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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-04-12T20:56:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Deep_Sea_Diving&amp;diff=98808</id>
		<title>Deep Sea Diving</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Deep_Sea_Diving&amp;diff=98808"/>
		<updated>2017-10-09T03:28:17Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Deep Sea Diving&#039;&#039;&#039; premiered at [[Ebon Gate 2017]] as a supplemental [[SimuCoin]] activity.  &#039;&#039;&#039;Diver&#039;s Licenses&#039;&#039;&#039; granted access to the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Dive into adventure, and search the Abandoned Waters for buried treasure!  While the search for unique artifacts is a well-known pastime, diving expeditions are new for 2017.  Will you search the shallow waters, or will you take a risk and dive to darker (and deeper) territory?  Beware...  Evil lurks at the bottom of the sea, and diving in these areas will require quick thinking (and perhaps use of some handy items) on your part!  Premium accounts have access to an exclusive area where heightened awareness could land you a secret cache!  Diver&#039;s Licenses can be purchased in the SimuCoin store.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==How to Dive==&lt;br /&gt;
Upon entry to the Abandoned Waters, (and with the appropriate diver&#039;s license from the [[SimuCoin]] Store) you will be suited with a gnomish air helmet. This helmet will last for 30 minutes. During that time, you have up to 10 searches within the sea. This number is based on where you are searching. If you are searching in the shallow waters (we&#039;ll call this level 1), then you have 10 searches. If you are searching in deeper waters (we&#039;ll call these levels 2, 3, and 4) then you have 5 searches.&lt;br /&gt;
&lt;br /&gt;
On Level 1, there are no obstacles. On Levels 2 and 3, there are obstacles that you will need to counter. (IE: jellyfish, squid, etc.) These obstacles can be countered by using an appropriate item (harpoons, bellows, and fishing nets); these items can be found while playing any game - digging, mini-games, Deep Sea Diving, and fishing.&lt;br /&gt;
&lt;br /&gt;
Levels 2 and 3 provide an initial bonus, but in order to maintain or improve that bonus, you must appropriately counter those obstacles. Failure to do so will drop this bonus slightly, though it will never drop to zero. You can LOOK at any obstacle (or counter item) to get information about it. You have a limited amount of time to initiate a counter.&lt;br /&gt;
&lt;br /&gt;
Level 4 (which is a Premium only area) provides a bonus without obstacles. In addition, there are seashell caches to be found in this area. There are no caches on Levels 1, 2 or 3.&lt;br /&gt;
&lt;br /&gt;
You need to keep your body moving while you&#039;re in the deeper areas of the sea. The bends are unpleasant and will result in scrambling back to the shallower waters, which will also remove any bonus you may have accumulated.&lt;br /&gt;
&lt;br /&gt;
Items needed for the 2017 Quest can be found primarily in Deep Sea Diving.&lt;br /&gt;
&lt;br /&gt;
==Ebon Gate 2017 Quest==&lt;br /&gt;
The 2017 quest is a progressive quest that will require participation from many players.&lt;br /&gt;
&lt;br /&gt;
The quest is broken into 4 phases and is currently on Phase 1. In order to move the quest to Phase 4, players will need to participate! Once everything opens up on Friday (10/6), the &amp;quot;how&amp;quot; should become apparent. Some may have already figured this out based on NPC responses. There is an individual cap on participation, but continued participation beyond that cap still progresses the quest as a whole. Quest components will drop primarily in Deep Sea Diving and can be traded/sold to other players.&lt;br /&gt;
&lt;br /&gt;
Sometime after the quest reaches Phase 4, a reward item will become available to all players. This item does not require a Pass (Games, Services &amp;amp; Raffles, or Shopping) to obtain, but it will attune to your character. In addition, it carries a silvers cost of 250k. In its base form, it is a zesty item that anyone can use. For participants who are at the individual cap for the quest, it will provide some mechanical benefits that will progress over the next 5 years based on quest participation in this and subsequent years, similarly to the Heart item from the Necropolis at previous Ebon Gate events. And finally, for those who choose to convert to the new deity, there is a third mechanical benefit.&lt;br /&gt;
&lt;br /&gt;
Note that in order to access the Tier 3 benefit, you must be converted to [[Ghezresh]] AND you must have participated to the full extent in that year&#039;s quest.&lt;br /&gt;
&lt;br /&gt;
Earning quest favor (not to be confused with Voln favor) is dependent on the current phase of the quest. Your efforts will yield greater results on the front end rather than the back end, but someone who begins participation at the end can still achieve the same amount of favor as someone who participated at the beginning -- it will just take slightly longer.&lt;br /&gt;
&lt;br /&gt;
Quest item turn in can be done in the temple.  There&#039;s several rooms (approx 5-7 rooms) that you can drag and drop the items for.  You may have to move rooms after so many drops or so many duplicate drops.  Pray in the northern most room to check your favor.  1000 Favor is the amount needed for the quest.  Each quest item is currently 50 favor.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#section:Ebon Gate 2017/mini-games prize list|quest items}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Ebon Gate Festival]]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=95226</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=95226"/>
		<updated>2017-08-15T13:27:47Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{{spell |&lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | duration = Variable&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Armor Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = Cloth &amp;amp; leather armor only&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows a [[ranger]] to infuse leather (both hard and soft leather [[armor]], and leather [[armor accessory|armor accessories]]) and cloth armor with a minimum of 20% temporary [[resistance]] to fire, nature, cold, or steam.  spikethorns, weeds, and the elements.  Armor infused by the spell will reduce the [[critical]] damage of the specified resistance type by a percentage based upon the caster&#039;s [[#Lore Benefit|Spiritual Lore, Blessings]] training. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Equation box|&amp;lt;math&amp;gt;\mathrm{Resistance\ Strength}% = 20 + \left \lfloor{\frac{\mathrm{Spiritual\ Lore,\ Blessings\ Ranks}}{2}}\right \rfloor&amp;lt;/math&amp;gt;}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell.  The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.&lt;br /&gt;
&lt;br /&gt;
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]].  A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.&lt;br /&gt;
&lt;br /&gt;
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting.  This spell has no risk of destroying or harming a piece of armor in any way.  Only 5 armors may be treated in any one week.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefits==&lt;br /&gt;
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance.  It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks.  It is possible to add resistance to &amp;quot;lightly&amp;quot; padded armor beginning at 1 rank, &amp;quot;very heavily&amp;quot; at 91 ranks, and the lowest level of &amp;quot;masterfully&amp;quot; padded armor at 136 enhanced ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the percent resistance applied to a piece of armor by{{mono| ranks &amp;amp;divide; 2}}.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied||20%||30%||40%||50%||60%||70%||80%||90%||95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina&#039;s guide] with permission.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.&lt;br /&gt;
&lt;br /&gt;
===Potion Preparation===&lt;br /&gt;
The first step is to have all of the the required potions prepared in advance.  Each potion will take one hour to finish, and costs 3000 silver each, payable upon the herbalist&#039;s delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions.&lt;br /&gt;
&lt;br /&gt;
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus&#039; Room Data website.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its [[armor|armor sub-group]]. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires eight.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Armor || AsG || # of Potions&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 ||  1&lt;br /&gt;
