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
|

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.
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?"