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.

= 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:


 * Head Slot
 * Torso Slot
 * Legs Slot
 * Hands Slot
 * Feet Slot
 * Necklace Slot
 * Belt Slot
 * Ring Slot

= Armor Types = 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.


 * Cloth Armor
 * Leather Armor
 * Bone 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
 * 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
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 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.

= Recipe Sets = 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.


 * Bandit Armor

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

Attunement
Is socketing gems.

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

Dyes
Certain armours can be dyed different colours.

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
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.


 * Assassin's 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 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.


 * Recommend merging Armor Sets and Armor stats articles into relevant pages.

= See Also =
 * Equipment
 * Patterns
 * Crafting
 * Blacksmithing
 * Tailoring
 * Alchemy
 * Attunement
 * Enchanting
 * Masterworking
 * Weapons