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MATERIALS OF THE LANDS

 

Something for you to consider as you train & grow is what kinds of weapons and armor you can move up to, as many are enchanted, or have inherent magical properties simply because of the material used in their construction.

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First, let me say you can pay the Weapons & Armor-Smith to make custom equipment from various materials. Though many of these materials will help you, some are actually bad (or expensive!). Stone based elements will actually penalize you for their use. Many if not all are constantly being sold on the Amu-net, which you can access with the use of a Crystal Amulet. Most folks will gladly give you 1 or 2 if you ask nicely at the gathering centers of Town.

Here is a basic list of materials and armors:

 

 Weapon

Weapon Material
Bonus

Description

Alexandrite

weapon

-19
n/a

Very weak

Obsidian weapon

-5
n/a

Very weak

Mithril Alloy

+5
3

Can be a bit heavy, but good for starters

Faenor weapon

+8
4

Light, but tends to be weak

Ora

+10
5

A little heavier, but often has flares or sanctified

Imflass

+12
6

Light, durable

Glaes/Mein

+15
8

Very Heavy, very strong

Vultite

+20
10

Lighter/Stronger then Imflass

Rolaren

+20
10

Lighter/Stronger then Vultite

Eonake

+20
10

Lighter/Weaker then Vultite, Sanctified

Golvern

+25
13

Heavier/Stronger then Rolaren

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 Armor Subgroups (AsG) Armor Type

ARMOR CLASSES
Armor Groups (AG)
1

Clothing

T

Torso Coverage / Protection

2

Leather

a

Arm Coverage / Protection

3

Scale

l

Leg Coverage / Protection

4

Plate

f

Full Coverage

5

Natural

h

Head & Neck Coverage / Protection

Armor  

1

Clothing

Normal Clothing

Clothing

Robes

Clothing

LeatherJerkin

5

Leather

Light Leather

T

6

Leather

Full Leather

T, A

7

Leather

Reinforced Leather

T, A, L

8

Leather

Double Leather

T, A, L, H

9

Scale

Leather Breastplate

T

10

Scale

Cuirbouilli Leather

T, A

11

Scale

Studded Leather

T, A, L

12

Scale

Brigandine Armor

T, A, L, H

13

Chain,

Chain Mail Armor

T

14

Chain,

Double Chain Mail Armor

T, A

15

Chain,

Augmented Chain mail armor

T, A, L

16

Chain

Chain Hauberk

T, A, L, H, A

17

Plate

Metal Breastplate

T

18

Plate

Augmented Breastplate

T, A

19

Plate

Half-plate armor

T, A, L

20

Plate

Full plate armor

T, A, L, H

Example: If you want to wear Double Chain Mail Armor, you are providing chain mail type protection (AG 3) to your Torso and Arms. If you want the most protection that Leather Armor can provide, you should choose Double Leather. Also, The heavier the armor, the greater the penalty you incur to basic movements and RT. Note that MOST swing related RT (depending on weapon and circumstance) can be trained away while Action PENALTY however, cannot.

 

ARMOR AND HOW IT WORKS

 

As a Newborn or NEWBIE, fresh off the Turnip Farm, you should consider getting some Double Leather. By your 5th or 6th training you can usually wear Brigandine with little (if any) penalty in movement or swing. Remember that a 2 - Handed weapon is going to take a LOT longer to swing then a 1 - Handed, and the heavier your armor, the harder it will get. Be patient, and if necessary, drop down a level in Armor. I personally recommend you never use ANYTHING other then Double Leather, Brigandine, Chain Hauberk, or Full Plate. Moving up to the next level when you can do so with a 7 second or less swing time (RT). Remember, keep at your training, and your dedication will be rewarded. The reason for choosing these particular armors is they are what is called 'Full Coverage', meaning they cover every part of your body.

 

When a critter swings at you, a calculation is made based on ITS ability to hit you vs. the type of Armor you are wearing, your current DS (including spells, if any) and whether or not you use a shield. Full coverage armor will be a part of that calculation, no matter where the swing is aimed at. However, if you're wearing partial coverage armor, the protection is only considered for your total DS in the calculation, and wont help you if the area being swung at isn't part of that coverage and a hit is made. Armors are as follows, and can be made of virtually any material, and be of any enchant (1x to 10x):

 

 

AsG

Penalty

Adder

AsG

Penalty

Adder

1

0%

0

11

- 10%

6

2

0%

0

12

- 13%

6

3

0%

0

13

- 10%

6

4

0%

0

14

- 12%

6

5

0%

0

15

- 15%

9

6

0%

1

16

-18%

9

7

- 5%

2

17

-20%

4

8

- 8%

2

18

-25%

8

9

- 5%

2

19

-30%

12

10

- 10%

2

20

-35%

12

A second of RT will be trained away for every 20 in your armor skill. Thus 8 trains (40 skill) in armor will eliminate any RT incurred by wearing Double Leather, while you would need a much higher (240) skill in armor to train away the RT for Full Plate. Your Reflex Stat can further reduce (or increase) your RT.

 

Action Penalty indicates the penalty to your actions simply from wearing the armor. They range from simple tasks such as standing up from a sitting or laying down (prone) position, to more complex ones like Climbing or Swimming to/from an area. Even worse, it can affect your ability to find disarm traps. It will also effect your ability to target an area of a Critter for injury via the Ambush Skill. The greater the penalty, the higher the chance of failure.

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Contrary to popular belief, arm & leg guards, helms, and even bracers, do NOT make up for partial protection armors, and in fact will each incur a FURTHER action penalty of 10% per item. They are mostly for show, and Role-Playing Purposes, and will only come into play should the area they cover actually be struck, at which point they can reduce the rank of the injury you receive.

 

"Now am I ready to hunt?"

 

     

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Web page last updated 9/25/2000