Spell hindrance: Difference between revisions
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{{Armor navigation}} |
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[[Spell hindrance]] is a system that imparts a chance for heavier armors to prevent spells from being successfully cast. |
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[[Spell hindrance]] is a system that imparts a chance for armor to prevent spells from being successfully cast. Elemental spells are harder to cast in heavy armor than Spiritual or Mental spells, and Mental spells are far harder to cast in armor that covers the caster's head. |
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== Armor and Hindrance == |
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[[Robes]], [[light leather]], and [[full leather]] armors allow spells from all circles to be cast with no hindrance. [[Reinforced leather]] and [[double leather]] cause hindrance for some elemental and mental spell circles. Characters wearing [[leather breastplate]] or heavier armor will incur at least some hindrance for spells cast from any spell circle. |
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[[Robes]], [[light leather]], and [[full leather]] armors allow spells from all circles to be cast without failure. [[Reinforced leather]] and [[Armor|double leather]] cause hindrance for some elemental and mental spell circles. Characters wearing a [[leather breastplate]] will experience hindrance for spells cast from every spell circle. A base mana cost will be taken, stance will be forced down from defensive, and the standard 3 second cast roundtime takes place, but there is no further effect: |
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< |
<pre{{log2}}> |
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You trace a sign while beseeching the spirits to empower you with the Bind spell... |
You trace a sign while beseeching the spirits to empower you with the Bind spell... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a skeletal lord. |
You gesture at a skeletal lord. |
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[Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7] |
[Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7] |
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Your armor prevents the spell from working correctly. |
Your armor prevents the spell from working correctly. |
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Cast Roundtime 3 Seconds. |
Cast Roundtime 3 Seconds. |
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(Forcing stance down to guarded) |
(Forcing stance down to guarded) |
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</ |
</pre> |
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The |
The failure rate varies based on the [[Spell circle|circle]] of the spell, the [[armor]] worn, and the caster's training in [[Armor Use]]. |
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== Reducing Hindrance == |
== Reducing Hindrance == |
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Hindrance is entirely negated in natural sanctuaries, [[Major Sanctuary (220)|Major Sanctuaries]], and areas where [[Minor Sanctuary (213)]] is in effect. |
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Each point of base hindrance is increased by (base hindrance / 20) per point of [[Armor Use]] bonus away from the required amount. Base hindrance is the minimum hindrance that can be attained with enough Armor Use (i.e., 20 bonus * Base Hindrance). |
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Base hindrance is the minimum hindrance that can be attained with enough Armor Use: |
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Hindrance can be additionally reduced both by the spell [[Faith's Clarity (1603)]] and by the [[paladin]]'s [[Armor Specialization|armor specialization]] [[Armored Fluidity]]. |
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<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Armor Use Bonus Required = (Base Hindrance * 20) - 10</span> |
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Hindrance is entirely negated in natural sanctuaries and areas where [[Minor Sanctuary (213)]] is in effect. |
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Under trained penalty formula (total will not exceed the armor's max hindrance in the spell hindrance table's rightmost column): |
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== Chart of Armor Penalties and Hindrance == |
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<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)</span> |
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{| {{prettytable}} |
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! rowspan=2 bgcolor = lightgrey | AG |
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! rowspan=2 bgcolor = lightgrey | AsG |
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! rowspan=2 bgcolor = lightgrey | Name |
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! rowspan=2 bgcolor = lightgrey | [[Roundtime|RT]] |
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! rowspan=2 bgcolor = lightgrey | [[Action penalty|AP]] |
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! colspan=12 bgcolor = lightgrey | Spell Hindrance |
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|- align=center |
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| bgcolor = lightgrey | [[Minor Spiritual|MnS]] |
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| bgcolor = lightgrey | [[Major Spiritual|MjS]] |
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| bgcolor = lightgrey | [[Cleric Base|Cleric]] |
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| bgcolor = lightgrey | [[Minor Elemental|MnE]] |
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| bgcolor = lightgrey | [[Major Elemental|MjE]] |
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| bgcolor = lightgrey | [[Ranger Base|Ranger]] |
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| bgcolor = lightgrey | [[Sorcerer Base|Sorcerer]] |
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| bgcolor = lightgrey | [[Wizard Base|Wizard]] |
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| bgcolor = lightgrey | [[Bard Base|Bard]] |
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| bgcolor = lightgrey | [[Empath Base|Empath]] |
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| bgcolor = lightgrey | [[Paladin Base|Paladin]] |
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| bgcolor = lightgrey | Max |
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|- align=center |
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| Cloth |
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| 1 |
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| bgcolor = lightgrey | Robes |
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| 0 |
|||
| 0 |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
|- align=center |
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| rowspan=4 | Soft Leather |
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| 5 |
