Post by Admin on Aug 3, 2014 23:02:15 GMT
This is still in Alpha, so please know that several things will change with the items listed over time. More stats will likely be put into them down the road as the bot gets better able to handle stats. This is being put up now as a way to give people a chance to play with getting the items ic, to give me a feel for if things are taking too long to buy or are able to be gotten for a trivial amount of time not to mention to see if some items are trivial or not.
A character can only use armor if the character has the appropriate perquisite armor skill as well as not having any overlap for that part of the body protected. For example, no wearing two helms one over the other to get a greater benefit from it.
Armor is considered items that will bolster a characters defensive values. Primarily the values that will be innately available on armors will be magical defense and physical defense. Minor stats that can be a part of an armor will be agi, willpower and hit points. These stats will combine with a characters natural stats to give an effective stat to be used in combat.
For example:
Alren has a magical defense value of 25 and an occult robe that has a magic defense value of 10. His defensive roll for spells cast while wearing the occult robe would be 35 for any magical defensive roll made while wearing the robe. He would in turn use his personal physical defense stat combined with that robe's physical defensive stat to defend against any attacks from a bow or sword being swung at him.
There are three classes of armor, light, medium, and heavy.
Light armor is generally cloth and has a high magic defense, but a relatively low physical armor defense. There is no spell casting penalty to wearing Light armor.
Medium armor is considered as being leather or chain mail. It has defensive values spread between physical and magical defenses. There is a penalty to using spells of a higher skill level then what the character has in their medium armor skill while wearing it where they'll cost an additional 1 energy per difference.
Example:
Alren decides to cast a spell while wearing leather armor. His aeromancy skill is at 25, but his medium armor skill is only at ten. The difference between the two is 15, so each aeromancy spell he casts will cost him an additional 15 energy to cast.
Heavy armor is considered to be plate. It has strong physical defense but relatively weak magical defense. There is a penalty of using spells of a higher skill level then what the character has in their heavy armor skill while they are wearing it of an additional 2 energy per the difference between them.
Example:
Alren decides to cast a spell while wearing plate. His aeromancy skill is at 25, but his medium armor skill is only at ten. The difference between the two is 15, so each aeromancy spell he casts will cost him an additional 15 energy to cast.
Armor slot examples:
Head
Chest
Arms
Hands
Legs
Feet
Off hand (shields)
Crude Robe
Armor slot: Chest and Legs
Skill: Light Armor
Skill required: 0
Pdef value: 1
Mdef value: 5
enchant slots: 1 tier 1 enchant.
Cost: 80 G
Description:
A simple robe used by apprentices. It's light and not inscrolled with any magical properties, however the lightness of the fabric itself allows a mage to better connect with the ambient magic around them, feeling spells as they're focused upon them and better prepare their defenses.
Crude Leather Armor
Armor Slot: Chest
Skill: Medium Armor
Skill required: 0
Pdef value: 2
Mdef value: 2
enchant slots: 1 tier 1 enchant.
Cost 80 G
Description:
Light leather, usually of low quality. It is favored for moving quickly and quietly in the woods and by more then a few thieves moving through town at night.
Copper Breast Plate
Armor Slot: Chest
Skill: Heavy Armor
Skill required: 0
Pdef value: 4
Mdef value: 1
enchant slots: 1 tier 1 enchant.
Cost: 200 G
Description:
Heavy armor for a low cost, though you do get what you pay for. Copper is a softer metal then some other options and is easily dented by maces and warhammers. Still, it's far more stout to stop a blade then cloth armor and a viable, but expensive option.
(more to come soon)
A character can only use armor if the character has the appropriate perquisite armor skill as well as not having any overlap for that part of the body protected. For example, no wearing two helms one over the other to get a greater benefit from it.
Armor is considered items that will bolster a characters defensive values. Primarily the values that will be innately available on armors will be magical defense and physical defense. Minor stats that can be a part of an armor will be agi, willpower and hit points. These stats will combine with a characters natural stats to give an effective stat to be used in combat.
For example:
Alren has a magical defense value of 25 and an occult robe that has a magic defense value of 10. His defensive roll for spells cast while wearing the occult robe would be 35 for any magical defensive roll made while wearing the robe. He would in turn use his personal physical defense stat combined with that robe's physical defensive stat to defend against any attacks from a bow or sword being swung at him.
There are three classes of armor, light, medium, and heavy.
Light armor is generally cloth and has a high magic defense, but a relatively low physical armor defense. There is no spell casting penalty to wearing Light armor.
Medium armor is considered as being leather or chain mail. It has defensive values spread between physical and magical defenses. There is a penalty to using spells of a higher skill level then what the character has in their medium armor skill while wearing it where they'll cost an additional 1 energy per difference.
Example:
Alren decides to cast a spell while wearing leather armor. His aeromancy skill is at 25, but his medium armor skill is only at ten. The difference between the two is 15, so each aeromancy spell he casts will cost him an additional 15 energy to cast.
Heavy armor is considered to be plate. It has strong physical defense but relatively weak magical defense. There is a penalty of using spells of a higher skill level then what the character has in their heavy armor skill while they are wearing it of an additional 2 energy per the difference between them.
Example:
Alren decides to cast a spell while wearing plate. His aeromancy skill is at 25, but his medium armor skill is only at ten. The difference between the two is 15, so each aeromancy spell he casts will cost him an additional 15 energy to cast.
Armor slot examples:
Head
Chest
Arms
Hands
Legs
Feet
Off hand (shields)
Crude Robe
Armor slot: Chest and Legs
Skill: Light Armor
Skill required: 0
Pdef value: 1
Mdef value: 5
enchant slots: 1 tier 1 enchant.
Cost: 80 G
Description:
A simple robe used by apprentices. It's light and not inscrolled with any magical properties, however the lightness of the fabric itself allows a mage to better connect with the ambient magic around them, feeling spells as they're focused upon them and better prepare their defenses.
Crude Leather Armor
Armor Slot: Chest
Skill: Medium Armor
Skill required: 0
Pdef value: 2
Mdef value: 2
enchant slots: 1 tier 1 enchant.
Cost 80 G
Description:
Light leather, usually of low quality. It is favored for moving quickly and quietly in the woods and by more then a few thieves moving through town at night.
Copper Breast Plate
Armor Slot: Chest
Skill: Heavy Armor
Skill required: 0
Pdef value: 4
Mdef value: 1
enchant slots: 1 tier 1 enchant.
Cost: 200 G
Description:
Heavy armor for a low cost, though you do get what you pay for. Copper is a softer metal then some other options and is easily dented by maces and warhammers. Still, it's far more stout to stop a blade then cloth armor and a viable, but expensive option.
(more to come soon)