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==A Treatise on Armor==
== Mass Gainers ==
by Protector Amaterasu Quondai


Now locations bulking tips to help put on the mass as well as maintain your fat from adding on.
With special thanks to Aiffe and Salius, Bard and Paladin of the
Realms, respectively.


Your your morning meal should be your biggest meals of waking time, aside from your post workout mealtime. I usually eat 30-40g protein at breakfast, 70-80g carbs, and about 10g fat.
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.


Post workout is certainly crucial meal of waking time. After your regular workout you've two targets: refuel and rebuild. You must refuel your glycogen stores as well as repair the ruined muscle mass. I usually take in <span class="plainlinks">[http://how2gainweightfast.org <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">how to gain weight</span>] with 100g simple carbs. I take this meal in liquid form as it's simpler for your body to soak up. Then an hour or so later I even have 75g complex carbs with 2 portions of milk.
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.


Before bed is likewise very important. You can be going 8 hours without protein so that you will want a slow digesting protein, I usually take in 4 portions of milk which is rich in casein (a sluggish digesting protein) The cabohydrate supply inside the milk will spare the protein because you sleep. Even though milk says all of the carbs tend to be sugar, milk sugar digests gradually, slow than oat meal truly, to make sure they will remain to you throughout the night.
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.


Don't go even more than three hours without the need of protein. You would want to hold an optimistic nitrogen balance and also eating every three hours assures this. This is how the commitment part comes in to play. Persistently I've brought protein shakes to college parties therefore I could get my protein fix. I additionally bring weight gainer shakes to my rugby games to prevent myself on a very personal level from entering calorie shortage. For those who play football, hockey, soccer or just about any sports activity that will need you melt away plenty of energy you'll want to be sure you account for these burnt calories inside your daily totals. Try mixing up a weight gainer up with <span class="plainlinks">[http://how2gainweightfast.org/mass-gainers/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">mass gainer</span>] and place it in the bottle (your coach won't be able to notice therefore).
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.


Try to eat 6-8 meals. This offers your body a steady stream of nutrients and it also tricks yourself so it stores less fat.
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.


Get 8 hours of sleep. Take in a minimum of a gallon of water everyday. When your cells are hydrated, your protein synthesis raises.
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 exact opposite reason is the reason why drinking alcohol diminishes your protein functionality, since alcohol dehydrates your cells. And if you're going to have a very couple of drinks at least take water along with you and sip on that too.
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.


Lift hard, eat big, and grow bigger!
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
[[Category:Book]]

Revision as of 23:11, 21 September 2011

Mass Gainers

Now locations bulking tips to help put on the mass as well as maintain your fat from adding on.

Your your morning meal should be your biggest meals of waking time, aside from your post workout mealtime. I usually eat 30-40g protein at breakfast, 70-80g carbs, and about 10g fat.


Post workout is certainly crucial meal of waking time. After your regular workout you've two targets: refuel and rebuild. You must refuel your glycogen stores as well as repair the ruined muscle mass. I usually take in how to gain weight with 100g simple carbs. I take this meal in liquid form as it's simpler for your body to soak up. Then an hour or so later I even have 75g complex carbs with 2 portions of milk.


Before bed is likewise very important. You can be going 8 hours without protein so that you will want a slow digesting protein, I usually take in 4 portions of milk which is rich in casein (a sluggish digesting protein) The cabohydrate supply inside the milk will spare the protein because you sleep. Even though milk says all of the carbs tend to be sugar, milk sugar digests gradually, slow than oat meal truly, to make sure they will remain to you throughout the night.


Don't go even more than three hours without the need of protein. You would want to hold an optimistic nitrogen balance and also eating every three hours assures this. This is how the commitment part comes in to play. Persistently I've brought protein shakes to college parties therefore I could get my protein fix. I additionally bring weight gainer shakes to my rugby games to prevent myself on a very personal level from entering calorie shortage. For those who play football, hockey, soccer or just about any sports activity that will need you melt away plenty of energy you'll want to be sure you account for these burnt calories inside your daily totals. Try mixing up a weight gainer up with mass gainer and place it in the bottle (your coach won't be able to notice therefore).


Try to eat 6-8 meals. This offers your body a steady stream of nutrients and it also tricks yourself so it stores less fat.


Get 8 hours of sleep. Take in a minimum of a gallon of water everyday. When your cells are hydrated, your protein synthesis raises.


The exact opposite reason is the reason why drinking alcohol diminishes your protein functionality, since alcohol dehydrates your cells. And if you're going to have a very couple of drinks at least take water along with you and sip on that too.


Lift hard, eat big, and grow bigger!