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| bgcolor = lightgrey | Light leather |
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| 0 |
|||
| 0 |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
|- align=center |
|||
| 6 |
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| bgcolor = lightgrey | Full leather |
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| 1 |
|||
| 0 |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
|||
| - |
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| - |
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|- align=center |
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| 7 |
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| bgcolor = lightgrey | Reinforced leather |
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| 2 |
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| -5 |
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| - |
|||
| - |
|||
| - |
|||
| - |
|||
| 2 |
|||
| - |
|||
| 1 |
|||
| 2 |
|||
| - |
|||
| - |
|||
| - |
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| 4 |
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|- align=center |
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| 8 |
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| bgcolor = lightgrey | Double leather |
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| 2 |
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| -6 |
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| - |
|||
| - |
|||
| - |
|||
| - |
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| 4 |
|||
| - |
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| 2 |
|||
| 4 |
|||
| 2 |
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| - |
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| - |
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| 6 |
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|- align=center |
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| rowspan=4 | Hard Leather |
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| 9 |
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| bgcolor = lightgrey | Leather breastplate |
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| 3 |
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| -7 |
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| 3 |
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| 4 |
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| 4 |
|||
| 4 |
|||
| 6 |
|||
| 3 |
|||
| 5 |
|||
| 6 |
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| 3 |
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| 4 |
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| 2 |
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| 16 |
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|- align=center |
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| 10 |
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| bgcolor = lightgrey | Cuirbouilli leather |
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| 4 |
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| -8 |
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| 4 |
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| 5 |
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| 5 |
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| 5 |
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| 7 |
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| 4 |
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| 6 |
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| 7 |
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| 3 |
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| 5 |
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| 3 |
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| 20 |
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|- align=center |
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| 11 |
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| bgcolor = lightgrey | Studded leather |
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| 5 |
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| -10 |
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| 5 |
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| 6 |
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| 6 |
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| 6 |
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| 9 |
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| 5 |
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| 8 |
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| 9 |
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| 3 |
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| 6 |
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| 4 |
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| 24 |
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|- align=center |
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| 12 |
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| bgcolor = lightgrey | Brigandine armor |
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| 6 |
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| -12 |
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| 6 |
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| 7 |
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| 7 |
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| 7 |
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| 12 |
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| 6 |
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| 11 |
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| 12 |
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| 7 |
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| 7 |
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| 5 |
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| 28 |
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|- align=center |
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| rowspan=4 | Chain |
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| 13 |
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| bgcolor = lightgrey | Chain mail |
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| 7 |
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| -13 |
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| 7 |
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| 8 |
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| 8 |
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| 8 |
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| 16 |
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| 7 |
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| 16 |
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| 16 |
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| 8 |
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| 8 |
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| 6 |
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| 40 |
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|- align=center |
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| 14 |
