The Complete Armor Handbook


by Lord Bruherd
with excerpts from Fursbin's original armor help document.

One of the most difficult to understand and most talked about subjects is the choosing, purchasing and wearing of the best type of armor. The purpose of this document is to help give you a broad understanding of the different types of armor, and it's advantages and disadvantages. Give all the correct information and understanding should help you find the most effective and least penalizing armor for your own particular class and fighting style.

First, lets discuss some basics. Armor types will NOT add to your DS unless they are made from other materials from the custom purchasing list in the armory or enchanted (ET'd) by a wizard, however you will be happy to know that wearing a sturdier type of armor(higher AG) will make a raise in DS less neccesary during combat. A monster simply cannot do as much damage to you if you are wearing full plate than if you are wearing double leather. The critter will have a harder time penetrating the armor with a physical attack in the first place (this is shown in the attack formula as AvD).

I'd offer the AvD table for your examination, but I can assure you, it's monstrous. Even if the additional AvD isn't enough to keep the monster from hitting you, who cares if he can only do 3 points of damage even if he strikes with over 150 in the final calculation (which would be the case in full plate)?

There are five major armor groups. Clothing, Leather, Scale, Chain, and Plate. It's important to keep these five groups in mind, because when a monster hits you, the amount of damage that's done is affected by what type of AG is covering that area of your body.

This is a table of armor groups and the sub groups (ASG's). This information was originally posted by Fursbin, but I've modified the table itself a little for easier reading. It shows the type of armor, it's ASG rating, and it's body covereage.

AG class (AG type)
Armor name                                ASG    Body coverage


AG 1 (clothing) Robes, Leather Jerkin, whatever 1 Varies (pants cover legs, etc.) AG 2 (Leather) Light leather 5 Torso Full leather 6 Torso, arms Reinforced Leather 7 Torso, arms and legs Double Leather 8 Torso, arms, legs, head and neck AG3 (scale) Leather Breastplate 9 Torso Cuirbouilli Leather 10 Torso, arms Studded Leather 11 Torso, arms and legs Brigandine armor 12 Torso, arms, legs, head and neck AG 4 (chain) Chain Mail Armor 13 Torso Double Chain Mail Armor 14 Torso and arms Augmented Chain mail armor 15 Torso, arms and legs A Chain Hauberk 16 Torso, arms, legs, head and neck AG 5 (plate) Metal Breastplate 17 Torso Augmented Breastplate 18 Torso and arms Half plate armor 19 Torso, arms and legs Full plate armor 20 Torso, head, arms, legs


Example: If you want to wear Double Chain mail armor, you are providing chain mail type protection (AG 3) to you torso and arms, but you are leaving your head, neck, and legs with only natural protection, wich ain't much. Wearing leg greaves and a leather helm will help some by adding AG 2 protection to those areas, but if you wanted AG 3 coverage on your entire body, you could just use Chain Hauberk.

Always keep in mind the ASG rating of armor types. While armor can be altered to look prettier, or even appear to totally change the armor type, the armor will always remain the same ASG. If you hear of someone selling a 'beautifully crafted full body armor with diamonds inlaid on the arms', that won't tell you what kind of armor it is. But if they say it has an ASG rating of 12, you'll know that it's just an especially pretty set of brigandine.

Ok, now that we all have an idea of exactly what kind of armor is out there and how better armor will benefit you, let's talk about the penalty factors that go into wearing heavier armor. This section is especially important to anyone who will be doing a lot of casting in the field for combat. In general, heavier armor is A. a greater hindrance in casting, B. harder to move and manuver in, and C. heavier (go figure). Here's the table, and I'll go into greater depth as to what it all means later. Again, this table is extracted from Fursbain's original armor text.

