Difference between revisions of "Armour (skill)"
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The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body [[armour]]. | The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body [[armour]]. | ||
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==Strategy== | ==Strategy== | ||
| − | Armour skill provides a percent boost to AC and a percent reduction to encumbrance. Therefore, | + | Armour skill provides a percent boost to AC and a percent reduction to encumbrance. Therefore, there is no specific threshold of Armour skill "required" to wear a given body armour. If you're playing a [[Fighter]], for instance, you'll want something heavy like [[chain mail]] or [[plate armour]] - whether you have 3 Armour skill or 15 Armour skill. |
| − | [[Strength]] has a big impact when determining what body armour you should wear, arguably more so than Armour skill. As an arbitrary example, say | + | [[Strength]] has a big impact when determining what body armour you should wear, arguably more so than Armour skill. As an arbitrary example, say a player has 10 strength and are considering [[swamp dragon scales]]. For this specific character, gaining +2 strength would have a ''greater'' impact than ~6.92 levels of Armour skill (the exact value also depends on [[Dodging]] skill). |
| − | In the [[Early Game Character Building|early game]], the impact of the Armour skill is relatively small, so | + | In the [[Early Game Character Building|early game]], the impact of the Armour skill is relatively small, so it is better to train offensive skills first. |
==History== | ==History== | ||
Latest revision as of 22:13, 16 May 2026
The Armour skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body armour.
Contents
Aptitudes
| At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | GC | Gr | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Po | Re | Sp | Te | Tr | VS |
| 3 | 2 | -1 | -2 | -1 | -1 | 0 | N/A | N/A | 1 | 0 | 1 | 8 | 0 | -2 | -3 | 2 | 1 | -2 | -1 | N/A | -1 | N/A | -1 | -3 | 1 | -2 | -2 |
Felids, Draconians, Octopodes, and Poltergeists cannot train Armour due to their body restrictions.
Useful Info
Each level in Armour skill will:
- Give bonus AC, equal to ~4.5% Base AC per level. ("Base AC" is the combined AC of all your armour, after considering multipliers like Deformed, excluding AC from their enchantment)
- Reduce body armour encumbrance by ~2.22% per level.
- This reduces the penalties to evasion, spellcasting, and Ranged Weapons. Note that body armour also penalizes the Dodging skill directly; this penalty is not impacted by Armour skill. Armour skill won't reduce the stealth penalty, either.
Strategy
Armour skill provides a percent boost to AC and a percent reduction to encumbrance. Therefore, there is no specific threshold of Armour skill "required" to wear a given body armour. If you're playing a Fighter, for instance, you'll want something heavy like chain mail or plate armour - whether you have 3 Armour skill or 15 Armour skill.
Strength has a big impact when determining what body armour you should wear, arguably more so than Armour skill. As an arbitrary example, say a player has 10 strength and are considering swamp dragon scales. For this specific character, gaining +2 strength would have a greater impact than ~6.92 levels of Armour skill (the exact value also depends on Dodging skill).
In the early game, the impact of the Armour skill is relatively small, so it is better to train offensive skills first.
History
- Prior to 0.33, the AC bonus from Armour skill did not take into account Deformed-type multipliers.
- Prior to 0.32, AC was not tracked to 2 decimal places; only whole points of AC mattered.
| 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 • Forgecraft • Hexes • Ice • Necromancy • Summoning • Translocations |