Armor Specialization/saved posts: Difference between revisions

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These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill). For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.<br>
These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill). For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.<br>
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Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities. There are two types of Armor Specializations that players can train in: [[Armor Specialization#Damage Specializations|Damage Specialization]]s and [[Armor Specialization|General Specializations|General Specialization]]s. The [[Armor Specialization#Slash|Slash]]/[[Armor Specialization#Crush|Crush]]/[[Armor Specialization#Puncture|Puncture]] Protections make up the Damage Specialization group. The [[Armor Specialization#Armor Support|Armor Support]], [[Armor Specialization#Armored Evasion|Armored Evasion]], [[Armor Specialization#Armored Casting|Armored Casting]], [[Armor Specialization#Armored Fluidity|Armored Fluidity]], [[Armor Specialization#Armored Stealth|Armored Stealth]], and [[Armor Specialization#Armor Reinforcement|Armor Reinforcement]] abilities make up the General Specialization group.<br>
Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities. There are two types of Armor Specializations that players can train in: [[Armor Specialization#Damage Specializations|Damage Specialization]]s and [[Armor Specialization#General Specializations|General Specialization]]s. The [[Slash protection|Slash]]/[[Crush protection|Crush]]/[[Puncture protection|Puncture]] protections make up the Damage Specialization group. The [[Armor support|Armor Support]], [[Armored evasion|Armored Evasion]], [[Armored casting|Armored Casting]], [[Armored fluidity|Armored Fluidity]], [[Armored stealth|Armored Stealth]], and [[Armor reinforcement|Armor Reinforcement]] abilities make up the General Specialization group.<br>
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A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it. For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support. Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted). General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.<br>
A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it. For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support. Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted). General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.<br>

Revision as of 20:33, 2 April 2009

Category: Hunting and Combat
Topic: All About Armor
Message #: 2867
Author: GS4-COASE
Date: 4/2/2009 12:24:31 AM
Subject: New Armor System Released!


A significant new addition to the armor system for Warriors, Rogues, and Paladins has been released: the Armor Specialization List.

This system is broadly similiar in nature the existing Combat Maneuver List (CMAN) system. Each rank in the Armor Use skill will now provide an Armor Training Point to Warriors/Rogues/Paladins. These points can then be spent to learn Armor Specializations via the ARMOR verb.

These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill). For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.

Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities. There are two types of Armor Specializations that players can train in: Damage Specializations and General Specializations. The Slash/Crush/Puncture protections make up the Damage Specialization group. The Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement abilities make up the General Specialization group.

A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it. For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support. Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted). General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.

The following is the list of available Specializations:




Skill Name: 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)).




Skill Name: 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)).




Skill Name: 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)).




Skill Name: 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).




Skill Name: 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.




Skill Name: 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 10% per rank (all fractions dropped).




Skill Name: 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).




Skill Name: 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)).




Skill Name: 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.

Coase (Yes, I'm back)