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Revised Armor Set layout. Tricky to workout.
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[[:Category:Armor|Armor]] is the category of [[Wearables]] that can be equipped by the [[Avatar]] mostly for defensive purposes.  Armor generally has [[Resistances]] and other [[Item Properties]] used by an avatar in combat.  This distinguishes armor from [[Clothing]], which typically has very basic stats and don't allow for [[Socketing]], [[Enchanting]] or [[Masterworking]].  
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{{PAGENAME}} are various [[Equipment]] items that can be equipped in slots within the [[Character Sheet]] window. Armor provides defensive properties.
= Armor Slots =
Armor equipment items can be equipped in the following slots, within the [[Character Sheet]] window:
* [[Head Slot]]
* [[Torso Slot]]
* [[Legs Slot]]
* [[Hands Slot]]
* [[Feet Slot]]
* [[Necklace Slot]]
* [[Belt Slot]]
* [[Left Ring Slot]]
* [[Right Ring Slot]]
= Armor Types =
Armor and Shields make up the three [[Defensive Schools]] of [[Skills#Adventuring_Skills|Adventuring Skills]] in the [[Combat Sigil]].
 
The equipped chest armor determines what armor skills can be used.


It is worth nothing that equipped chest armor determines what armor skills can be used. Cloth, Leather and Bone are light armor. Chainmail and Plate is heavy armor.
==[[Light Armor]]==
Light Armor has lower [[Damage Resistance]] and [[Damage Avoidance]] and little to no [[Magic Fizzle Chance]] penalties on these items. These are perfect for spell-casting characters.


= Armor Slots =
Wearing a chest piece from any of these types or Armor allows the use of the [[Light Armor Skill]] tree.
Armor can first be categorised in a general sense by what armor slot it takes up on the [[Character Sheet]], which denotes what part of the body the armor is associated with. There are nine armor slots available:
 
==[[Heavy Armor]]==
Heavy Armor has higher [[Damage Resistance]] and [[Damage Avoidance]] and high [[Magic Fizzle Chance]] penalties on these items.
 
Wearing a chest piece from any of these types or Armor allows the use of the [[Heavy Armor Skill]] tree.
 
== [[Shield]] ==
Considered an additional and special type of defensive armor and part of the defensive school.  


* [[Head Slot]]
Shields offer the best protection from ranged attacks and stuns.
* [[Torso]]
* [[Legs]]
* [[Hands]]
* [[Feet]]
* [[Necklace]]
* [[Belt]]
* [[Ring 1]]
* [[Ring 2]]


= Full Set Bonus =
==[[Armor Set Bonus]]==
For each piece of unbroken (i.e. greater than 0 durability) armor worn that matches the “light” or “heavy” quality of the torso armor, (excluding the torso armor), the benefit gained is a 2.5% bonus to the skill tree associated with the torso armor. This bonus applies to the effectiveness of many of the skills in each tree.
For each piece of unbroken (i.e. greater than 0 durability) armor worn that matches the “light” or “heavy” quality of the torso armor, (excluding the torso armor), the benefit gained is a 2.5% bonus to the skill tree associated with the torso armor. This bonus applies to the effectiveness of many of the skills in each tree.


= Obtaining Armor =
= Recipe Sets =
This section needs work.  Use this section to briefly cover these aspects including links to the related subjects, such as [[Blacksmithing]], [[Tailoring]], [[Enchanting]], [[Masterworking]] and socketing jewels and gems with [[Alchemy]].
Basic armour can be purchased from [[Combat Merchant|Combat Merchants]] but better armor must be crafted by avatars for significantly improved pieces.


== Buying ==
There are various [[Recipes]], each with their own base set of bonuses.


* [[Basic Armor]]
* [[Epic Armor]]
* [[Augmented Armor]]
* [[Fortified Armor]]


== Crafting ==
= Armor Improvements =
This section needs expanding with basic details of and links to [[Recipes]], [[Socketing]], [[Enchanting]] (including [[Armor Enhancement]]) and [[Masterworking]].
Crafting armor allows many opportunities to improve and customize Armor to an avatar's skill set and tastes.  


