Armour (skill)
The Armour skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body armour.
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
2 | 2 | -1 | -2 | -1 | -1 | 0 | N/A | N/A | 1 | 1 | -1 | 8 | 0 | -2 | -3 | 2 | 1 | -2 | -2 | N/A | -1 | -3 | 1 | -2 | -2 | -2 |
Felids, Draconians and Octopodes 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, 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; this penalty is not impacted by Armour skill. It won't reduce the stealth penalty, either.
Strategy
Armour skill provides a percent boost to AC and a percent reduction to encumbrance. Therefore, you don't need a specific amount of Armour skill to wear a given body armour. If you're playing a Fighter, for instance, you'll want something heavy like plate armour - whether you have 3 Armour skill or 15 Armour skill.
In the early game, the impact of the Armour skill is relatively small, so you may want to train offensive skills first.
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 |