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| bgcolor = lightgrey | Double chain |
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| 8 |
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| -14 |
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| 8 |
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| 9 |
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| 9 |
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| 9 |
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| 20 |
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| 8 |
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| 18 |
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| 20 |
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| 8 |
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| 9 |
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| 7 |
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| 45 |
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|- align=center |
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| 15 |
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| bgcolor = lightgrey | Augmented chain |
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| 8 |
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| -16 |
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| 9 |
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| 11 |
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| 11 |
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| 10 |
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| 25 |
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| 9 |
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| 22 |
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| 25 |
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| 8 |
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| 11 |
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| 8 |
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| 55 |
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|- align=center |
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| 16 |
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| bgcolor = lightgrey | Chain hauberk |
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| 9 |
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| -18 |
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| 11 |
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| 14 |
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| 14 |
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| 12 |
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| 30 |
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| 11 |
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| 26 |
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| 30 |
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| 15 |
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| 14 |
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| 9 |
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| 60 |
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|- align=center |
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| rowspan=4 | Plate |
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| 17 |
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| bgcolor = lightgrey | Metal breastplate |
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| 9 |
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| -20 |
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| 16 |
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| 25 |
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| 25 |
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| 16 |
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| 35 |
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| 21 |
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| 29 |
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| 35 |
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| 21 |
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| 25 |
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| 10 |
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| 90 |
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|- align=center |
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| 18 |
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| bgcolor = lightgrey | Augmented plate |
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| 10 |
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| -25 |
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| 17 |
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| 28 |
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| 28 |
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| 18 |
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| 40 |
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| 24 |
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| 33 |
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| 40 |
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| 21 |
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| 28 |
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| 11 |
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| 92 |
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|- align=center |
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| 19 |
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| bgcolor = lightgrey | Half plate |
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| 11 |
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| -30 |
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| 18 |
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| 32 |
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| 32 |
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| 20 |
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| 45 |
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| 27 |
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| 39 |
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| 45 |
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| 21 |
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| 32 |
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| 12 |
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| 94 |
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|- align=center |
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| 20 |
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| bgcolor = lightgrey | Full plate |
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| 12 |
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| -35 |
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| 20 |
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| 45 |
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| 45 |
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| 22 |
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| 50 |
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| 30 |
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| 48 |
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| 50 |