|-&lt;br /&gt;
| Light Leather || 5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
| Full Leather || 6 ||  3&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Leather || 7 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Double Leather || 8 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Leather Breastplate || 9 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Cuirbouilli Leather || 10 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 11 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine Armor || 12 ||  8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery (hidden, in game secret)&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.&lt;br /&gt;
&lt;br /&gt;
Success, ready for the next step: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
You gesture at some vultite cuirbouilli leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some cuirbouilli leather. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor is scripted, or being tempered): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a set of darkly etched Sylvan scalemail. &lt;br /&gt;
Your spell&#039;s magic cannot permeate the material of the etched Sylvan scalemail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor does not fall in the proper ASG range): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some chain mail. &lt;br /&gt;
The magic of your spell fizzles against the surface of the chain mail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor is already resistant (remove the current resistance before attempting again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
The magic of your spell wavers and lashes back at you! &lt;br /&gt;
   ... 1 point of damage! &lt;br /&gt;
   Your wrist is twisted slightly. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. &lt;br /&gt;
You examine the armor closely, lightly running your fingers over the material. &lt;br /&gt;
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Potion Application===&lt;br /&gt;
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[ASSESS]]}} to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week&#039;s time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.&lt;br /&gt;
&lt;br /&gt;
Success, ready for next pour or sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. &lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, potion has expired (get a fresh potion): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incorrect pourer (only the original caster can pour): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The &amp;quot;holds no hint as to its purpose&amp;quot; should be replaced by one of the following, depending on the resistance type:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Messaging&lt;br /&gt;
|-&lt;br /&gt;
| Cold || slightest presence of cool air&lt;br /&gt;
|-&lt;br /&gt;
| Fire || slightest presence of warmth&lt;br /&gt;
|-&lt;br /&gt;
| Nature || slightest presence of grit&lt;br /&gt;
|-&lt;br /&gt;
| Steam || slightest presence of warm moisture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Repeat as appropriate until the armor is ready for the final cast.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Sealing Cast===&lt;br /&gt;
If &amp;quot;an emptiness permeates the material of the armor,&amp;quot; it requires at least another potion pour. However, if &amp;quot;the aura of magic does not feel complete,&amp;quot; the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time.  Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.&lt;br /&gt;
&lt;br /&gt;
Success, process complete: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some ora brigandine armor. &lt;br /&gt;
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. &lt;br /&gt;
Roundtime: 7 secs. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some shiny blue leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit (if working with more than one project at a time): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, not enough potions poured (start the entire process over): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brass brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! &lt;br /&gt;
   ... 45 points of damage! &lt;br /&gt;
   Right eye evaporates in a burst of flame. Death from shock follows.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).&lt;br /&gt;
&lt;br /&gt;
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:&lt;br /&gt;
&lt;br /&gt;
Nature:All offensive Ranger spells, plus Sandstorm&lt;br /&gt;
&lt;br /&gt;
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature&#039;s fury and the fire flare from dark Catalyst.&lt;br /&gt;
&lt;br /&gt;
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature&#039;s Fury, environmental effects (pinefar/icemule/gossamer pass).&lt;br /&gt;
&lt;br /&gt;
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature&#039;s Fury, steam column damage from the columns in Luukos&#039; Temple.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net&lt;br /&gt;
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor&amp;diff=94762</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor&amp;diff=94762"/>
		<updated>2017-07-31T07:22:57Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: /* Armor Accessories Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor navigation}}&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is protects its wearer from damage by decreasing the [[damage factor]] (usually) and increasing the [[#Critical Divisor|critical divisor]].&lt;br /&gt;
&lt;br /&gt;
Armor is divided into main armor and armor accessories.  Kinds of main armor are distinguished by their &#039;&#039;&#039;armor group&#039;&#039;&#039; (AG) and &#039;&#039;&#039;armor sub-group&#039;&#039;&#039; (AsG).  Characters may only wear one set of main armor and one of each kind of accessory at a time.&lt;br /&gt;
&lt;br /&gt;
The first armor in an armor group is usually torso armor, covering only the chest, stomach, and back.  The second type will cover the arms and hands of the wearer, then the third type will cover the legs as well.  The last type of armor in a group covers the entire body.  When a character wears an accessory such as greaves to increase the coverage of their armor, the AsG remains unchanged but the penalties (moving, casting, [[Roundtime|RT]]) change to correspond with the greatest degree of coverage; see table below for more details.  For example, if a character was wearing light leather that covers just the torso, they might decide to add arm greaves at one point.  The behavior of the character&#039;s armor would then change to that of full leather since the total coverage would then be torso and arms.&lt;br /&gt;
&lt;br /&gt;
Note that penalties are assessed based on the &#039;&#039;worst&#039;&#039; (most extensive) coverage.  Wearing a helm on the head or aventail on the neck while wearing AsG5/light leather will give AsG8/double leather penalties, but will &#039;&#039;&#039;NOT&#039;&#039;&#039; give the protection (see next paragraph) of the heavier armor to the arms or legs, since those body locations are not covered in this case: only the chest, abdomen, back, and head (or neck) are covered in this example.  For this reason it is usually advised to wear the heaviest armor the character is trained for, and not use accessories at all.  Some characters prefer to wear accessories in any case, but this is usually either for cosmetic reasons (the helm perfectly matches the look sought) or entirely different mechanical benefits (such as an [[Enhancive item]]).&lt;br /&gt;
&lt;br /&gt;
When a type of armor in a class doesn&#039;t cover a body part, the part counts as being covered by one class less when determining the critical rank of a strike.  For example, when striking someone wearing torso plate, or metal breastplate, the weapon uses the [[damage factor]] of striking someone in plate, no matter where the strike lands.  However, when striking an uncovered portion, the amount of raw damage required per critical rank is only 9 damage, instead of the 11 damage which is standard for plate armor (these numbers are called &#039;&#039;&#039;[[#Critical Divisor|critical divisor]]s&#039;&#039;&#039;).  Therefore, a strike of 18 raw damage using a longsword (a +203 to +208 endroll) to an arm is a level 2 crit (+7 extra damage, for a total of 25 damage), but if the same strike were to hit the chest, it&#039;d only be a level 1 crit (+1 extra damage, for a total of 19 damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the endrolls noted may be much higher if the victim has significant amounts of [[Redux|DFRedux]].  For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armor Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{Armor attributes}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Sub-Group ===&lt;br /&gt;
