Armor Specialization: Difference between revisions
MILQUETOAST (talk | contribs) |
MILQUETOAST (talk | contribs) mNo edit summary |
||
Line 28: | Line 28: | ||
===[[Armored evasion]]=== |
===[[Armored evasion]]=== |
||
===[[Armored stealth]]=== |
===[[Armored stealth]]=== |
||
==See Also== |
|||
*[[New Armor System Released (saved post)]] |
|||
[[Category:Armor Specialization]] |
[[Category:Armor Specialization]] |
Revision as of 10:01, 3 April 2009
Armor specializations consists of service and utility abilities that can be applied to a suit of armor by a warrior, rogue, or paladin.
There are two types of specializations, damage and general. Only one specialization from each category can be used at one time.
Damage Specializations
The damage specializations require Specialized armor fittings from the Warrior Guild that must be applied to the armor to be protected.
The fittings will last for a specific number of hits. To remove the protection earlier, ARMOR <specialization> REMOVE will remove any fittings currently on the armor, not just the specialization that the warrior is trained for.
Crush protection
Puncture protection
Slash protection
General Specializations
General specializations can be applied directly to armor without the need for extra parts. It can also be applied to armor currently being worn by others. The duration for all general specializations is 4 hours, or until the armor is removed. This duration can be refreshed.
To apply a general specialization, the verbage is:
ARMOR <skill> PERSON where skill is one of the following: Casting, Fluidity, Stealth, Reinforcement, Evasion or Support.
Messaging for the enhancement wearing off:
Your double leather shifts out of place and feels much less comfortable than before.