Armor: Difference between revisions

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==Armor Basics==
Armor protects you from damage received in combat or via spells. (Special mechanics may in some cases ignore armor.)


For a guide, see [[Armor and shield player guide]].
Armor may be worn on the following [[Bodyparts|body parts]]:

*Head
*Neck
*Eyes (right and left)
*Chest
*Abdomen
*Back
*Arms (right and left)
*Hands (right and left)
*Legs (right and left)

There are several armor classes that may be used.

*[[Light Armor skill|Light Armors (Cloth, Leather, or Bone Armor)]]
*[[Chain Armor skill|Chain Armors (Light Chain and Heavy Chain)]]
*[[Brigandine Armor skill|Brigandine Armor (Light Plate Armors)]]
*[[Plate Armor skill|Plate Armors (Heavy Plate Armors)]]

==Protection/Absorbance==
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 your 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 seen 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.

==Hindrance==
Wearing armor makes it more difficult for you to move in combat. This translates into a defensive penalty, primarily to evasion, based on your total level of hinderance. Each piece of armor contributes to your overall hindrance. This contribution is determined by the particular piece's base hindrance (as seen via appraisal) which is reduced by your ranks in using that type of armor. It is impossible to reduce armor hinderance to zero, but high ranks in the corresponding armor skill can significantly reduce the defensive penalty you receive. Armor primary guilds (Paladins) can reduce armor hinderance further than armor secondary guilds who can reduce hinderance further than armor tertiary guilds.

===Armor Mixing===
If you wear multiple types of armor at once, you can learn multiple armor skills at the same time. However, you will receive an additional "mixing penalty" for each additional type of armor you wear. That means your overall maneuvering hindrance will be greater than the sum of all pieces of armor. Wearing all four types of armor simultaneously will impose a significant penalty and is not recommended for training at level. There is no armor mixing penalty to stealth hindrance.

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]]

==Armor Crafting==
Metal armor and shields can be made through [[Armorsmithing]], while leather and cloth can be made via [[Tailoring]]. Bone armor is projected to be made via [[Carving]].


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Revision as of 20:46, 29 July 2015

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.



For a guide, see Armor and shield player guide.


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