Difference between revisions of "Armour (skill)"
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− | The '''Armour''' skill improves the effectiveness of your armour and reduces the penalties associated with the more cumbersome varieties of body armour. | + | The '''Armour''' skill improves the effectiveness of your armour and reduces the penalties associated with the more cumbersome varieties of body [[armour]]. |
== AC bonus from Armour skill == | == AC bonus from Armour skill == |
Revision as of 01:45, 21 December 2012
The Armour skill improves the effectiveness of your armour and reduces the penalties associated with the more cumbersome varieties of body armour.
AC bonus from Armour skill
If you're interested in the actual math the game uses, see the AC calculations page. Otherwise, the short version is that each level in the Armour skill increases the base AC of a piece of armour by a little over 4%.
The Armour skill also partially defrays your armour's Evasion penalty (see the Evasion page for more details).
Armour aptitudes
The Armour aptitudes of various races are as follows:
Hu | Ce | Dg | Ds | Dr | DD | DE | HE | SE | Fe | Gh | Ha | Ko | Mf | Mi | Mu | Na | Op | Og | HO | Sp | Te | Tr | Vp |
0 | -3 | {{{Dg}}} | {{{Ds}}} | -4 | +1 | -2 | -1 | -2 | -2 | -1 | -2 | -2 | -3 | +1 | -2 | -2 | N/A | -2 | +1 | -3 | +1 | -2 | {{{Vp}}} |
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |