Armor Specialization: Difference between revisions

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The damage specializations require [[Specialized armor fitting]]s 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.
The damage specializations require [[Specialized armor fitting]]s 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.
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===[[Crush protection]]===
===[[Crush protection]]===
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===[[Puncture protection]]===
===[[Puncture protection]]===
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===[[Slash protection]]===
===[[Slash protection]]===
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==General Specializations==
==General Specializations==

Revision as of 00:33, 4 March 2015

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

Armor Specialization
Mnemonic [crush]
Type Passive Buff
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).
Available To Warriors
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it is more resistant to crushing attacks.

Mechanics

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)).

Additional Information

Specialized armor fittings, which are sold in Warrior Guild workshops, are required for the Damage Specializations of Armor Specialization. They are applied by using: ARMOR <Crush/Puncture/Slash> ADJUST MY <ArmorType>. There are five quality tiers of fittings. The quality of the fittings influences the duration of the protection and the price of the fittings is given by (Fitting Rank * (3750 - 250 * (Armor Group - 5))). For example, fine fittings on plate cost 11250 and last 40 hits. 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 and requisite ranks are:

Quality Restriction Ranks
Common May not be used with padded armor. 1
Sturdy May be used with up to fairly padded armor. 2
Fine May be used with up to decently padded armor. 3
Superb May be used with up to very heavily padded armor. 4
Masterwork No limit on level of padding. 5


Puncture protection

Armor Specialization
Mnemonic [puncture]
Type Passive Buff
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).
Available To Warriors
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it is more resistant to puncture attacks.

Mechanics

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)).

Additional Information

Specialized armor fittings, which are sold in Warrior Guild workshops, are required for the Damage Specializations of Armor Specialization. They are applied by using: ARMOR <Crush/Puncture/Slash> ADJUST MY <ArmorType>. There are five quality tiers of fittings. The quality of the fittings influences the duration of the protection and the price of the fittings is given by (Fitting Rank * (3750 - 250 * (Armor Group - 5))). For example, fine fittings on plate cost 11250 and last 40 hits. 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 and requisite ranks are:

Quality Restriction Ranks
Common May not be used with padded armor. 1
Sturdy May be used with up to fairly padded armor. 2
Fine May be used with up to decently padded armor. 3
Superb May be used with up to very heavily padded armor. 4
Masterwork No limit on level of padding. 5


Slash protection

Armor Specialization
Mnemonic [slash]
Type Passive Buff
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).
Available To Warriors
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it is more resistant to slashing attacks.

Mechanics

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)).

Additional Information

Specialized armor fittings, which are sold in Warrior Guild workshops, are required for the Damage Specializations of Armor Specialization. They are applied by using: ARMOR <Crush/Puncture/Slash> ADJUST MY <ArmorType>. There are five quality tiers of fittings. The quality of the fittings influences the duration of the protection and the price of the fittings is given by (Fitting Rank * (3750 - 250 * (Armor Group - 5))). For example, fine fittings on plate cost 11250 and last 40 hits. 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 and requisite ranks are:

Quality Restriction Ranks
Common May not be used with padded armor. 1
Sturdy May be used with up to fairly padded armor. 2
Fine May be used with up to decently padded armor. 3
Superb May be used with up to very heavily padded armor. 4
Masterwork No limit on level of padding. 5


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

Armor Specialization
Mnemonic [casting]
Type Passive Buff
Requirements None
Available To Paladins
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that they can better recover from a failed spell casting attempt.

Mechanics

Fumbling or spell hindrance will cause (Armor Group * (6 - Rank)) seconds of hard roundtime instead of failing the cast. Roundtime may not be reduced with haste effects, and being undertrained for your armor will increase the roundtime. This skill has a minimum RT of 3 seconds and cannot be reduced below that value.

Additional Information

Messaging

>armor casting milque
You adjust Milque's gold chainmail kirtle, making it easier for her to recover from failed spell casting.
Roundtime: 5 sec.

Cumulative Benefits Table

Armored Casting Roundtime (on Fumbles and Armor Hindrance failures)
Armored Casting Cloth Leather Scale Chain Plate
Rank 1 5 10 15 20 25
Rank 2 4 8 12 16 20
Rank 3 3 6 9 12 15
Rank 4 3 4 6 8 10
Rank 5 3 3 3 4 5



Armored evasion

Armor Specialization
Mnemonic [evasion]
Type Passive Buff
Requirements None
Available To Rogues
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

{{PSMinfo

 |description = Adjusts a person's armor so that it is better fitted for dodging attacks.
 |mechanics = Reduces the Armor Action Penalty by (Rank * (7 - Armor Group)) / 2.
 |additionalinfo = Armored evasion increases defense against (but not limited to) Spike Thorn, Quake, Roa'ter Burrows, Earthen Fury, lava golem blob attacks, minotaur charges, and anything involving a standard maneuver roll.

Additionally, Armored Evasion reduces the Armor's Action Penalty as it pertains to the Evade DS calculation. Since PSM3, An armor’s action penalty can be a positive value.