&lt;br /&gt;
The armor sub-group (often referred to as ASG) is the method by which armor is categorized. Armors fall into one of five groups: Cloth, Leather (&amp;quot;Soft Leather&amp;quot;), Scale (&amp;quot;Hard Leather&amp;quot;), Chain or Plate. Within each of these groups are 4 armor sub-groups. (However, in the case of the Cloth group, armor sub-groups 3 and 4 are no longer available within the game.)&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage, while the highest ASG has the most amount of coverage.&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will have an effective ASG exactly as if you were wearing a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
=== Coverage ===&lt;br /&gt;
&lt;br /&gt;
Each armor type has a built in level of coverage that it provides to your body. This coverage can prevent damage to those areas of your body in the form of critical hits.&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage (just the torso), while the highest ASG has the most amount of coverage (head to toe).&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will receive the same amount of coverage exactly as if you were wearing a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
=== Roundtime Adder ===&lt;br /&gt;
&lt;br /&gt;
The Roundtime Adder is a number (in seconds) added to your base [[roundtime]] when swinging a weapon.&lt;br /&gt;
&lt;br /&gt;
By training in [[armor use]] skill, this roundtime can be reduced. Each 20 points in the skill removes one second of armor-based roundtime. The skill bonus required to fully train off the roundtime penalty is ((20 * Roundtime Adder) - 10).&lt;br /&gt;
&lt;br /&gt;
High bonuses in [[dexterity]] and [[agility]] also offset this penalty.&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), attacks have a 6 second roundtime adder. The required armor use skill bonus to train off the extra roundtime is ((20 * 6) - 10) = 110, which is achieved with 27 skill ranks (111 bonus).&lt;br /&gt;
&lt;br /&gt;
=== Action Penalty ===&lt;br /&gt;
&lt;br /&gt;
The action penalty is a modifier subtracted from your chance to perform a [[standard maneuver roll]].&lt;br /&gt;
&lt;br /&gt;
A maneuver may include anything from dodging [[Elemental Wave]] and [[Earthen Fury]] attacks, to something as mundane as [[STAND (verb)|standing up]].&lt;br /&gt;
&lt;br /&gt;
The skill bonus required to reduce the action penalty to its base value is (20 * Roundtime Adder).&lt;br /&gt;
&lt;br /&gt;
For a character exactly trained for full plate at cap, the AP (-35) is a little bit above the difference between training 1x and 2x in [[Physical Fitness]]*. Over training in [[Armor Use]] to reduce the action penalty and/or using [[armored evasion]] can reduce the maneuver penalty by a fairly significant amount.&lt;br /&gt;
&lt;br /&gt;
The action penalty is also a factor in [[Defensive Strength]] (DS). The [[Combat system#Evade|evade]] portion of DS has an armor hindrance penalty equal to 1/2 of the action penalty. For example, an action penalty of -20 results in -10% to evade DS. This penalty is likewise reduced by armor use overtraining and/or Armored Evasion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Note: This should not be interpreted to mean that Physical Fitness provides a linear increase to maneuver rolls, only that the absolute difference between 1x and 2x training happens to be slightly less than 35. The exact mechanics of the standard maneuver roll are not known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cast vs Armor (CvA)===&lt;br /&gt;
{{#section:Warding|CvA}}&lt;br /&gt;
&lt;br /&gt;
=== Spell Hindrance ===&lt;br /&gt;
&lt;br /&gt;
The table shows the base hindrances for each armor type.&lt;br /&gt;
&lt;br /&gt;
If a player is under trained for their armor type, the penalty will increase, but it will never exceed the Max hindrance shown in the rightmost column. The skill bonus required to reduce hindrance to the base value is ((20 * Base Hindrance) - 10).&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), Cleric spells have a base hindrance of 7%. The required armor use skill bonus is ((20 * 7) - 10) = 130, which is equivalent to 35 skill ranks.&lt;br /&gt;
&lt;br /&gt;
Hindrance will never be less than the value shown, except when temporarily under the effects of the [[Paladin]] abilities [[Faith&#039;s Clarity (1603)]] and [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
Undertraining penalty formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;&amp;quot;&amp;gt;Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: As above, 130 armor use skill bonus (35 ranks) is required to cast Cleric spells in brigandine armor with the base hindrance of 7%. If the caster has only 90 skill bonus (20 ranks), the hindrance is modified by a factor of (1 + (130 - 90)/20) = 3, so the actual hindrance would be 21%.&lt;br /&gt;
&lt;br /&gt;
Example 2: In the same scenario with Cleric spells in brigandine, if the caster has 0 armor use skill, then hindrance would be modified by a factor of (1 + (130 - 0)/20) = 7.5, which would result in 52% hindrance, but since this exceeds brigandine armor&#039;s max hindrance of 28% according to the table, the actual hindrance would be 28%.&lt;br /&gt;
&lt;br /&gt;
==Critical Divisor==&lt;br /&gt;
&amp;lt;section begin=critdivisor /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Armor Group || Critical Divisor&lt;br /&gt;
|-&lt;br /&gt;
| Robes ||align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| Leather ||align=center| 6&lt;br /&gt;
|-&lt;br /&gt;
| Scale ||align=center| 7&lt;br /&gt;
|-&lt;br /&gt;
| Chain ||align=center| 9&lt;br /&gt;
|-&lt;br /&gt;
| Plate ||align=center| 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;critical divisor&#039;&#039;&#039; or &#039;&#039;&#039;crit divisor&#039;&#039;&#039; refers to a property of armor that determines the rank of a [[critical]] when struck.  The critical divisor for an unarmored opponent is 5, so in order to inflict a level 1 critical, an attacker must deal 5 to 11 [[raw damage]] in the absence of weighting.  Achieving ten raw damage can cause a level 2 critical, though the actual level of a critical will vary due to [[critical randomization]]. See also [[damage factor]] and [[armor]].&amp;lt;section end=critdivisor /&amp;gt;&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Padding and Resistance ==&lt;br /&gt;
&lt;br /&gt;
Armor (including accessories) may be [[padding|padded]] for additional generic protection from damage or criticals, or given [[resistance]] to specific critical types such as slashing attack or fire.&lt;br /&gt;
&lt;br /&gt;
==Armor Accessories Effect==&lt;br /&gt;
&amp;lt;section begin=padding /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:left;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Type of Protection || Unprotected by Main Armor Coverage||  Unprotected Area + Accessories &lt;br /&gt;
|-&lt;br /&gt;
| Damage Factor || Main Armor DF || Main Armor DF &lt;br /&gt;
|-&lt;br /&gt;
| CvA || Main Armor CvA || Main Armor CvA &lt;br /&gt;
|-&lt;br /&gt;
| Crit Divisor || One AG Down || Same as Main Armor &lt;br /&gt;
|-&lt;br /&gt;
| Padding || Main Armor Padding || Varies &lt;br /&gt;
|-&lt;br /&gt;
| Hindrance || Main Armor Hindrance || Hindrance of highest Coverage AsG &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Encumbrance  ==&lt;br /&gt;
Base armor (that is, armor which is worn &amp;quot;over the chest&amp;quot; and falls into one of the above ASGs) is treated uniquely with respect to the carrying capacity and [[encumbrance]] system. Armor may add to or subtract from encumbrance (effectively increasing native carrying capacity) when worn. The exact effect is dependent upon the [[Item weights (saved posts)|base weight]] of that particular class of armor, the actual [[weight]] of the armor (which may be more or less than standard weight), and the [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifier]].&lt;br /&gt;
&lt;br /&gt;
Armor accessories (such as helms, arm, and leg greaves) will always increase [[encumbrance]]. It is important to note that when armor and armor accessories are held (as opposed to worn) by a character, they are &#039;&#039;not&#039;&#039; affected by [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifiers]]. When a character with a weight modifier which is less than 1 (such as [[elf|elves]] or [[halfling|halflings]]) wears an armor accessory, they may observe an apparent decrease in [[encumbrance]] when worn. The weight of the item will still increase the character&#039;s overall [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
