Armor: Difference between revisions

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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.
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.


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 revieve 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.
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.


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.
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.

Revision as of 12:17, 9 February 2008

There are several armor classes that may be used.

There are several aspects to armor:

  • Maneuvering hindrance
  • Protection
  • Absorption
  • Stealth hindrance

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.

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.

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.

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.

Paladins can negate the mixing penalty. (Someone fill in the specifics here please.)

When forging armor, each item type has a minimum weight cap that can be attained, listed in stones. (Oolan)

  • Metal Breastplate - 180
  • Half Plate - 300
  • Field Plate Armor - 300
  • Full Plate Armor - 420
  • Bascinet Helm - 72
  • Visored Helm - 102
  • Armet Helm - 90
  • Great Helm - 120
  • Scale Tasset - 78
  • Plate Tasset - 90
  • Scale Aventail - 54
  • Plate Aventail - 66
  • Plate Greaves - 60
  • Scale Vambraces - 54
  • Plate Vambraces - 60
  • Gauntlets - 30
  • Chain Shirt - 150
  • Chain Hauberk - 240
  • Double Chain Mail - 300
  • Full Chain Shirt - 210
  • Augmented Hauberk - 300
  • Chain Lorica - 150
  • Chain Helm - 60
  • Full Chain Helm - 60
  • Chain Tasset - 90
  • Chain Aventail - 60
  • Chain Greaves - 18
  • Chain Vambraces - 60
  • Mail Gloves - 27

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