Armors
There are 3 kinds of armor: Light, Medium and Heavy; corresponding their counterpart weapon.
Simple doesn’t exist, it’s the equivalent of normal clothes, providing no defense.
The armor value is a damage buffer before the health of the characters:
whenever a character takes damage, this first is taken out of the armor, if the armor reaches 0 before the damage is finished, the character takes damage.
Note that Armour, unlike health, does not go back up to full over time, but instead needs fixing (either going to someone with the right profession for the type of armor, or using the Craft skill.)
Having only armor sets and not going to specific is a way to try to reduce the focus on equipment and put it into the characters specific and the roleplay.
Balancing
The armor value of a complete set should be equal to the relative weapon average rounded (+-1).
Armour Sets
Simple Armour
+10 Armour
Profession to fix: Tailoring
Medium Armour
+20 Armour
Your maximum proficiency in Dexterity and Stealth are reduced by 1 for every to Medium Armous pieces.
Profession to fix: Leatherworking
Heavy Armour
+30 Armour
Your Maximum Physique, Dexterity and Stealth are reduced by 1 for every Heavy Armour piece.
Profession to fix: Blacksmithing
Shield
+4 armor You can use the Fight skill to defend against ranged attacks.
Profession to fix: Blacksmithing
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