Armor: Difference between revisions

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== Armor Penalties and Hindrance ==
== Armor Penalties and Hindrance ==


Wearing heavy armor can introduce difficulty to a character's actions and hinder their use of magic. Action penalties can be mitigated through training in the [[Armor Use]] skill. Spell hinderance cannot be avoided.
Wearing heavy armor can introduce difficulty to a character's actions and hinder their use of magic. Action penalties can be mitigated through training in the [[Armor Use]] skill. [[Spell hinderance]] cannot be avoided.


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Revision as of 18:54, 5 October 2007

Armor is gear worn by characters to protect them from damage. It is divided into main armor and armor accessories. Kinds of main armor are distinguished by their armor group (AG) and armor sub-group (AsG). Characters may only wear one set of main armor and one of each kind of accessory at a time.

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 type of armor in a class doesn'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 critical divisors). 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'd only be a level 1 crit (+1 extra damage, for a total of 19 damage).

Note: the endrolls noted may be much higher if the victim has significant amounts of DFRedux. For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.

Armor Penalties and Hindrance

Wearing heavy armor can introduce difficulty to a character's actions and hinder their use of magic. Action penalties can be mitigated through training in the Armor Use skill. Spell hinderance cannot be avoided.

AG AsG Name RT AP Spell Hindrance
MnS MjS Cleric MnE MjE Ranger Sorcerer Wizard Bard Empath Paladin Max
Cloth 1 Robes 0 0 - - - - - - - - - - - -
Soft Leather 5 Light leather 0 0 - - - - - - - - - - - -
6 Full leather 1 0 - - - - - - - - - - - -
7 Reinforced leather 2 -5 - - - - 2 - 1 2 - - - 4
8 Double leather 2 -6 - - - - 4 - 2 4 2 - - 6
Hard Leather 9 Leather breastplate 3 -7 3 4 4 4 6 3 5 6 3 4 2 16
10 Cuirbouilli leather 4 -8 4 5 5 5 7 4 6 7 3 5 3 20
11 Studded leather 5 -10 5 6 6 6 9 5 8 9 3 6 4 24
12 Brigandine armor 6 -12 6 7 7 7 12 6 11 12 7 7 5 28
Chain 13 Chain mail 7 -13 7 8 8 8 16 7 16 16 8 8 6 40
14 Double chain 8 -14 8 9 9 9 20 8 18 20 8 9 7 45
15 Augmented chain 8 -16 9 11 11 10 25 9 22 25 8 11 8 55
16 Chain hauberk 9 -18 11 14 14 12 30 11 26 30 15 14 9 60
Plate 17 Metal breastplate 9 -20 16 25 25 16 35 21 29 35 21 25 10 90
18 Augmented plate 10 -25 17 28 28 18 40 24 33 40 21 28 11 92
19 Half plate 11 -30 18 32 32 20 45 27 39 45 21 32 12 94
20 Full plate 12 -35 20 45 45 22 50 30 48 50 50 45 13 96

To see how much training is required to reduce action penalties as far as possible, see the Armor Use article.

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