Armor Action Penalty Reduction
Armor Group Rank
1 2 3 4 5
(1) Cloth 3 6 9 12 15
(2) Leather 2 5 7 10 12
(3) Scale 2 4 6 8 10
(4) Chain 1 3 4 6 7
(5) Plate 1 2 3 4 5

Messaging

Application
>armor evasion milque
You adjust your gold chainmail kirtle, improving its comfort and maneuverability.
Roundtime: 5 sec.
Ending
Your adjective noun shifts out of place and feels much less comfortable than before.



Armored fluidity

Armor Specialization
Mnemonic [fluidity]
Type Passive Buff
Requirements None
Available To Paladins
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that they can cast spells more easily while wearing it.

Mechanics

Reduces spell failure chance by 10% of the base spell failure chance per rank (all fractions dropped).

Additional Information

The reduction maxes out at 50% at rank 5. This enhancement does not stack with Faith's Clarity (1612).

Wearers of normal clothing, robes, light leather and full leather will not benefit from fluidity since these coverages do not resist the casting of magic spells.

Armor Adjustment Procedure

It is a very simple procedure for a paladin to adjust an individual's armor. Just type: ARMOR FLUIDITY <PERSON> (not case sensitive).

Messaging

Adjusting the armor
>armor fluidity milque
You adjust Milque's gold chainmail kirtle, making it easier for her to cast spells.
Roundtime: 5 sec.
Enhancement wearing off
Your gold chainmail kirtle shifts out of place and feels much less comfortable than before.
Ending of the specialization
As you remove your gold chainmail kirtle, it falls out of alignment.

Calculations and Examples

Each rank in armored fluidity reduces the caster's spell hindrance by 10% of the spell circle's base hindrance. To determine the base spell hindrance you need to find the value on the spell hindrance table where the armor worn by the caster intersects with the spell circle being cast. For example, the base hindrance value at the intersection of brigandine armor (AsG 12) and the minor elemental (MnE) spell circle is 7. It is important to note that the armored fluidity benefit is calculated from the spell circle's base hindrance and not the caster's actual hindrance.

Calculation of spell hindrance reduction:

trunc( base hindrance * armored fluidity percentage )

Example I:

Base hindrance: 7%
Armored Fluidity Rank 3: .3 (30%)
Spell hindrance reduction: trunc(7 * .3) = 2% reduction
7 - 2 = 5 (new spell hindrance is 5%, down from 7%)

Example II:

Base hindrance: 20%
Armored Fluidity Rank 5: .5 (50%)
Spell hindrance reduction: trunc(20 * .5) = 10% reduction
20 - 10 = 10 (new spell hindrance is 10%, down from 20%)

Example III:

Base hindrance: 20%
Actual hindrance: 25%
Armored Fluidity Rank 5: .5 (50%)
Spell hindrance reduction: trunc(20 * .5) = 10% reduction
25 - 10 = 15 (new spell hindrance is 15%, down from 25%)

Duration

The duration for all general specializations, including armored fluidity, is 4 hours or until the armor is removed. This duration can be refreshed.

Note: Only one general specialization can be used at a time.

Cumulative Armor Use Table

Armored Fluidity Base Spell Hindrance Reduction Armor Use Ranks Armor Use Skill
Rank 1 10% 20 90
Rank 2 20% 50 150
Rank 3 30% 90 190
Rank 4 40% 140 240
Rank 5 50% 200 300


Resources



Armor reinforcement

Armor Specialization
Mnemonic [reinforcement]
Type Passive Buff
Requirements None
Available To Warriors
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it better protects against repeated blows.

Mechanics

Provides a (Rank * 15)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.

Messaging

Application of the specialization
>armor reinforce ayas
You adjust your rolaren metal breastplate, reinforcing weak spots.
Roundtime: 5 sec.



Armored stealth

Armor Specialization
Mnemonic [stealth]
Type Passive Buff
Requirements None
Available To Rogues
Available In Armor Specializations
Rank Square
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it can help mask their movements.

Mechanics

Provides a bonus to Stealth rolls equal to (Rank * 2 * (5 - Armor Group)).

Additional Information

Utilization of armor treated by this skill will help prevent being pulled out of hiding when firing a bow or crossbow.

Stealth Bonus by Armor Group
Armor Group Rank
1 2 3 4 5
(1) Cloth 8 16 24 32 40
(2) Leather 6 12 18 24 30
(3) Scale 4 8 12 16 20
(4) Chain 2 4 6 8 10
(5) Plate 0 0 0 0 0


Messaging

Application
>armor stealth milque
You adjust your gold chainmail kirtle to cushion your movements.
Roundtime: 5 sec.
Ending
Your adjective noun shifts out of place and no longer cushions your movements.



Armor support

Armor Specialization
Mnemonic [support]
Activating Verb ARMOR
Type Buff
Roundtime 5s
Available To Warriors, Rogues, Paladins
Available In Armor Specializations
Rank Cost/acquired at
1 10  
2 15 
3 20 
4 25 
5 30

Description

Adjusts a person's armor so that it better supports the weight of their gear.

Mechanics

Reduces encumbrance by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).

Additional Information

The maximum amount of pounds that could be reduced would be 35 from adjusting plate armor.

Messaging

Application of the specialization
>armor support ayas
You adjust your rolaren metal breastplate, improving its ability to support the weight of your gear.
Roundtime: 5 sec.



See Also