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= Armor Schools =
= Armor Schools =
It is worth nothing that equipped chest armor determines what armor skills can be used.
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.


== Light Armor ==
== Light Armor ==
Light Armor has the least focus or movement penalties. Best for stealth and magic. Also is the least expensive armor to maintain.
Wearing a chest piece from any of these types or Armor allows the use of the [[Light Armor Skill]] tree.
* [[Cloth Armor]]  
* [[Cloth Armor]]  
* [[Leather Armor]]  
* [[Leather Armor]]  
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== Heavy Armor ==
== Heavy Armor ==
Best protection but biggest penalties for movement, encumbrance, and focus.
Wearing a chest piece from any of these types or Armor allows the use of the [[Heavy Armor Skill]] tree.
* [[Chainmail Armor]]  
* [[Chainmail Armor]]  
* [[Plate Armor]]  
* [[Plate Armor]]  
Leather and chainmail armor may fall into their respective light and heavy armor schools, but are considered best balanced armors between protection and minimal penalties.


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


= Armor Bonuses =
Shields offer the best protection from ranged attacks and stuns.


== Suit Type ==
= Full Suit Bonuses =
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.


== Full Suit ==
= Armor Types =
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.
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.  


== Exceptional ==
== Basic Armor ==


== Variants ==
== Epic Armor ==


= Obtaining Armor =
== Augmented Armor ==
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]].


== Buying ==
== Fortified Armor ==
=== Basic Armor ===
This can be purchases from [[Combat Merchants]] but also crafted once the recipes have been learned.


== Artifact Sets ==
There are some Uncommon, Rare and Legendary armor sets which can be looted from high level enemies.


== Crafting ==
* [[Bandit Armor]]
This section needs expanding with basic details of and links to [[Recipes]], [[Socketing]], [[Enchanting]] (including [[Armor Enhancement]]) and [[Masterworking]].


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


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 ==


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.
== Variants ==


=== Basic Armor ===
== Attunement ==
Is socketing gems.


=== Epic Armor ===
== Enchanting ==


=== Augmented Armor ===
== Masterworking ==  


=== Fortified Armor ===
= Armor Customisation =
Armour can be customised in a variety of ways.


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


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]].
== Heraldry ==
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.


=== Artifact Sets ===
== Patterns Sets ==
* [[Bandit 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.


=== Pattern Sets ===
* [[Assassin's Armor]]
* [[Assassin's Armor]]
* [[Worn Armor]]
* [[Worn Armor]]
= Looting Armor =
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 [[Salvage Item|Salvaged]] for some [[Scrap]] and sometimes [[Patterns]] or sold to [[Vendor Types|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 =
= Durability and Repair =

Revision as of 03:15, 4 January 2020

Template:Under Construction 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.

Armor Slots

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 eight armor slots available, nine if counting the second ring slot:

Armor Schools

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

Light Armor has the least focus or movement penalties. Best for stealth and magic. Also is the least expensive armor to maintain.

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

Heavy Armor

Best protection but biggest penalties for movement, encumbrance, and focus.

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

Leather and chainmail armor may fall into their respective light and heavy armor schools, but are considered best balanced armors between protection and minimal penalties.

Shields

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.

Full Suit Bonuses

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.

Armor Types

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.

Basic Armor

Epic Armor

Augmented Armor

Fortified Armor

Artifact Sets

There are some Uncommon, Rare and Legendary armor sets which can be looted from high level enemies.

Armor Improvements

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

Exceptional

Variants

Attunement

Is socketing gems.

Enchanting

Masterworking

Armor Customisation

Armour can be customised in a variety of ways.

Dyes

Certain armours can be dyed different colours. Patterns can be used to reshape existing pieces of armor while maintaining its stats.

Heraldry

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.

Patterns Sets

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

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

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