Further quantitative details on this topic can be found in the [[Encumbrance#Armor_Encumbrance_Formula|encumbrance article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Item weights (saved posts)]]&lt;br /&gt;
*[[Racial modifiers (saved post)]]&lt;br /&gt;
*[[:category:Armor Enhancements|Armor Enhancements]]&lt;br /&gt;
*[[List of alternative armor names|Alteration nouns permitted]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/All%20About%20Armor/view All About Armor Officials folder]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Normal_clothing.jpg|ASG 1 - Normal Clothing&lt;br /&gt;
File:Robes.jpg|ASG 2 - Robes&lt;br /&gt;
File:Light_leather.jpg|ASG 5 - Light Leather&lt;br /&gt;
File:Full_leather.jpg|ASG 6 - Full Leather&lt;br /&gt;
File:Reinforced_leather.jpg|ASG 7 - Reinforced Leather&lt;br /&gt;
File:Double_leather.jpg|ASG 8 - Double Leather&lt;br /&gt;
File:Leather_breastplate.jpg|ASG 9 - Leather Breastplate&lt;br /&gt;
File:Cuirboulli_leather.jpg|ASG 10 - Cuirboulli Leather&lt;br /&gt;
File:Studded_leather.jpg|ASG 11 - Studded Leather&lt;br /&gt;
File:Brigadine.jpg|ASG 12 - Brigandine&lt;br /&gt;
File:Chain_mail.jpg|ASG 13 - Chain Mail&lt;br /&gt;
File:Double_chain.jpg|ASG 14 - Double Chain&lt;br /&gt;
File:Augmented_chain.jpg|ASG 15 - Augmented Chain&lt;br /&gt;
File:Chain_hauberk.jpg|ASG 16 - Chain Hauberk&lt;br /&gt;
File:Metal_breastplate.jpg|ASG 17 - Metal Breastplate&lt;br /&gt;
File:Augmented_breastplate.jpg|ASG 18 - Augmented Breastplate&lt;br /&gt;
File:Half_plate.jpg|ASG 19 - Half Plate&lt;br /&gt;
File:Full_plate.jpg|ASG 20 - Full Plate&lt;br /&gt;
File:Arm_greaves1.jpg|Arm Greaves&lt;br /&gt;
File:Arm_greaves2.jpg|Arm Greaves&lt;br /&gt;
File:Leg_greaves1.jpg|Leg Greaves&lt;br /&gt;
File:Leg_greaves2.jpg|Leg Greaves&lt;br /&gt;
File:Aventail.jpg|Metal Aventail&lt;br /&gt;
File:Helm3.jpg|Helm&lt;br /&gt;
File:Helm1.jpg|Leather Helm&lt;br /&gt;
File:Helm2.jpg|Visored Helm&lt;br /&gt;
File:Coif.jpg|Coif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor| ]]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor&amp;diff=94761</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor&amp;diff=94761"/>
		<updated>2017-07-31T07:22:41Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: /* Armor Accessories Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor navigation}}&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is protects its wearer from damage by decreasing the [[damage factor]] (usually) and increasing the [[#Critical Divisor|critical divisor]].&lt;br /&gt;
&lt;br /&gt;
Armor is divided into main armor and armor accessories.  Kinds of main armor are distinguished by their &#039;&#039;&#039;armor group&#039;&#039;&#039; (AG) and &#039;&#039;&#039;armor sub-group&#039;&#039;&#039; (AsG).  Characters may only wear one set of main armor and one of each kind of accessory at a time.&lt;br /&gt;
&lt;br /&gt;
The first armor in an armor group is usually torso armor, covering only the chest, stomach, and back.  The second type will cover the arms and hands of the wearer, then the third type will cover the legs as well.  The last type of armor in a group covers the entire body.  When a character wears an accessory such as greaves to increase the coverage of their armor, the AsG remains unchanged but the penalties (moving, casting, [[Roundtime|RT]]) change to correspond with the greatest degree of coverage; see table below for more details.  For example, if a character was wearing light leather that covers just the torso, they might decide to add arm greaves at one point.  The behavior of the character&#039;s armor would then change to that of full leather since the total coverage would then be torso and arms.&lt;br /&gt;
&lt;br /&gt;
Note that penalties are assessed based on the &#039;&#039;worst&#039;&#039; (most extensive) coverage.  Wearing a helm on the head or aventail on the neck while wearing AsG5/light leather will give AsG8/double leather penalties, but will &#039;&#039;&#039;NOT&#039;&#039;&#039; give the protection (see next paragraph) of the heavier armor to the arms or legs, since those body locations are not covered in this case: only the chest, abdomen, back, and head (or neck) are covered in this example.  For this reason it is usually advised to wear the heaviest armor the character is trained for, and not use accessories at all.  Some characters prefer to wear accessories in any case, but this is usually either for cosmetic reasons (the helm perfectly matches the look sought) or entirely different mechanical benefits (such as an [[Enhancive item]]).&lt;br /&gt;
&lt;br /&gt;
When a type of armor in a class doesn&#039;t cover a body part, the part counts as being covered by one class less when determining the critical rank of a strike.  For example, when striking someone wearing torso plate, or metal breastplate, the weapon uses the [[damage factor]] of striking someone in plate, no matter where the strike lands.  However, when striking an uncovered portion, the amount of raw damage required per critical rank is only 9 damage, instead of the 11 damage which is standard for plate armor (these numbers are called &#039;&#039;&#039;[[#Critical Divisor|critical divisor]]s&#039;&#039;&#039;).  Therefore, a strike of 18 raw damage using a longsword (a +203 to +208 endroll) to an arm is a level 2 crit (+7 extra damage, for a total of 25 damage), but if the same strike were to hit the chest, it&#039;d only be a level 1 crit (+1 extra damage, for a total of 19 damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the endrolls noted may be much higher if the victim has significant amounts of [[Redux|DFRedux]].  For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armor Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{Armor attributes}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Sub-Group ===&lt;br /&gt;
&lt;br /&gt;
The armor sub-group (often referred to as ASG) is the method by which armor is categorized. Armors fall into one of five groups: Cloth, Leather (&amp;quot;Soft Leather&amp;quot;), Scale (&amp;quot;Hard Leather&amp;quot;), Chain or Plate. Within each of these groups are 4 armor sub-groups. (However, in the case of the Cloth group, armor sub-groups 3 and 4 are no longer available within the game.)&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage, while the highest ASG has the most amount of coverage.&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will have an effective ASG exactly as if you were wearing a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
=== Coverage ===&lt;br /&gt;
&lt;br /&gt;
Each armor type has a built in level of coverage that it provides to your body. This coverage can prevent damage to those areas of your body in the form of critical hits.&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage (just the torso), while the highest ASG has the most amount of coverage (head to toe).&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will receive the same amount of coverage exactly as if you were wearing a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
=== Roundtime Adder ===&lt;br /&gt;
&lt;br /&gt;
The Roundtime Adder is a number (in seconds) added to your base [[roundtime]] when swinging a weapon.&lt;br /&gt;
&lt;br /&gt;
By training in [[armor use]] skill, this roundtime can be reduced. Each 20 points in the skill removes one second of armor-based roundtime. The skill bonus required to fully train off the roundtime penalty is ((20 * Roundtime Adder) - 10).&lt;br /&gt;
&lt;br /&gt;
High bonuses in [[dexterity]] and [[agility]] also offset this penalty.&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), attacks have a 6 second roundtime adder. The required armor use skill bonus to train off the extra roundtime is ((20 * 6) - 10) = 110, which is achieved with 27 skill ranks (111 bonus).&lt;br /&gt;
&lt;br /&gt;
=== Action Penalty ===&lt;br /&gt;
&lt;br /&gt;
The action penalty is a modifier subtracted from your chance to perform a [[standard maneuver roll]].&lt;br /&gt;
&lt;br /&gt;
A maneuver may include anything from dodging [[Elemental Wave]] and [[Earthen Fury]] attacks, to something as mundane as [[STAND (verb)|standing up]].&lt;br /&gt;
&lt;br /&gt;
The skill bonus required to reduce the action penalty to its base value is (20 * Roundtime Adder).&lt;br /&gt;
&lt;br /&gt;