Armour can be customised.  Certain armours can be [[:Category:Dye|dyed]] different colours.  [[Patterns]] can be used to reshape existing pieces of armor while maintaining its stats.
== Variants ==


To apply a pattern, take a piece of armor to the appropriate station (ex. a cloth chest piece to a [[Tailoring Station|tailoring station]]) and then use a pattern to reshape that item into something visually different.
== Exceptional ==
 
== Attunement ==
Is socketing gems.  


A further way to customise armor is with [[Heraldry]] items which allow you to display a custom heraldry blazon on the item for all to see.
== Enchanting ==


== Looted Armor ==
== Masterworking ==  
Looted armor items can be [[Salvage Item|Salvaged]] for materials and patterns, or they can be sold to [[Vendor Types|NPC vendors]] for [[Gold]]. Selling items to vendors is known as 'Vendor Trashing'.  Vendor trashed items are placed back into the 'looting' system allowing them to drop as loot for other players in the future.


Most vendors will buy items at 80% of the item value displaced.  However, a select few will buy for the full 100% of the item value.  This is known as [[Tag Match]].
= Armor Customisation =
Armour can be customised in a variety of ways.


= Durability and Repair =
== Dyes ==
Combat wears down armor.  This is represented by an item’s durability rating. Resurrecting after [[Death|death]], without the benefit of a Resurrection Ankh or a Resurrection spell, will inflict durability damage on all equipped items, including weapons. When an item’s current durability is exhausted, it confers no benefits; broken weapons inflict no damage and broken armor offers no protection. The monetary value of equipment decreases as it wears out.
Certain armor pieces can use [[Dye]] to alter the items color.
{{columns list|
  {{#ask:
  [[Category:Dyable Items]]
  |format=ul
  }}
}}


As an item of armor becomes damaged an appropriate [[Repair Kit]] can be used to restore durability up to, but not exceeding the items maximum durability.
== Heraldry ==
A further way to customise armor is with [[Heraldry]] patterns which allow you to display a custom heraldry blazon on items for all to see.


= Armor Classes =
== Patterns Sets ==
* Recommend merging [[Armor Sets]] and [[Armor stats]] articles into relevant pages.
{{main|Patterns}}


== Light Armor ==
Patterns can be used to reshape existing pieces of armor while maintaining its stats.
* [[Cloth Armor]]
* [[Leather Armor]]
* [[Bone Armor]]


== Heavy Armor ==
To apply a pattern, take a piece of armor to the appropriate station (ex. a cloth chest piece to a [[Tailoring Station|tailoring station]]) and then use a pattern to reshape that item into something visually different.
* [[Chainmail Armor]]
* [[Plate Armor]]  


== Shields ==
* [[Assassin's Armor]]
Considered an additional and special type of defensive Armor and part of the defensive school.
* [[Worn Armor]]


= Armor Types =
= Looting Armor =
There are many types of Armor types.  
Armor will sometimes drop and be lootable from a fallen enemy. These items are can be equipped but, unless it is a rare Artifact, will only have basic low level armor stats.  


== Basic Armor ==
These items can be [[Salvage Item|Salvaged]] for some [[Scrap]] and sometimes [[Patterns]] or sold to [[Vendor Types|Merchants]] for [[Gold]].  
This can be purchases from [[Combat Merchants]] but also crafted once the recipes have been learned.  


== Epic Armor ==
Selling items to merchants is known as "Vendor Trashing". All items sold to NPC Merchants, (not Player Vendors), are placed into the looting system. Meaning the same sold armor and weapons will drop on enemies in the future as loot for others.


== Augmented Armor ==
Most Merchants will buy items at 80% of the item value displayed.  However, a select few will buy for the full 100% of the item value.  This is known as [[Tag Match]].


== Fortified Armor ==
= Durability and Repair =
Combat wears down armor.  This is represented by an item’s durability rating. Resurrecting after [[Death|death]], without the benefit of a Resurrection Ankh or a Resurrection spell, will inflict durability damage on all equipped items, including weapons. When an item’s current durability is exhausted, it confers no benefits; broken weapons inflict no damage and broken armor offers no protection. The monetary value of equipment decreases as it wears out.