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| 50 |
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| 45 |
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| 13 |
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| 96 |
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|} |
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Base hindrance can be further reduced both by the spell [[Faith's Clarity (1612)]] or by the [[paladin]]'s [[Armor Specialization|armor specialization]] [[Armored Fluidity]]. Faith's Clarity reduces base hindrance, thereby also reducing the required armor use bonus in the formula. Armored Fluidity only reduces total hindrance using the original base hindrance amount from the table times 10% per rank of fluidity, rounded down. |
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== Resources == |
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* http://www.play.net/gs4/info/armory/armor.asp |
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=== Examples === |
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[[Category:Basic Mechanics]] |
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Paladin spells have 13% base hindrance in full plate armor at 250 armor use skill bonus (150 ranks). If the caster has only trained to 170 skill bonus (70 ranks), total hindrance will be 13% * (1 + (250 - 170) / 20) = 65%. While under the effect of Faith's Clarity, with 25 ranks in Paladin spells, the caster would have 5% Paladin base reduction. This puts the base hindrance at 8%, so only 150 skill bonus (50 ranks) is required and the same caster is considered fully trained and will only experience 8% hindrance. In addition, since Faith's Clarity also reduces the caster's [[Minor Spiritual]] spell hindrance to match their Paladin spell hindrance, they would also experience 8% hindrance with Minor Spirit spells. Armored Fluidity no longer stacks with Faith's Clarity, so would not give any additional hindrance reduction. |
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== Chart of Armor Spell Hindrance Minimum Penalties == |
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{{Spell hindrance}} |
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=== Arcane Spells === |
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The hindrance of [[Arcane]] circle spells is a little more subtle. Some Arcane spells have a 'native' circle, and use that circle's armor hindrance. For example, [[Minor Cold (1709)]] is native to the [[Wizard Base]], while [[Spirit Guard (1712)]] is native to the [[Minor Spiritual]] circle. Arcane spells that do not have a 'native' circle (such as [[Arcane Blast (1700)]]) have the same hindrance as [[Sorcerer Base]]. |
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A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers). |
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=== Paladin Spells === |
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The Paladin spell [[Faith's Clarity]] grants a reduction of 1% to Paladin base spell hindrance for every 5 Paladin spells known, up to a maximum of 10% reduction at 50 Paladin spell ranks. In addition, the spell reduces Minor Spiritual spell hindrance to match the caster's Paladin spell hindrance. As such, a Paladin with 50 ranks of the Paladin spell circle who is fully trained for full plate armor will have 3% spell hindrance when casting Paladin or Minor Spiritual spells. |
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=== Armored Casting === |
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Paladins may learn the armor specialization [[Armored Casting]], which they can apply on themselves or other adventurers. While Armored Casting is active, spells will always be cast even if they fail the spell hindrance roll, but upon the failed hindrance roll the caster will suffer hard roundtime. The duration depends on the type of armor and the Paladin's training in the specialization. Armored Casting also applies to "fumbled" casts, which normally have a 1% chance of occurring even if there is no hindrance, so it has some benefit even if the caster is not hindered by armor. |
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== Chart of Armor Use Ranks Required == |
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The following table shows the Armor Use ranks required to achieve the minimum hindrance for each spell circle. |
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{{Armor Use requirements}} |
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== Resources == |
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* http://www.play.net/gs4/info/armory/armor.asp |
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[[Category: |
[[Category: Magic]] |
Latest revision as of 02:08, 2 March 2024
Armor Navigation - edit | ||
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Armor | ||
Armor Use | ||
Spell hindrance | ||
Specializations | ||
Warrior | Rogue | Paladin |
Reinforce | Evasion | Blessing |
Support | Stealth | Casting |
Crush | Support | Fluidity |
Puncture | ||
Slash |
Spell hindrance is a system that imparts a chance for armor to prevent spells from being successfully cast. Elemental spells are harder to cast in heavy armor than Spiritual or Mental spells, and Mental spells are far harder to cast in armor that covers the caster's head.
Armor and Hindrance
Robes, light leather, and full leather armors allow spells from all circles to be cast without failure. Reinforced leather and double leather cause hindrance for some elemental and mental spell circles. Characters wearing a leather breastplate will experience hindrance for spells cast from every spell circle. A base mana cost will be taken, stance will be forced down from defensive, and the standard 3 second cast roundtime takes place, but there is no further effect:
You trace a sign while beseeching the spirits to empower you with the Bind spell... Your spell is ready. You gesture at a skeletal lord. [Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7] Your armor prevents the spell from working correctly. Cast Roundtime 3 Seconds. (Forcing stance down to guarded)
The failure rate varies based on the circle of the spell, the armor worn, and the caster's training in Armor Use.
Reducing Hindrance
Hindrance is entirely negated in natural sanctuaries, Major Sanctuaries, and areas where Minor Sanctuary (213) is in effect.
Base hindrance is the minimum hindrance that can be attained with enough Armor Use:
Armor Use Bonus Required = (Base Hindrance * 20) - 10
Under trained penalty formula (total will not exceed the armor's max hindrance in the spell hindrance table's rightmost column):
Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)
Base hindrance can be further reduced both by the spell Faith's Clarity (1612) or by the paladin's armor specialization Armored Fluidity. Faith's Clarity reduces base hindrance, thereby also reducing the required armor use bonus in the formula. Armored Fluidity only reduces total hindrance using the original base hindrance amount from the table times 10% per rank of fluidity, rounded down.