        Elemental       Spiritual       Mental          Action          RT
ASG     hindrance       hinderance      hinderance      Penalty         Adder

1       0%              0%              0%              0%              0 
5       0%              0%              0%              0%              0 
6       0%              0%              0%              0%              1 
7       2%              0%              0%              -5%             2 
8       4%              0%              5%              -8%             2 
9       5%              4%              3%              -5%             2 
10      7%              5%              5%              -7%             4 
11      8%              6%              5%              -10%            6 
12      10%             8%              15%             -13%            6 
13      12%             8%              9%              -10%            3 
14      14%             10%             10%             -12%            6 
15      15%             11%             10%             -15%            9 
16      20%             15%             25%             -18%            9 
17      15%             15%             13%             -20%            4 
18      20%             20%             15%             -25%            8 
19      22%             22%             15%             -30%            12 
20      25%             25%             30%             -35%            12 


Armor hindrance rolls:

Every time you cast a spell, there's a roll generated in the system to determine whether the spell is hindered by the armor you are wearing or not. You only see this roll if the cast fails, so you understand why it failed.

Rest assured if you're a mage casting shock bolts or major fire as your livelyhood, you'll not appreciate the 25% spell hindrance of full plate against elemental spells.

This doesn't mean a wizard woudn't be able to get through life wearing heavy armor, but it does mean you'd have to learn to recover from spell failure, and have an effective alternate means of attack.

There are 3 basic types of spells as the armor hindrance table is concerened. Elemental (Major elemental, Minor elemental, and Wizard spheres), Spiritual (major/minor spiritual, Sorcerer, Cleric, Empath, and Ranger spheres), and Mental or singing (Bard sphere).

Each type varies differently from spell hindrance. Mind you, armor training has no bearing on spell hindrance at all, so don't think you can train up to 10,000 in armor and never see an elemental spell fail in double leather.

Action penalty

This impedes you ability to perfom many actions, sometimes causing Round Time (RT) If you try to stand up in full plate, it would of course take longer than trying to standup in Robes. This is also attributed to spells wich require a hard manuver roll to avoid (such as E-wave, spike thorn, natural webbing from spiders, or dodging your buddy trying to pour a drink on you). This also affects climbing and swimming sucess.

If you've got a mountain to climb that's giving you a healthy amouunt of trouble, you might wanna try removing your armor first. Like spell hindrance, armor training doesn't affect this either.

RT Adder:

This is the amount of RT time added to combat when wearing this armor; it CAN be trained away (thank goodness! Armor training does have a use!). Every +20 in armor, trains away 1 second of RT, not to go below 0. For example, if you swing a weapon that causes a 5 second RT, and are wearing full plate armor without any training in armor, you will have a 17 second RT. If you train in armor enough enough to have a skill in armor of (12 x 20) 240, you will negate all RT effects from the plate armor, and will have a 5 second RT again.

If a Warrior triple trains in armor every year, it will take 50 levels to train away the 12 sec RT adder. On the other hand, they are a walking tank by that time.

Other related subjects:

Greaves and helms:

This is where the armor decision really gets complicated. It might seem logical to just buy somethin' like leather breastplate, and add greaves and a helm, and you'll have everything covered with AG 3. This is not as true as it is commonly beleived. Wearing full leather (ASG6) with greaves and a leather helm is no different than wearing double leather (ASG8). With ASG6, greaves, and a helm, you will have the same spell hindrance, action penalty and RT as double leather, as well as the same AG protection all over. To further complicate the issue, wearing a leather breastplate (ASG9) with greaves and a leather helm will give you AG3 on your torso, but only AG2 on your arms, head and neck.

Furthermore, you'll be penalized by spell hindrance, movement, and RT adder just like you were wearing brigandine armor (ASG12). That's right... all the penalties of ASG 12, without all of the benifits. For fighter classes, you'd be well advised to choose only full body protection armors if you can help it (i.e, double leather, brigandine, chain hauberk, or full plate.

I would like to offer you the AG ratings of all the different types of greaves and helms available, but I unfortunately am not privy to that information as of yet. I will try to find this information and include it into an update of this file at a future date.

A word on wandering merchants:

You will hear from time to time folks speaking of armor that has been specially padded by a wandering merchant. Armor with critical padding has become extremely rare since altering merchants of this type have become even more scarce. But it exists, and we hope there will be more of them in the future. What critical padding will do, is increase the AG rating of the armor without changing it's RT modifier, spell hinderance, or movement penalty. Crit padding would basically turn a normal set of full leather (ASG6) into a set of protection just like studded leather (ASG10), but not change anything else about it.

