Difference between revisions of "Armour"

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'''Armour''' protects you from getting hurt, somewhat. It's definately not 100% failproof or effective by any means.
'''Armour''' protects you from getting hurt, somewhat. It is neither 100% failproof nor effective by any means. However, the [[augmentation]] [[enchantment]] will enhance its usefulness.


There are different types of armours, each with varying degrees of protection and costs. Armour is crafted by those [[class|classed]] with the skill of [[forging]] with the use of various [[commodities]].
There are different types of armours, each with varying degrees of protection and costs. Armour is crafted by those [[class|classed]] with the skill of [[forging]] with the use of various [[commodities]].

Revision as of 14:13, 6 May 2007

Armour protects you from getting hurt, somewhat. It is neither 100% failproof nor effective by any means. However, the augmentation enchantment will enhance its usefulness.

There are different types of armours, each with varying degrees of protection and costs. Armour is crafted by those classed with the skill of forging with the use of various commodities.

Some classes may not wear certain armour because of their effectiveness. A list of armour (In ascending order of effectiveness), with the best armour a class may wear:

None
Magi
Leather
Monks, Bards
Ringmail
Apostates
Scalemail
Serpents, Jesters, Shamans, Occultists
Chainmail
Druids, Sentinels, Sylvans, Classless
Splintmail
Priests
Field plate and Full plate
Paladins, Infernals, Runewardens

Full plate armour is different, in that the only adventurers who may wear it are those who have forged it for themselves.

NOTE: the classes are listed next to the BEST armour they may wear. They may wear any lesser armour if desired, or none whatsoever.