Examples
Paladin spells have 13% base hindrance in full plate armor at 250 armor use skill bonus (150 ranks). If the caster has only trained to 170 skill bonus (70 ranks), total hindrance will be 13% * (1 + (250 - 170) / 20) = 65%. While under the effect of Faith's Clarity, with 25 ranks in Paladin spells, the caster would have 5% Paladin base reduction. This puts the base hindrance at 8%, so only 150 skill bonus (50 ranks) is required and the same caster is considered fully trained and will only experience 8% hindrance. In addition, since Faith's Clarity also reduces the caster's Minor Spiritual spell hindrance to match their Paladin spell hindrance, they would also experience 8% hindrance with Minor Spirit spells. Armored Fluidity no longer stacks with Faith's Clarity, so would not give any additional hindrance reduction.
Chart of Armor Spell Hindrance Minimum Penalties
AG | ASG | Name | Spell Hindrance (%) | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MnS | MjS | Cleric | MnE | MjE | Ranger | Sorcerer | Wizard | Bard | Empath | MnM | MjM | Paladin | Max | |||
1. Cloth | 1 | Normal Clothing | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
2 | Robes | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
2. Leather | 5 | Light Leather | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
6 | Full Leather | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
7 | Reinforced Leather | - | - | - | - | 2 | - | 1 | 2 | - | - | - | 2 | - | 4 | |
8 | Double Leather | - | - | - | - | 4 | - | 2 | 4 | 2 | - | 2 | 4 | - | 6 | |
3. Scale | 9 | Leather Breastplate | 3 | 4 | 4 | 4 | 6 | 3 | 5 | 6 | 3 | 4 | 4 | 6 | 2 | 16 |
10 | Cuirbouilli Leather | 4 | 5 | 5 | 5 | 7 | 4 | 6 | 7 | 3 | 5 | 5 | 7 | 3 | 20 | |
11 | Studded Leather | 5 | 6 | 6 | 6 | 9 | 5 | 8 | 9 | 3 | 6 | 6 | 9 | 4 | 24 | |
12 | Brigandine Armor | 6 | 7 | 7 | 7 | 12 | 6 | 11 | 12 | 7 | 7 | 7 | 12 | 5 | 28 | |
4. Chain | 13 | Chain Mail | 7 | 8 | 8 | 8 | 16 | 7 | 16 | 16 | 8 | 8 | 8 | 16 | 6 | 40 |
14 | Double Chain | 8 | 9 | 9 | 9 | 20 | 8 | 18 | 20 | 8 | 9 | 9 | 20 | 7 | 45 | |
15 | Augmented Chain | 9 | 11 | 11 | 10 | 25 | 9 | 22 | 25 | 8 | 11 | 10 | 25 | 8 | 55 | |
16 | Chain Hauberk | 11 | 14 | 14 | 12 | 30 | 11 | 26 | 30 | 15 | 15 | 15 | 30 | 9 | 60 | |
5. Plate | 17 | Metal Breastplate | 16 | 25 | 25 | 16 | 35 | 21 | 29 | 35 | 21 | 25 | 21 | 35 | 10 | 90 |
18 | Augmented Breastplate | 17 | 28 | 28 | 18 | 40 | 24 | 33 | 40 | 21 | 28 | 21 | 40 | 11 | 92 | |
19 | Half Plate | 18 | 32 | 32 | 20 | 45 | 27 | 39 | 45 | 21 | 32 | 21 | 45 | 12 | 94 | |
20 | Full Plate | 20 | 45 | 45 | 22 | 50 | 30 | 48 | 50 | 50 | 45 | 50 | 50 | 13 | 96 |
Arcane Spells
The hindrance of Arcane circle spells is a little more subtle. Some Arcane spells have a 'native' circle, and use that circle's armor hindrance. For example, Minor Cold (1709) is native to the Wizard Base, while Spirit Guard (1712) is native to the Minor Spiritual circle. Arcane spells that do not have a 'native' circle (such as Arcane Blast (1700)) have the same hindrance as Sorcerer Base.
A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers).