For a character exactly trained for full plate at cap, the AP (-35) is a little bit above the difference between training 1x and 2x in [[Physical Fitness]]*. Over training in [[Armor Use]] to reduce the action penalty and/or using [[armored evasion]] can reduce the maneuver penalty by a fairly significant amount.&lt;br /&gt;
&lt;br /&gt;
The action penalty is also a factor in [[Defensive Strength]] (DS). The [[Combat system#Evade|evade]] portion of DS has an armor hindrance penalty equal to 1/2 of the action penalty. For example, an action penalty of -20 results in -10% to evade DS. This penalty is likewise reduced by armor use overtraining and/or Armored Evasion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Note: This should not be interpreted to mean that Physical Fitness provides a linear increase to maneuver rolls, only that the absolute difference between 1x and 2x training happens to be slightly less than 35. The exact mechanics of the standard maneuver roll are not known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cast vs Armor (CvA)===&lt;br /&gt;
{{#section:Warding|CvA}}&lt;br /&gt;
&lt;br /&gt;
=== Spell Hindrance ===&lt;br /&gt;
&lt;br /&gt;
The table shows the base hindrances for each armor type.&lt;br /&gt;
&lt;br /&gt;
If a player is under trained for their armor type, the penalty will increase, but it will never exceed the Max hindrance shown in the rightmost column. The skill bonus required to reduce hindrance to the base value is ((20 * Base Hindrance) - 10).&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), Cleric spells have a base hindrance of 7%. The required armor use skill bonus is ((20 * 7) - 10) = 130, which is equivalent to 35 skill ranks.&lt;br /&gt;
&lt;br /&gt;
Hindrance will never be less than the value shown, except when temporarily under the effects of the [[Paladin]] abilities [[Faith&#039;s Clarity (1603)]] and [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
Undertraining penalty formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;&amp;quot;&amp;gt;Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: As above, 130 armor use skill bonus (35 ranks) is required to cast Cleric spells in brigandine armor with the base hindrance of 7%. If the caster has only 90 skill bonus (20 ranks), the hindrance is modified by a factor of (1 + (130 - 90)/20) = 3, so the actual hindrance would be 21%.&lt;br /&gt;
&lt;br /&gt;
Example 2: In the same scenario with Cleric spells in brigandine, if the caster has 0 armor use skill, then hindrance would be modified by a factor of (1 + (130 - 0)/20) = 7.5, which would result in 52% hindrance, but since this exceeds brigandine armor&#039;s max hindrance of 28% according to the table, the actual hindrance would be 28%.&lt;br /&gt;
&lt;br /&gt;
==Critical Divisor==&lt;br /&gt;
&amp;lt;section begin=critdivisor /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Armor Group || Critical Divisor&lt;br /&gt;
|-&lt;br /&gt;
| Robes ||align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| Leather ||align=center| 6&lt;br /&gt;
|-&lt;br /&gt;
| Scale ||align=center| 7&lt;br /&gt;
|-&lt;br /&gt;
| Chain ||align=center| 9&lt;br /&gt;
|-&lt;br /&gt;
| Plate ||align=center| 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;critical divisor&#039;&#039;&#039; or &#039;&#039;&#039;crit divisor&#039;&#039;&#039; refers to a property of armor that determines the rank of a [[critical]] when struck.  The critical divisor for an unarmored opponent is 5, so in order to inflict a level 1 critical, an attacker must deal 5 to 11 [[raw damage]] in the absence of weighting.  Achieving ten raw damage can cause a level 2 critical, though the actual level of a critical will vary due to [[critical randomization]]. See also [[damage factor]] and [[armor]].&amp;lt;section end=critdivisor /&amp;gt;&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Padding and Resistance ==&lt;br /&gt;
&lt;br /&gt;
Armor (including accessories) may be [[padding|padded]] for additional generic protection from damage or criticals, or given [[resistance]] to specific critical types such as slashing attack or fire.&lt;br /&gt;
&lt;br /&gt;
==Armor Accessories Effect==&lt;br /&gt;
&amp;lt;section begin=padding /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:left;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Type of Protection || Unprotected by Main Armor Coverage||  Unprotected Area + Accessories &lt;br /&gt;
|-&lt;br /&gt;
| Damage Factor || Main Armor DF || Main Armor DF &lt;br /&gt;
|-&lt;br /&gt;
| CvA || Main Armor CvA || Main Armor CvA &lt;br /&gt;
|-&lt;br /&gt;
| Crit Divisor || One AG Down || Same AG as Armor &lt;br /&gt;
|-&lt;br /&gt;
| Padding || Main Armor Padding || Varies &lt;br /&gt;
|-&lt;br /&gt;
| Hindrance || Main Armor Hindrance || Hindrance of highest Coverage AsG &lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Encumbrance  ==&lt;br /&gt;
Base armor (that is, armor which is worn &amp;quot;over the chest&amp;quot; and falls into one of the above ASGs) is treated uniquely with respect to the carrying capacity and [[encumbrance]] system. Armor may add to or subtract from encumbrance (effectively increasing native carrying capacity) when worn. The exact effect is dependent upon the [[Item weights (saved posts)|base weight]] of that particular class of armor, the actual [[weight]] of the armor (which may be more or less than standard weight), and the [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifier]].&lt;br /&gt;
&lt;br /&gt;
Armor accessories (such as helms, arm, and leg greaves) will always increase [[encumbrance]]. It is important to note that when armor and armor accessories are held (as opposed to worn) by a character, they are &#039;&#039;not&#039;&#039; affected by [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifiers]]. When a character with a weight modifier which is less than 1 (such as [[elf|elves]] or [[halfling|halflings]]) wears an armor accessory, they may observe an apparent decrease in [[encumbrance]] when worn. The weight of the item will still increase the character&#039;s overall [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
Further quantitative details on this topic can be found in the [[Encumbrance#Armor_Encumbrance_Formula|encumbrance article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Item weights (saved posts)]]&lt;br /&gt;
*[[Racial modifiers (saved post)]]&lt;br /&gt;
*[[:category:Armor Enhancements|Armor Enhancements]]&lt;br /&gt;
*[[List of alternative armor names|Alteration nouns permitted]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/All%20About%20Armor/view All About Armor Officials folder]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Normal_clothing.jpg|ASG 1 - Normal Clothing&lt;br /&gt;
File:Robes.jpg|ASG 2 - Robes&lt;br /&gt;
File:Light_leather.jpg|ASG 5 - Light Leather&lt;br /&gt;
File:Full_leather.jpg|ASG 6 - Full Leather&lt;br /&gt;
File:Reinforced_leather.jpg|ASG 7 - Reinforced Leather&lt;br /&gt;
File:Double_leather.jpg|ASG 8 - Double Leather&lt;br /&gt;
File:Leather_breastplate.jpg|ASG 9 - Leather Breastplate&lt;br /&gt;
File:Cuirboulli_leather.jpg|ASG 10 - Cuirboulli Leather&lt;br /&gt;
File:Studded_leather.jpg|ASG 11 - Studded Leather&lt;br /&gt;
File:Brigadine.jpg|ASG 12 - Brigandine&lt;br /&gt;
File:Chain_mail.jpg|ASG 13 - Chain Mail&lt;br /&gt;
File:Double_chain.jpg|ASG 14 - Double Chain&lt;br /&gt;
File:Augmented_chain.jpg|ASG 15 - Augmented Chain&lt;br /&gt;
File:Chain_hauberk.jpg|ASG 16 - Chain Hauberk&lt;br /&gt;
File:Metal_breastplate.jpg|ASG 17 - Metal Breastplate&lt;br /&gt;
File:Augmented_breastplate.jpg|ASG 18 - Augmented Breastplate&lt;br /&gt;
File:Half_plate.jpg|ASG 19 - Half Plate&lt;br /&gt;
File:Full_plate.jpg|ASG 20 - Full Plate&lt;br /&gt;
File:Arm_greaves1.jpg|Arm Greaves&lt;br /&gt;
File:Arm_greaves2.jpg|Arm Greaves&lt;br /&gt;
File:Leg_greaves1.jpg|Leg Greaves&lt;br /&gt;
File:Leg_greaves2.jpg|Leg Greaves&lt;br /&gt;
File:Aventail.jpg|Metal Aventail&lt;br /&gt;
File:Helm3.jpg|Helm&lt;br /&gt;
File:Helm1.jpg|Leather Helm&lt;br /&gt;
File:Helm2.jpg|Visored Helm&lt;br /&gt;
File:Coif.jpg|Coif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor| ]]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor&amp;diff=94760</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor&amp;diff=94760"/>
		<updated>2017-07-31T07:21:51Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor navigation}}&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is protects its wearer from damage by decreasing the [[damage factor]] (usually) and increasing the [[#Critical Divisor|critical divisor]].&lt;br /&gt;
&lt;br /&gt;
