Armor Specialization: Difference between revisions

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===[[Crush protection]]===
===[[Crush protection]]===
*'''Mnemonic:''' crush
*'''Other Requirements:''' Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:

::''Common:'' May not be used with padded armor.
::''Sturdy:'' May be used with up to fairly padded armor.
::''Fine:'' May be used with up to decently padded armor.
::''Superb:'' May be used with up to very heavily padded armor.
::''Masterwork:'' No limit on level of padding.

*'''Available to:''' Warriors
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it is more resistant to crushing attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of crushing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

===[[Puncture protection]]===
===[[Puncture protection]]===
*'''Mnemonic:''' puncture
*'''Other Requirements:''' Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:

::''Common:'' May not be used with padded armor.
::''Sturdy:'' May be used with up to fairly padded armor.
::''Fine:'' May be used with up to decently padded armor.
::''Superb:'' May be used with up to very heavily padded armor.
::''Masterwork:'' No limit on level of padding.

*'''Available to:''' Warriors
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it is more resistant to puncture attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

===[[Slash protection]]===
===[[Slash protection]]===
*'''Mnemonic:''' slash
*'''Other Requirements:''' Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:

::''Common:'' May not be used with padded armor.
::''Sturdy:'' May be used with up to fairly padded armor.
::''Fine:'' May be used with up to decently padded armor.
::''Superb:'' May be used with up to very heavily padded armor.
::''Masterwork:'' No limit on level of padding.

*'''Available to:''' Warriors
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it is more resistant to slashing attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of slashing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).


==General Specializations==
==General Specializations==
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Your double leather shifts out of place and feels much less comfortable than before.
Your double leather shifts out of place and feels much less comfortable than before.
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</div>

===[[Armor support]]===
===[[Armor reinforcement]]===
===[[Armored casting]]===
===[[Armored casting]]===
*'''Mnemonic:''' casting
===[[Armored fluidity]]===
*'''Other Requirements:''' None
*'''Available to:''' Paladins
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that they can better recover from a failed spell casting attempt. Reduces the amount of mana lost when failing to cast a spell due to armor hindrance by 15% per rank (all fractions dropped). ''(Note: Increased to 15% from 10% on 04/08/2008)''

===[[Armored evasion]]===
===[[Armored evasion]]===
*'''Mnemonic:''' evasion
*'''Other Requirements:''' None
*'''Available to:''' Rogues
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it is better fitted for dodging attacks. Reduces the Armor Action Penalty by (Rank * (7 - Armor Group)) / 2.

===[[Armored fluidity]]===
*'''Mnemonic:''' fluidity
*'''Other Requirements:''' None
*'''Available to:''' Paladins
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).

===[[Armor reinforcement]]===
*'''Mnemonic:''' reinforcement
*'''Other Requirements:''' None
*'''Available to:''' Warriors
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 7)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.

===[[Armored stealth]]===
===[[Armored stealth]]===
*'''Mnemonic:''' stealth
*'''Other Requirements:''' None
*'''Available to:''' Rogues
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 30
::''Rank 3:'' 40
::''Rank 4:'' 50
::''Rank 5:'' 60
*'''Description:''' Adjusts a person's armor so that it can help mask their movements. Provides a bonus to Stealth rolls equal to (Rank * 2 * (5 - Armor Group)).

===[[Armor support]]===
*'''Mnemonic:''' support
*'''Other Requirements:''' None
*'''Available to:''' Warriors
*'''Prerequisites:''' None
*'''Armor Point Cost:'''
::''Rank 1:'' 20
::''Rank 2:'' 25
::''Rank 3:'' 30
::''Rank 4:'' 35
::''Rank 5:'' 40
*'''Description:''' Adjusts a person's armor so that it better supports the weight of their gear. Reduces encumbrance by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).


==See Also==
==See Also==

Revision as of 00:09, 17 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

  • Mnemonic: crush
  • Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
  • Available to: Warriors
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it is more resistant to crushing attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of crushing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

Puncture protection

  • Mnemonic: puncture
  • Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
  • Available to: Warriors
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it is more resistant to puncture attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

Slash protection

  • Mnemonic: slash
  • Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:
Common: May not be used with padded armor.
Sturdy: May be used with up to fairly padded armor.
Fine: May be used with up to decently padded armor.
Superb: May be used with up to very heavily padded armor.
Masterwork: No limit on level of padding.
  • Available to: Warriors
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it is more resistant to slashing attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of slashing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

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.

Armored casting

  • Mnemonic: casting
  • Other Requirements: None
  • Available to: Paladins
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that they can better recover from a failed spell casting attempt. Reduces the amount of mana lost when failing to cast a spell due to armor hindrance by 15% per rank (all fractions dropped). (Note: Increased to 15% from 10% on 04/08/2008)

Armored evasion

  • Mnemonic: evasion
  • Other Requirements: None
  • Available to: Rogues
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it is better fitted for dodging attacks. Reduces the Armor Action Penalty by (Rank * (7 - Armor Group)) / 2.

Armored fluidity

  • Mnemonic: fluidity
  • Other Requirements: None
  • Available to: Paladins
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).

Armor reinforcement

  • Mnemonic: reinforcement
  • Other Requirements: None
  • Available to: Warriors
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 7)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.

Armored stealth

  • Mnemonic: stealth
  • Other Requirements: None
  • Available to: Rogues
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
  • Description: Adjusts a person's armor so that it can help mask their movements. Provides a bonus to Stealth rolls equal to (Rank * 2 * (5 - Armor Group)).

Armor support

  • Mnemonic: support
  • Other Requirements: None
  • Available to: Warriors
  • Prerequisites: None
  • Armor Point Cost:
Rank 1: 20
Rank 2: 25
Rank 3: 30
Rank 4: 35
Rank 5: 40
  • Description: Adjusts a person's armor so that it better supports the weight of their gear. Reduces encumbrance by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).

See Also