Armor is very vital to the survival of your character, yet mistakenly it is often chosen after spending a great deal of money on the best weapons. It is strongly advised that you make armor your top priority

Equipped Armor Location on the Character Sheet

Armor Stats on the front of the character sheet - this is a quick reference area provided so that you do not have to always flip over the character sheet.

Armor section on the back of the character sheet - this is where you will equip your various pieces of armor.

as a good set of armor can mean the difference between life and death. It is armor that protects your character against powerful attacks, and the better your armor is, the less of an attack you will feel.

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1) About Armor

Here is where you will record your equipped armor for your character. When buying and equipping armor, you have several pieces that you can equip. Those pieces are Tunic, Over Wear, Cuirass, Pauldrons, Braces, Leg Wear, Leg Armor, Foot Wear, Helmet, Cowl or Coif, and Over Garment.

  • Tunic: This is thick cloth material worn on top of your shirt and under your armor. It is layer 1 for body and arm protection. Tunics can be found in Body Armor.
  • Over Wear: This is armor worn between your cuirass and your tunic, providing layer 2 for body and arm protection. Over Wear can be found in Body Armor.
  • Cuirass: This is an outer piece of armor providing layer 3 protection for your body. Cuirass can be found in Body Armor.
  • Pauldron: Pauldrons is armor for your shoulders and upper arms, providing layer 4 arm protection. Pauldrons can be found in Arm Armor.
  • Braces: Braces are sets of rerebracers and vanbracers providing layer 3 protection for your arms. Braces can be found in Arm Armor.
  • Leg Wear: Leg Wear is hardened cloth sitting between your non-protective pants and your leg armor, providing layer 1 protection for your legs. Leg Wear can be found in Leg & Foot Wear.
  • Leg Armor: Leg Armor provides layer 2 protection for your legs. Leg Armor can be found in Leg & Foot Wear.
  • Foot Wear: This is shoes and boots that provide different bonuses and count as layer 1 protection for your feet. Foot Wear is found in Leg & Foot Wear.
  • Helmet: Helmets is armor for your head, providing layer 1 protection for your head. Helmets can be found in Head Armor.
  • Cowl or Coif: This is extra armor providing layer 2 protection for your head. Cowls or Coifs can be found in Head Armor.
  • Over Garments: This is capes and cloaks that might not provide a lot of physical protection but do provide decent magic protection. Over Garments provide layer 4 protection for your body and can be found in Body Armor.
  • Shields: Shields are optional protective devices that you can equip in your off hand to provide extra defense or spirit.

Each piece of equipped armor has fields for recording information about that piece of armor. Those fields are Armor, DR%, MR%, Defense Stats, Spirit Stats, Evade Modifiers, Weight, and Other Information.