Armor is divided into main armor and armor accessories.  Kinds of main armor are distinguished by their &#039;&#039;&#039;armor group&#039;&#039;&#039; (AG) and &#039;&#039;&#039;armor sub-group&#039;&#039;&#039; (AsG).  Characters may only wear one set of main armor and one of each kind of accessory at a time.&lt;br /&gt;
&lt;br /&gt;
The first armor in an armor group is usually torso armor, covering only the chest, stomach, and back.  The second type will cover the arms and hands of the wearer, then the third type will cover the legs as well.  The last type of armor in a group covers the entire body.  When a character wears an accessory such as greaves to increase the coverage of their armor, the AsG remains unchanged but the penalties (moving, casting, [[Roundtime|RT]]) change to correspond with the greatest degree of coverage; see table below for more details.  For example, if a character was wearing light leather that covers just the torso, they might decide to add arm greaves at one point.  The behavior of the character&#039;s armor would then change to that of full leather since the total coverage would then be torso and arms.&lt;br /&gt;
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Note that penalties are assessed based on the &#039;&#039;worst&#039;&#039; (most extensive) coverage.  Wearing a helm on the head or aventail on the neck while wearing AsG5/light leather will give AsG8/double leather penalties, but will &#039;&#039;&#039;NOT&#039;&#039;&#039; give the protection (see next paragraph) of the heavier armor to the arms or legs, since those body locations are not covered in this case: only the chest, abdomen, back, and head (or neck) are covered in this example.  For this reason it is usually advised to wear the heaviest armor the character is trained for, and not use accessories at all.  Some characters prefer to wear accessories in any case, but this is usually either for cosmetic reasons (the helm perfectly matches the look sought) or entirely different mechanical benefits (such as an [[Enhancive item]]).&lt;br /&gt;
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When a type of armor in a class doesn&#039;t cover a body part, the part counts as being covered by one class less when determining the critical rank of a strike.  For example, when striking someone wearing torso plate, or metal breastplate, the weapon uses the [[damage factor]] of striking someone in plate, no matter where the strike lands.  However, when striking an uncovered portion, the amount of raw damage required per critical rank is only 9 damage, instead of the 11 damage which is standard for plate armor (these numbers are called &#039;&#039;&#039;[[#Critical Divisor|critical divisor]]s&#039;&#039;&#039;).  Therefore, a strike of 18 raw damage using a longsword (a +203 to +208 endroll) to an arm is a level 2 crit (+7 extra damage, for a total of 25 damage), but if the same strike were to hit the chest, it&#039;d only be a level 1 crit (+1 extra damage, for a total of 19 damage).&lt;br /&gt;
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&#039;&#039;Note: the endrolls noted may be much higher if the victim has significant amounts of [[Redux|DFRedux]].  For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.&#039;&#039;&lt;br /&gt;
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== Armor Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{Armor attributes}}&lt;br /&gt;
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=== Armor Sub-Group ===&lt;br /&gt;
&lt;br /&gt;
The armor sub-group (often referred to as ASG) is the method by which armor is categorized. Armors fall into one of five groups: Cloth, Leather (&amp;quot;Soft Leather&amp;quot;), Scale (&amp;quot;Hard Leather&amp;quot;), Chain or Plate. Within each of these groups are 4 armor sub-groups. (However, in the case of the Cloth group, armor sub-groups 3 and 4 are no longer available within the game.)&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage, while the highest ASG has the most amount of coverage.&lt;br /&gt;
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Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will have an effective ASG exactly as if you were wearing a chain hauberk.&lt;br /&gt;
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=== Coverage ===&lt;br /&gt;
&lt;br /&gt;
Each armor type has a built in level of coverage that it provides to your body. This coverage can prevent damage to those areas of your body in the form of critical hits.&lt;br /&gt;
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In each armor group, the lowest ASG has the least amount of coverage (just the torso), while the highest ASG has the most amount of coverage (head to toe).&lt;br /&gt;
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Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will receive the same amount of coverage exactly as if you were wearing a chain hauberk.&lt;br /&gt;
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=== Roundtime Adder ===&lt;br /&gt;
&lt;br /&gt;
The Roundtime Adder is a number (in seconds) added to your base [[roundtime]] when swinging a weapon.&lt;br /&gt;
&lt;br /&gt;
By training in [[armor use]] skill, this roundtime can be reduced. Each 20 points in the skill removes one second of armor-based roundtime. The skill bonus required to fully train off the roundtime penalty is ((20 * Roundtime Adder) - 10).&lt;br /&gt;
&lt;br /&gt;
High bonuses in [[dexterity]] and [[agility]] also offset this penalty.&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), attacks have a 6 second roundtime adder. The required armor use skill bonus to train off the extra roundtime is ((20 * 6) - 10) = 110, which is achieved with 27 skill ranks (111 bonus).&lt;br /&gt;
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=== Action Penalty ===&lt;br /&gt;
&lt;br /&gt;
The action penalty is a modifier subtracted from your chance to perform a [[standard maneuver roll]].&lt;br /&gt;
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A maneuver may include anything from dodging [[Elemental Wave]] and [[Earthen Fury]] attacks, to something as mundane as [[STAND (verb)|standing up]].&lt;br /&gt;
&lt;br /&gt;
The skill bonus required to reduce the action penalty to its base value is (20 * Roundtime Adder).&lt;br /&gt;
&lt;br /&gt;
For a character exactly trained for full plate at cap, the AP (-35) is a little bit above the difference between training 1x and 2x in [[Physical Fitness]]*. Over training in [[Armor Use]] to reduce the action penalty and/or using [[armored evasion]] can reduce the maneuver penalty by a fairly significant amount.&lt;br /&gt;
&lt;br /&gt;
The action penalty is also a factor in [[Defensive Strength]] (DS). The [[Combat system#Evade|evade]] portion of DS has an armor hindrance penalty equal to 1/2 of the action penalty. For example, an action penalty of -20 results in -10% to evade DS. This penalty is likewise reduced by armor use overtraining and/or Armored Evasion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Note: This should not be interpreted to mean that Physical Fitness provides a linear increase to maneuver rolls, only that the absolute difference between 1x and 2x training happens to be slightly less than 35. The exact mechanics of the standard maneuver roll are not known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cast vs Armor (CvA)===&lt;br /&gt;
{{#section:Warding|CvA}}&lt;br /&gt;
&lt;br /&gt;
=== Spell Hindrance ===&lt;br /&gt;
&lt;br /&gt;
The table shows the base hindrances for each armor type.&lt;br /&gt;
&lt;br /&gt;
If a player is under trained for their armor type, the penalty will increase, but it will never exceed the Max hindrance shown in the rightmost column. The skill bonus required to reduce hindrance to the base value is ((20 * Base Hindrance) - 10).&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), Cleric spells have a base hindrance of 7%. The required armor use skill bonus is ((20 * 7) - 10) = 130, which is equivalent to 35 skill ranks.&lt;br /&gt;
&lt;br /&gt;
Hindrance will never be less than the value shown, except when temporarily under the effects of the [[Paladin]] abilities [[Faith&#039;s Clarity (1603)]] and [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
Undertraining penalty formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;&amp;quot;&amp;gt;Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: As above, 130 armor use skill bonus (35 ranks) is required to cast Cleric spells in brigandine armor with the base hindrance of 7%. If the caster has only 90 skill bonus (20 ranks), the hindrance is modified by a factor of (1 + (130 - 90)/20) = 3, so the actual hindrance would be 21%.&lt;br /&gt;
&lt;br /&gt;