You'll have benefits like studded leather, but only the RT, spell hindrance, and action penalties of full leather. What a help, eh?

ET'ing, enchanted metals, and being kind to the elder wizards:

All this additional help with armor types should give you a good idea of how much protection each type or armor will offer over the others, but what if heavier armor isn't suitable for you and you have no choice but to raise your DS high enough to keep yourself from getting mangled by an iron golem? There are two ways to use armor to actually increase your DS, and make you less likely to get hit.

One way is by buying the VERY expensive metal infused armors from the armory.

These armors, like anything else, have help and hampers associated with them.

Buying mithril light armor will add an additional +5 to your DS, but don't expect to carry too much treasure. The stuff is HEAVY! Imflass armor, while not being as heavy as mithril, and adding a higher bonus of +12, will really stick ya with that 800,000 silver price tag. Also I am told that these armors that are infused with rarer metals can also add to your defense against certain spiritual spells (TD) as well. In keeping with normal traditions, here are the ASG ratings of each of the different armors that are available to be customized in the armory.

Light armor    ASG10
Partial armor  ASG14
Full armor     ASG20


The other way of gaining additional DS is by having standard armor enchanted (ET'ed) by a high level wizard. This is generally far less costly than having armor made at the shop with rare metals, and doesn't add any weight. Each time a wizard sucessfully casts the ET spell at an item, it adds +5 to it's defense bonus. If you hear of armor being enchanted 4 times, it would have a DS bonus of +20 (4x5) associated with it. The maximum bonus that can possibly be applied to any item enchanted with this spell is +50.

Here is an VERY important note: We're all now hanging in a very difficult time in relation to attaining enchanted armor. The system for enchanting items has become much more difficult than it was in the past, and the higher the total enchantment being applied to an item gets geometrically more difficult as it's brought to each ET level.

What this means in effect, is that it's so incredibly difficult to enchant an item 8 times, that only a very high level wizard with a special shop dedicated to him/her can possibly create it, and even then, the process of taking just one item that high would have to be that wizards sole concentration for weeks. We all know there are only a few legendary wizards roaming Elanthia, and we all know their names. They are under constant harassment by hundreds of people asking all kinds of questions about enchantment.

I've heard one very high level wizard say that it's so difficult for him to get through a day without being horribly badgered about item enchantment, that he's considering giving up the occupation entirely. Who could blame him? He's not playing the game to work... he's playing to have fun like everyone else. Think what would happen if all high-level wizards get equally as frustrated. Please, folks... leave the legends alone.

As time progresses, we'll have more legendary wizards with personal workshops, and more enchanted items available. Try to remember that these older wizards are our key to surviving at later ages... and offer us great expanses of knowledge about Elanthia.

Let's not badger the elders any longer about enchanting our items. If they have ample opportunity to make that perfect armor for me personally, I'm sure they'll let me know personally.

By the time I reach legend, the wizards that are my age now will be capeble of enchanting what I need. Look at the wizards that you see on your regular hunts today, some of them will be around that long too. In time, when you really need enchanting, you'll have it.

It's just going to take time to get the market stable.... lots of time.

Already, 2x ET'ed armor is becoming commonplace, and it's cost has been driven down to what most of the legends say is more suitable. The elder wizards from the new plane are, as a group, just getting and learning to use the ET spell. Keep an eye out for the wizards putting new enchanted armor on the net for open bidding. Enchantments that are any higher than that will continue to be difficult to get your hands on until the wizards get older. Have patience, and let them have fun playing the game, too.

I hope this answers most of the common questions pertaining to the armor available and it's use. I realize it's all very complicated, but it's very detailed in it's method, and I think it's brilliant system. I beleive everything in this document to be true and accurate, but I did not design the armor system for the game, and do not work for Simutronics. This means that it's very possible that some parts of this document could be entirely wrong. Anyone who has more information or is able to correct me in any part of this document is cordially invited to write me at j.begley@genie.com and further enlighten me so I can make updates. Otherwise, I hope you're now able to make a more informed buying decision on they type of armor your character needs.

Cheers! Happy Hunting!

Lord Bruherd (John)

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