability lowers or even reaches zero the [[repair]] cost of the item increases substantially therefore it is recommended that you repair before the armor falls below 80%. |
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==Links== |
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==Armor Types== |
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There are four varieties of weight/protection/hinderance within each class. They are listed lightest-to-heaviest below. |
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{| class="wikitable" |
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|- |
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! Skill |
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! Types |
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! Crafted by |
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|- |
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| [[Light Armor]] |
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| [[Cloth]], [[Leather]], [[Bone Armor|Bone]] |
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| [[Tailoring]], [[Carving]] |
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|- |
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| [[Chain Armor]] |
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| [[Ring Armor|Ring]], [[Chain Armor|Chain]], [[Mail Armor|Mail]] |
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| [[Armorsmithing]] |
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|- |
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| [[Brigandine]] |
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| [[Scale Armor|Scale]], [[Brigandine]], [[Lamellar Armor|Lamellar]] |
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| [[Armorsmithing]] |
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|- |
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| [[Plate Armor]] |
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| [[Light Plate Armor|Light Plate]], [[Plate Armor|Plate]], [[Heavy Plate Armor|Heavy Plate]] |
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| [[Armorsmithing]] |
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|- |
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|} |
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==Coverage Areas== |
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You must protect your: |
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Head - Eyes - Neck<br /> |
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Arms - Hands<br /> |
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Chest - Abdomen - Back<br /> |
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Legs<br /> |
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==Clownsuiting== |
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The nickname for wearing multiple types of armor in order to train more than one armor skill at once. There is a hefty maneuvering hindrance penalty to mixing armor types which increases with every additional type you wear. Only Paladins may reduce this penalty every 10 circles through 40th. |
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As an example you could wear a [[armor:metal armet|metal armet]], [[armor:metal scale gloves|metal scale gloves]], [[armor:metal chain shirt|metal chain shirt]], and [[armor:rugged greaves|rugged greaves]] from [[Tembeg's Armory]] to train all 4 skills at once. |
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Others choose to change their leg armor, known as greaves swapping, during combat so that they are only mixing two armor types. |
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{{RefAl|a=y}} |
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*[[:Category:Armor Skillset]] |
*[[:Category:Armor Skillset]] |
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Latest revision as of 10:11, 31 July 2025
Armor
When you're unable to evade, parry, or block a blow your armor is there to both provide protection and absorb a portion of the damage. Going without any armor at all is not optional.
Higher levels of each armor skill lowers the corresponding armor's hindrance while increasing its protection.
See the Armor and shield player guide for a more in-depth look at the following concepts and armor in general.
Armor Stats
All armor has an area it covers, weight, protection and absorption against the different types of damage, a maneuvering hindrance, a stealth hindrance, and a construction/durability.
Protection: reduces incoming damage by a flat amount, making it ideal for dealing with light hits
Absorption: reduces damage by a percentage, making it ideal for mitigating large hits
Maneuvering Hindrance: penalizes all defenses, with evasion being most affected and shield being least affected
Stealth Hindrance: penalizes stealthy actions such as hiding
Construction: how hard a piece of armor is to damage from combat
Durability: how much more damage an armor can take until it is completely ineffective
The effectiveness of armor from reduced durability is a sliding scale. Also as durability lowers or even reaches zero the repair cost of the item increases substantially therefore it is recommended that you repair before the armor falls below 80%.
Armor Types
There are four varieties of weight/protection/hinderance within each class. They are listed lightest-to-heaviest below.
| Skill | Types | Crafted by |
|---|---|---|
| Light Armor | Cloth, Leather, Bone | Tailoring, Carving |
| Chain Armor | Ring, Chain, Mail | Armorsmithing |
| Brigandine | Scale, Brigandine, Lamellar | Armorsmithing |
| Plate Armor | Light Plate, Plate, Heavy Plate | Armorsmithing |
Coverage Areas
You must protect your:
Head - Eyes - Neck
Arms - Hands
Chest - Abdomen - Back
Legs
Clownsuiting
The nickname for wearing multiple types of armor in order to train more than one armor skill at once. There is a hefty maneuvering hindrance penalty to mixing armor types which increases with every additional type you wear. Only Paladins may reduce this penalty every 10 circles through 40th.
As an example you could wear a metal armet, metal scale gloves, metal chain shirt, and rugged greaves from Tembeg's Armory to train all 4 skills at once.
Others choose to change their leg armor, known as greaves swapping, during combat so that they are only mixing two armor types.
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