Example 2: In the same scenario with Cleric spells in brigandine, if the caster has 0 armor use skill, then hindrance would be modified by a factor of (1 + (130 - 0)/20) = 7.5, which would result in 52% hindrance, but since this exceeds brigandine armor&#039;s max hindrance of 28% according to the table, the actual hindrance would be 28%.&lt;br /&gt;
&lt;br /&gt;
==Critical Divisor==&lt;br /&gt;
&amp;lt;section begin=critdivisor /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Armor Group || Critical Divisor&lt;br /&gt;
|-&lt;br /&gt;
| Robes ||align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| Leather ||align=center| 6&lt;br /&gt;
|-&lt;br /&gt;
| Scale ||align=center| 7&lt;br /&gt;
|-&lt;br /&gt;
| Chain ||align=center| 9&lt;br /&gt;
|-&lt;br /&gt;
| Plate ||align=center| 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;critical divisor&#039;&#039;&#039; or &#039;&#039;&#039;crit divisor&#039;&#039;&#039; refers to a property of armor that determines the rank of a [[critical]] when struck.  The critical divisor for an unarmored opponent is 5, so in order to inflict a level 1 critical, an attacker must deal 5 to 11 [[raw damage]] in the absence of weighting.  Achieving ten raw damage can cause a level 2 critical, though the actual level of a critical will vary due to [[critical randomization]]. See also [[damage factor]] and [[armor]].&amp;lt;section end=critdivisor /&amp;gt;&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Padding and Resistance ==&lt;br /&gt;
&lt;br /&gt;
Armor (including accessories) may be [[padding|padded]] for additional generic protection from damage or criticals, or given [[resistance]] to specific critical types such as slashing attack or fire.&lt;br /&gt;
&lt;br /&gt;
==Armor Accessories Effect==&lt;br /&gt;
&amp;lt;section begin=padding /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:left;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Type of Protection || Unprotected by Main Armor Coverage||  Unprotected Area + Accessories &lt;br /&gt;
|-&lt;br /&gt;
| Damage Factor || Main Armor DF || Main Armor DF &lt;br /&gt;
|-&lt;br /&gt;
| CvA || Main Armor CvA || Main Armor CvA &lt;br /&gt;
|-&lt;br /&gt;
| Crit Divisor || One AG Down || Same AG as Armor &lt;br /&gt;
|-&lt;br /&gt;
| Padding || Main Armor Padding || Varies &lt;br /&gt;
|-&lt;br /&gt;
| Hindrance || Main Armor Hindrance || Hindrance of highest AsG &lt;br /&gt;
|}&lt;br /&gt;
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== Encumbrance  ==&lt;br /&gt;
Base armor (that is, armor which is worn &amp;quot;over the chest&amp;quot; and falls into one of the above ASGs) is treated uniquely with respect to the carrying capacity and [[encumbrance]] system. Armor may add to or subtract from encumbrance (effectively increasing native carrying capacity) when worn. The exact effect is dependent upon the [[Item weights (saved posts)|base weight]] of that particular class of armor, the actual [[weight]] of the armor (which may be more or less than standard weight), and the [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifier]].&lt;br /&gt;
&lt;br /&gt;
Armor accessories (such as helms, arm, and leg greaves) will always increase [[encumbrance]]. It is important to note that when armor and armor accessories are held (as opposed to worn) by a character, they are &#039;&#039;not&#039;&#039; affected by [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifiers]]. When a character with a weight modifier which is less than 1 (such as [[elf|elves]] or [[halfling|halflings]]) wears an armor accessory, they may observe an apparent decrease in [[encumbrance]] when worn. The weight of the item will still increase the character&#039;s overall [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
Further quantitative details on this topic can be found in the [[Encumbrance#Armor_Encumbrance_Formula|encumbrance article]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Item weights (saved posts)]]&lt;br /&gt;
*[[Racial modifiers (saved post)]]&lt;br /&gt;
*[[:category:Armor Enhancements|Armor Enhancements]]&lt;br /&gt;
*[[List of alternative armor names|Alteration nouns permitted]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/All%20About%20Armor/view All About Armor Officials folder]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Normal_clothing.jpg|ASG 1 - Normal Clothing&lt;br /&gt;
File:Robes.jpg|ASG 2 - Robes&lt;br /&gt;
File:Light_leather.jpg|ASG 5 - Light Leather&lt;br /&gt;
File:Full_leather.jpg|ASG 6 - Full Leather&lt;br /&gt;
File:Reinforced_leather.jpg|ASG 7 - Reinforced Leather&lt;br /&gt;
File:Double_leather.jpg|ASG 8 - Double Leather&lt;br /&gt;
File:Leather_breastplate.jpg|ASG 9 - Leather Breastplate&lt;br /&gt;
File:Cuirboulli_leather.jpg|ASG 10 - Cuirboulli Leather&lt;br /&gt;
File:Studded_leather.jpg|ASG 11 - Studded Leather&lt;br /&gt;
File:Brigadine.jpg|ASG 12 - Brigandine&lt;br /&gt;
File:Chain_mail.jpg|ASG 13 - Chain Mail&lt;br /&gt;
File:Double_chain.jpg|ASG 14 - Double Chain&lt;br /&gt;
File:Augmented_chain.jpg|ASG 15 - Augmented Chain&lt;br /&gt;
File:Chain_hauberk.jpg|ASG 16 - Chain Hauberk&lt;br /&gt;
File:Metal_breastplate.jpg|ASG 17 - Metal Breastplate&lt;br /&gt;
File:Augmented_breastplate.jpg|ASG 18 - Augmented Breastplate&lt;br /&gt;
File:Half_plate.jpg|ASG 19 - Half Plate&lt;br /&gt;
File:Full_plate.jpg|ASG 20 - Full Plate&lt;br /&gt;
File:Arm_greaves1.jpg|Arm Greaves&lt;br /&gt;
File:Arm_greaves2.jpg|Arm Greaves&lt;br /&gt;
File:Leg_greaves1.jpg|Leg Greaves&lt;br /&gt;
File:Leg_greaves2.jpg|Leg Greaves&lt;br /&gt;
File:Aventail.jpg|Metal Aventail&lt;br /&gt;
File:Helm3.jpg|Helm&lt;br /&gt;
File:Helm1.jpg|Leather Helm&lt;br /&gt;
File:Helm2.jpg|Visored Helm&lt;br /&gt;
File:Coif.jpg|Coif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor| ]]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Padding&amp;diff=94759</id>
		<title>Padding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Padding&amp;diff=94759"/>
		<updated>2017-07-31T07:01:42Z</updated>

		<summary type="html">&lt;p&gt;DARCONAS: /* Armor Accessories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Padding}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor that provides greater-than-normal protection against some form of attack is called &#039;&#039;&#039;padded&#039;&#039;&#039;. Both critical and damage padding utilize the same padding point table albeit toward different effects. Note that critical padding, damage padding, and [[flare]]s occupy the same [[Item properties| item enhancement slot]] and can not be added to an item in conjunction with one another (i.e., it is in Category B).&lt;br /&gt;
&lt;br /&gt;
==Critical Padding==&lt;br /&gt;
&lt;br /&gt;
Reduces the severity of a wound caused by a damage source. Each critical hit in GemStone has certain effects associated with it, including a wide range of additional points of damage, any of three degrees of injury (from minor scratch to some degree of bleeding to severed limbs), and possible additional effects such as being knocked prone, or stunned and thus unable to act. These effects are somewhat unpredictable due to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical padding can not reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural critical padding derived from [[CON]] bonus, the exact amount of which is not released.&lt;br /&gt;
&lt;br /&gt;
Armor padded in this way has a given number of padding points which fall into categorical ranges outlined in the table below. The padding points are directly subtracted from the phantom damage of a particular strike.&lt;br /&gt;
&lt;br /&gt;
===Sample Calculations===&lt;br /&gt;
&lt;br /&gt;
It is often desirable to compare critical ranks across several types of armor. To calculate the critical rank generated by a given endroll it is necessary to know the [[damage factor]] of the weapon vs the armor, the [[critical divisor]] of the armor, and the number of padding points the armor has. If the attacker&#039;s weapon has [[critical weighting]], it similarly has weighting points which are added to the phantom damage. The general formula for determining an critical rank is:&lt;br /&gt;
*&#039;&#039;&#039;Critical Rank =&#039;&#039;&#039; &#039;&#039;Truncate[ ( (Endroll - 100) * Damage Factor - Padding Points + Weapon Weighting ) / Critical Divisor ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 points of critical padding:&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈&#039;&#039; &#039;&#039;&#039;Rank 3 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. HCP Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Hauberk :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.240 - 0 + 0 ) / 9 = 2.67 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Critical Rank Table===&lt;br /&gt;