Paladin Spells
The Paladin spell Faith's Clarity grants a reduction of 1% to Paladin base spell hindrance for every 5 Paladin spells known, up to a maximum of 10% reduction at 50 Paladin spell ranks. In addition, the spell reduces Minor Spiritual spell hindrance to match the caster's Paladin spell hindrance. As such, a Paladin with 50 ranks of the Paladin spell circle who is fully trained for full plate armor will have 3% spell hindrance when casting Paladin or Minor Spiritual spells.
Armored Casting
Paladins may learn the armor specialization Armored Casting, which they can apply on themselves or other adventurers. While Armored Casting is active, spells will always be cast even if they fail the spell hindrance roll, but upon the failed hindrance roll the caster will suffer hard roundtime. The duration depends on the type of armor and the Paladin's training in the specialization. Armored Casting also applies to "fumbled" casts, which normally have a 1% chance of occurring even if there is no hindrance, so it has some benefit even if the caster is not hindered by armor.
Chart of Armor Use Ranks Required
The following table shows the Armor Use ranks required to achieve the minimum hindrance for each spell circle.
AG | ASG | Name | RT/AP | Spell Circle | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MnS | MjS | Cle | MnE | MjE | Ran | Sor | Wiz | Bar | Emp | MnM | MjM | Sav | Pal | ||||
1. Cloth | 1 | Normal Clothing | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
2 | Robes | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
2. Leather | 5 | Light Leather | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
6 | Full Leather | 2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
7 | Reinforced Leather | 6 | - | - | - | - | 6 | - | 2 | 6 | - | - | - | 6 | 6 | - | |
8 | Double Leather | 6 | - | - | - | - | 15 | - | 6 | 15 | 6 | - | 6 | 15 | 15 | - | |
3. Scale | 9 | Leather Breastplate | 10 | 10 | 15 | 15 | 15 | 27 | 10 | 20 | 27 | 10 | 15 | 15 | 27 | 27 | 6 |
10 | Cuirbouilli Leather | 15 | 15 | 20 | 20 | 20 | 35 | 15 | 27 | 35 | 10 | 20 | 20 | 35 | 35 | 10 | |
11 | Studded Leather | 20 | 20 | 27 | 27 | 27 | 70 | 20 | 50 | 70 | 10 | 27 | 27 | 70 | 70 | 15 | |
12 | Brigandine | 27 | 27 | 35 | 35 | 35 | 130 | 27 | 110 | 130 | 35 | 35 | 35 | 130 | 130 | 20 | |
4. Chain | 13 | Chainmail | 35 | 35 | 50 | 50 | 50 | 210 | 35 | 210 | 210 | 50 | 50 | 50 | 210 | 210 | 27 |
14 | Double Chain | 50 | 50 | 70 | 70 | 70 | 290 | 50 | 250 | 290 | 50 | 70 | 70 | 290 | 290 | 35 | |
15 | Augmented Chain | 50 | 70 | 110 | 110 | 90 | 390 | 70 | 330 | 390 | 50 | 110 | 90 | 390 | 390 | 50 | |
16 | Chain Hauberk | 70 | 110 | 170 | 170 | 130 | 490 | 110 | 410 | 490 | 190 | 190 | 190 | 490 | 490 | 70 | |
5. Plate | 17 | Metal Breastplate | 70 | 210 | 390 | 390 | 210 | 590 | 310 | 470 | 590 | 310 | 390 | 310 | 590 | 590 | 90 |
18 | Augmented Breastplate | 90 | 230 | 450 | 450 | 250 | 690 | 370 | 550 | 690 | 310 | 450 | 310 | 690 | 690 | 110 | |
19 | Half Plate | 110 | 250 | 530 | 530 | 290 | 790 | 430 | 570 | 790 | 310 | 530 | 310 | 790 | 790 | 130 | |
20 | Full Plate | 130 | 290 | 850 | 850 | 330 | 890 | 490 | 850 | 890 | 890 | 790 | 890 | 890 | 890 | 150 |