== Artifact Sets ==
As an item of armor becomes damaged an appropriate [[Repair Kit]] can be used to restore durability up to, but not exceeding the items maximum durability. 
* [[Bandit Armor]]  


== Pattern Sets ==
* Recommend merging [[Armor Sets]] and [[Armor stats]] articles into relevant pages.
* [[Assassin's Armor]]  


= See Also =
= See Also =
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* [[Tailoring]]
* [[Tailoring]]
* [[Alchemy]]
* [[Alchemy]]
* [[Attunement]]
* [[Enchanting]]
* [[Enchanting]]
* [[Masterworking]]
* [[Masterworking]]
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[[Category:Equipment]]
[[Category:Equipment]]
[[Category:Armor]]

Latest revision as of 15:56, 24 April 2023

Template:Under Construction Template:Infobox Template:Tocright Armor are various Equipment items that can be equipped in slots within the Character Sheet window. Armor provides defensive properties.

Armor Slots[edit]

Armor equipment items can be equipped in the following slots, within the Character Sheet window:

Armor Types[edit]

Armor and Shields make up the three Defensive Schools of Adventuring Skills in the Combat Sigil.

The equipped chest armor determines what armor skills can be used.

Light Armor[edit]

Light Armor has lower Damage Resistance and Damage Avoidance and little to no Magic Fizzle Chance penalties on these items. These are perfect for spell-casting characters.

Wearing a chest piece from any of these types or Armor allows the use of the Light Armor Skill tree.

Heavy Armor[edit]

Heavy Armor has higher Damage Resistance and Damage Avoidance and high Magic Fizzle Chance penalties on these items.

Wearing a chest piece from any of these types or Armor allows the use of the Heavy Armor Skill tree.

Shield[edit]

Considered an additional and special type of defensive armor and part of the defensive school.

Shields offer the best protection from ranged attacks and stuns.

Armor Set Bonus[edit]

For each piece of unbroken (i.e. greater than 0 durability) armor worn that matches the “light” or “heavy” quality of the torso armor, (excluding the torso armor), the benefit gained is a 2.5% bonus to the skill tree associated with the torso armor. This bonus applies to the effectiveness of many of the skills in each tree.

Recipe Sets[edit]

Basic armour can be purchased from Combat Merchants but better armor must be crafted by avatars for significantly improved pieces.

There are various Recipes, each with their own base set of bonuses.

Armor Improvements[edit]

Crafting armor allows many opportunities to improve and customize Armor to an avatar's skill set and tastes.

Variants[edit]

Exceptional[edit]

Attunement[edit]

Is socketing gems.

Enchanting[edit]

Masterworking[edit]

Armor Customisation[edit]

Armour can be customised in a variety of ways.

Dyes[edit]

Certain armor pieces can use Dye to alter the items color. Template:Columns list

Heraldry[edit]

A further way to customise armor is with Heraldry patterns which allow you to display a custom heraldry blazon on items for all to see.

Patterns Sets[edit]

Template:Main

Patterns can be used to reshape existing pieces of armor while maintaining its stats.

To apply a pattern, take a piece of armor to the appropriate station (ex. a cloth chest piece to a tailoring station) and then use a pattern to reshape that item into something visually different.

Looting Armor[edit]

Armor will sometimes drop and be lootable from a fallen enemy. These items are can be equipped but, unless it is a rare Artifact, will only have basic low level armor stats.

These items can be Salvaged for some Scrap and sometimes Patterns or sold to Merchants for Gold.

Selling items to merchants is known as "Vendor Trashing". All items sold to NPC Merchants, (not Player Vendors), are placed into the looting system. Meaning the same sold armor and weapons will drop on enemies in the future as loot for others.

Most Merchants will buy items at 80% of the item value displayed. However, a select few will buy for the full 100% of the item value. This is known as Tag Match.

Durability and Repair[edit]

Combat wears down armor. This is represented by an item’s durability rating. Resurrecting after death, without the benefit of a Resurrection Ankh or a Resurrection spell, will inflict durability damage on all equipped items, including weapons. When an item’s current durability is exhausted, it confers no benefits; broken weapons inflict no damage and broken armor offers no protection. The monetary value of equipment decreases as it wears out.

As an item of armor becomes damaged an appropriate Repair Kit can be used to restore durability up to, but not exceeding the items maximum durability.

See Also[edit]