The table below shows how the critical ranks from a [[handaxe]] and [[maul]] with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 points of padding. Where noted (*) the padding is sufficient to reduce the critical rank to 0 if it wasn&#039;t otherwise restricted to a minimum of rank 1.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:left;}}&lt;br /&gt;
|- align=center style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! rowspan=3  |Endroll  || colspan=10 |Handaxe&lt;br /&gt;
|- align=center style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|- align=center style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |105	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |110	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |120	||1	||1*	||1	||1*	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |130	||2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |140	||3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |150	||4	||2	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |160	||5	||3	||3	||1	||2	||1*	||1	||1*	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |170	||5	||3	||3	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |180	||6	||4	||4	||2	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |190	||7	||5	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |200	||8	||6	||5	||3	||3	||2	||2	||1	||1	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |210	||9	||7	||5	||3	||4	||2	||2	||1	||2	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |220	||10	||8	||6	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |230	||10	||8	||6	||4	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |240	||11	||9	||7	||5	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |250	||12	||10	||7	||5	||5	||4	||4	||2	||2	||1&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |260	||13	||11	||8	||6	||6	||4	||4	||3	||3	||2&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |270	||14	||12	||8	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |280	||15	||13	||9	||7	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |290	||15	||13	||9	||7	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:left;}}&lt;br /&gt;
|- align=center style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=10 |Maul&lt;br /&gt;
|- align=center style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|- align=center style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- align=center&lt;br /&gt;
|0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
|1	||1*	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
|2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
|3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|- align=center&lt;br /&gt;
|4	||2	||2	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|5	||3	||3	||1	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|6	||4	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|7	||5	||5	||3	||4	||2	||2	||1	||1	||1&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|8	||6	||5	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|9	||7	||6	||4	||5	||4	||3	||2	||2	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
|11	||9	||7	||5	||6	||4	||4	||3	||2	||1&lt;br /&gt;
|- align=center&lt;br /&gt;
|12	||10	||7	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|- align=center&lt;br /&gt;
|13	||11	||8	||6	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|- align=center&lt;br /&gt;
|14	||12	||9	||7	||7	||6	||5	||4	||3	||2&lt;br /&gt;
|- align=center&lt;br /&gt;
|15	||13	||10	||8	||8	||7	||5	||4	||3	||2&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|16	||14	||10	||9	||9	||7	||6	||5	||4	||3&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|17	||15	||11	||9	||9	||8	||6	||5	||4	||3&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|18	||16	||12	||10	||10	||9	||7	||6	||4	||3&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|19	||17	||12	||11	||11	||9	||7	||6	||4	||4&lt;br /&gt;
|- align=center style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|20	||18	||13	||11	||11	||10	||8	||6	||5	||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Padding==&lt;br /&gt;
Will directly reduce the blood loss inflicted by a damage source, but will &#039;&#039;not&#039;&#039; reduce the other non-damaging effects of that source (e.g. scratches/bleeding/severed body parts, stuns, or knockdowns). For example, if a particular attack would deal 25 damage against someone wearing heavily damage padded armor (with 10 points of padding), the attack would instead deal 15 points of damage.&lt;br /&gt;
&lt;br /&gt;
==Randomization: Critical &amp;amp; Damage Padding==&lt;br /&gt;
The amount of padding points applied to a successful attack may be randomized (note that this is distinct from [[critical randomization]]). For critical or damage padded armor up to somewhat padded, the amount of padding applied is fixed. That is, any armor with 6 points or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding points applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was [[Changes to padding and damage weighting (saved posts)#Changes to Padding and Damage Weighting (1)|announced by GM Warden]] in early 2008.&lt;br /&gt;
&lt;br /&gt;
==Armor Accessories==&lt;br /&gt;
Combining armor items with enhancements have various effects. Note that the effects only take place in the active area. i.e. Effects due to enhancement of armor remain unchanged with respect to the head, neck, torso, and arms when worn in conjunction with leg greaves that bare an enhancement.&lt;br /&gt;
* &#039;&#039;&#039;Padding + Padding (Similar) :&#039;&#039;&#039; Armor accessories with padding types similar to the armor they cover result in the area having padding equal to the highest rank between the two. e.g. Masterfully critical padded leg greaves worn with heavily critical padded hauberk results in masterful critical padding of the legs.&lt;br /&gt;
* &#039;&#039;&#039;Padding + Padding (Dissimilar) :&#039;&#039;&#039; Armor accessories with padding types different from the armor they cover causes both types of padding to be halved in effectiveness. e.g. Heavily critical padded leg greaves combined with heavily damage padded hauberk results in somewhat critical and somewhat damage padding of the legs.&lt;br /&gt;
* &#039;&#039;&#039;Padding + Spikes/Flares :&#039;&#039;&#039; Armor accessories with flares combines with critical or damage padded armor results in the padding being halved in that coverage area. e.g. Fire flaring leg greaves combined with heavily damage padded hauberk results in somewhat damage padding of the legs with the appropriate flaring effects.&lt;br /&gt;
* &#039;&#039;&#039;Padding + Enhancement :&#039;&#039;&#039; For these purposes, enhancement refers to resistance to specific damage types, an active bless, or [[TD]] enhancement. Armor accessories with such enhancements cause padding of the base armor to be halved in effectiveness. e.g. Heavily critical padded hauberk worn with blessed leg greaves results in somewhat critical padding of the legs.&lt;br /&gt;
* &#039;&#039;&#039;Padding + Stat/Skill Enhancement : &#039;&#039;&#039; Armor accessories that are only skill or stat enhancives will retain the padding of the main armor.  e.g. Heavily critical padded double leather with +2 strength arm greaves will retain heavily crit padding in that area.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
A padding [[merchant]] is one of the more highly sought after types. Merchants may offer permanent padding, but it is usually very limited in number and quite expensive. More often merchants offer temporary padding, which lasts for several hundred hits depending on what the adventurer wishes to pay.&lt;br /&gt;
&lt;br /&gt;
Temporary damage padding is also available through the [[Adventurer&#039;s Guild#Treasure|Adventurer&#039;s Guild]]. Adventurers can have either somewhat or heavy damage padding added to their armor that will last for 50 hits.&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] members have access to [[Sigil of Minor Protection]] and [[Sigil of Major Protection]] which grant them 60 seconds of heavy damage or heavy critical padding, respectively.&lt;br /&gt;
&lt;br /&gt;
Heavy Padding (only) is available through the [[Premium Point]] system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s receive a base of somewhat crit padding (5 points) through [[Mage Armor (520)]].  Non-native users of the spell receive light crit padding that cannot be improved.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Item supercharger]]&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>DARCONAS</name></author>
	</entry>
</feed>