  • Armor: This is where you will record the type or name of the armor. You could try to indicate any enhancements applied here as well, but that isn't as necessary.
  • DR%: DR% stands for Damage Reduction %. This is provided by your character's armor, and the DR% field here is for the piece of armor that you have equipped. DR% is a percentage, any damage dealt to your character will be decreased by that percentage. If you have a DR% of 50 and are dealt 100 damage, you will only receive 50 damage. Your character's armor will take damage and its DR% will decrease because of this. It is decreased by 1% of the damage dealt. This is all more explained in Combat.
  • MR%: MR% stands for Magic Reduction %. This is provided by your character's armor, and the MR% field here is for the piece of armor that you have equipped. MR% is a percentage, any magical damage dealt to your character will be decreased by that percentage. If you have a MR% of 50 and are dealt 100 magic damage, you will only receive 50 damage. Your character's armor will take damage and its MR% will decrease because of this. It is decreased by 1% of the magic damage dealt. This is all more explained in Combat.
  • Defense Stats: Defense is any amount of flat protection that could be given against physical damage, provided by your armor, race, or perhaps even spell. When you are attacked, the damage that gets past your armor will be reduced by your defense stat. Unlike DR% though, Defense Stats will never decrease as your character is attacked. Defense Stats is further broken down into Slash, Pierce, Bash, and Chop.
    • Slash: Slash Defense is a flat stat showing how much extra protection your armor provides against slashing attacks. Any slashing attack will be reduced by Slash Defense, after being reduced by DR%.
    • Pierce: Pierce Defense is a flat stat showing how much extra protection your armor provides against piercing attacks. Any piercing attack will be reduced by Pierce Defense, after being reduced by DR%. This does not include the piercing special damage that bypasses armor.
    • Bash: Bash Defense is a flat stat showing how much extra protection your armor provides against bashing attacks. Any bashing attack will be reduced by Bash Defense, after being reduced by DR%.
    • Chop: Chop Defense is a flat stat showing how much extra protection your armor provides against chopping attacks. Any chopping attack will be reduced by Chop Defense, after being reduced by DR%.
  • Spirit Stats: Spirit is any amount of flat protection that could be given against magical damage, provided by your armor, race, or perhaps even spell. When you are attacked, the damage that gets past your armor will be reduced by your spirit. Unlike MR% though, Spirit will never decrease as your character is attacked. This is combined with your character's Runic Spirit for greater magical defense. Spirit Stats is further broken down into Earth, Air, Water, and Fire.
    • Earth: Earth Spirit is a flat stat showing how much extra magic protection your armor provides against earth magic. Any earth magic attack will be reduced by Earth Spirit, after being reduced by MR%.
    • Air: Air Spirit is a flat stat showing how much extra magic protection your armor provides against air magic. Any air magic attack will be reduced by Air Spirit, after being reduced by MR%.
    • Water: Water Spirit is a flat stat showing how much extra magic protection your armor provides against water magic. Any water magic attack will be reduced by Water Spirit, after being reduced by MR%.
    • Fire: Fire Spirit is a flat stat showing how much extra magic protection your armor provides against fire magic. Any fire magic attack will be reduced by Fire Spirit, after being reduced by MR%.
  • Evade Modifiers: Evade Modifiers is by how much that type of armor effects your evade. If the armor has a negative value, such as -2, then it will reduce your characters evade, making you easier to be hit. If the armor provides a positive value, then it will increase your characters evade, making you harder to be hit. If there is a 0 value then there is no change to your character's evade. The total evade modifier from your armor is used in the armor stats on the front of your character sheet as a modifier to the Evade field there.
  • Weight: This shows how much the armor weights. Be careful not to equip more weight than your character's Weight Limit.
  • Other Information: This is where you can list any other information needed for your armor. 
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2) Light or Heavy Armor

On the Armor Stats section on the front of your character sheet you will see two bubbles, one for Light and another for Heavy.

  • Light Armor is armor that doesn't restrict your movement so while it doesn't provide the best physical protection, it also doesn't generally hinder your evade. Light Armor is armor that can be worn by most professions and consists of cloth armor and chain armor. Generally, light armor shouldn't be more than 35% of your character's weight limit. Any profession can wear light armor, however some professions may not do so well wearing chain armor.
  • Heavy Armor is armor that provides the best physical protection but to do so it is heavier than other armor and always restricts your evade. Heavy Armor can typically only be worn by warriors and guards. 
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3) Attaching and Removing Rune Stones

The blacksmith of any armor dealer will be happy to attach any rune stone that you provide to any armor you already own at the cost of §50.00 . Similarly the blacksmith will remove any rune stone from any armor that you own at the cost of §50.00. You will get to keep the removed rune stone. You can only attach 1 rune stone per piece of armor, but only if the armor piece allows for it. 

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4) Repairing Armor

The local blacksmith will be glad to repair your character's armor for a cost. The cost is 65% of the item's original cost of the item you wish repaired.

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5) Equipping Armor

Equipping armor is very similar to equipping weapons, you just fill in the information needed. If the armor has any modifications, you need to add their effects to your character's armor, and try to put the modifications in the armor's name some how.

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6) Shops

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Submitted by mythus on Sat, 02/05/2022 - 07:52