Armour: Difference between revisions

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<pre>
Armour is your basic life insurance. Even a leather jerkin has saved more adventurers than every spell of healing put together. This page covers the essentials; for the full type and material lists, see [[Armour types]] and [[Materials]].
Armour


        Think armour as the basic life insurance. Even leather can give
= Slots: what you can cover =
        enough protection to save your life in combat. So in this help
        file we take a closer look what could make you live longer.


  Slots
Different parts of your body wear different pieces. Type <code>slots</code> to see what you have, what is currently covered, and how well. Most humanoids have head, neck, torso, arms, hands, legs, and feet. Beasts and stranger races vary.


        Slots are body locations where you can wear armour. For example,
Manage your armour with:
        you probably have a head which can be covered with a helmet.
        Type 'slots' to see what kind of slots you have. The 'slots' command
        also tells you what slots are already protected by a piece of armour,
        and how well. You can manage your armour by using the 'eq', 'wear'
        and 'remove' commands.


        It is very important to protect the most vulnerable parts of your body.
* <code>eq</code> — list what you're wearing and wielding
        For example, a human should protect his head, neck, torso and legs,
* <code>wear <item></code> — put on
        protecting arms isn't a bad idea at all. You have probably noticed
* <code>remove <item></code> — take off
        that in combat the hits always hit you in certain location, and
* <code>wear all</code> — wear everything in your inventory you can
        if the location does not have any armour it's going to hurt you badly!
        It doesn't matter how well your torso is protected if someone whacks
        your head into bloody mush.


  Size
Cover the vulnerable spots first: head, neck, torso, legs. Hits in combat fall on specific body parts. A bare head takes the full force of every blow that lands on it, no matter how good your breastplate is. Read [[Adjectives]] for the order of protection adjectives the game uses.


        Armour comes in different sizes. You can wear the same armour your
= Sizing =
        race usually wears, plus about +-30% of your own size. To get your
        armour resized, consult the local smith.


  Types, Material etc.
Armour is sized for the wearer. You can squeeze into pieces that are within roughly a third of your own size — bigger or smaller. For an exact fit, find a smith who can resize it. Resizing usually costs a small fee. Larger races generally pay more.


        To get list of the available armour types, see 'help armour types'
= Armour Classes =
        and to get a list of the available materials take a look at
        'help materials'.
       
        Wearing armour hinders your mobility and effectiveness in combat,
        light armour only a bit, but heavy armour restricts your movement a lot.
        In effect this means that you will hit harder when wearing nothing
        but your underwear (or perhaps a suit of leather armour) than
        while being clad in in full plate.


       
Armour comes in three weight classes. Each one trades protection against mobility and combat speed.
  Glow
        'help glow'
</pre>


= See also =  
== Light Armour ==
* [[equipment damage|Equipment damage]]
For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent. Suitable for monks, dexterous fighters, and anyone whose role is dodging rather than soaking.
 
== Medium Armour ==
The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise. Most fighters wear medium until they outgrow it.
 
== Heavy Armour ==
Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon. Only stronger and more experienced fighters wear it well. A monk in plate fights badly; a frontline warrior in robes dies quickly. Match the armour to the role.
 
= Material and Quality =
 
Materials run from cloth and leather up through chitinium silk, steel, mithril, and rarer things. The smith's craft (its quality) matters almost as much as what it's made of. The better the material and quality, the better the protection.
 
For the full list of armour types and which materials work for each, see [[Armour types]] and [[Materials]].
 
= Wear and Repair =
 
Armour takes damage in combat. A worn-out helmet protects worse than a new one — sometimes much worse. Repairs are handled by city smiths, player Pro Smiths, and province workshops, each handling different parts of the spectrum. Type <code>eq check</code> to look over what you're wearing for wear.
 
Some pieces are protected from damage entirely:
 
* '''Guild items''' — always indestructible
* '''Specially enchanted gear''' — sometimes protected
* '''Worn jewelry, rings''' — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them
 
Full breakdown at [[Equipment damage]].
 
= Glow =
 
Magical armour glows. The glow tells you something is enchanted, but doesn't reveal what without identification. See [[Glowing equipment]].
 
= See Also =
 
* [[Armour types]] — full list of armour types
* [[Materials]] — what armour is made from
* [[Equipment damage]] — wear, breakage, repair
* [[Combat]] — combat overview
* [[Glowing equipment]]
* [[Adjectives]] — order of protection adjectives


[[category:Player's_Handbook]]
[[category:Player's_Handbook]]

Latest revision as of 03:50, 23 April 2026

Armour is your basic life insurance. Even a leather jerkin has saved more adventurers than every spell of healing put together. This page covers the essentials; for the full type and material lists, see Armour types and Materials.

Slots: what you can cover

Different parts of your body wear different pieces. Type slots to see what you have, what is currently covered, and how well. Most humanoids have head, neck, torso, arms, hands, legs, and feet. Beasts and stranger races vary.

Manage your armour with:

  • eq — list what you're wearing and wielding
  • wear <item> — put on
  • remove <item> — take off
  • wear all — wear everything in your inventory you can

Cover the vulnerable spots first: head, neck, torso, legs. Hits in combat fall on specific body parts. A bare head takes the full force of every blow that lands on it, no matter how good your breastplate is. Read Adjectives for the order of protection adjectives the game uses.

Sizing

Armour is sized for the wearer. You can squeeze into pieces that are within roughly a third of your own size — bigger or smaller. For an exact fit, find a smith who can resize it. Resizing usually costs a small fee. Larger races generally pay more.

Armour Classes

Armour comes in three weight classes. Each one trades protection against mobility and combat speed.

Light Armour

For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent. Suitable for monks, dexterous fighters, and anyone whose role is dodging rather than soaking.

Medium Armour

The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise. Most fighters wear medium until they outgrow it.

Heavy Armour

Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon. Only stronger and more experienced fighters wear it well. A monk in plate fights badly; a frontline warrior in robes dies quickly. Match the armour to the role.

Material and Quality

Materials run from cloth and leather up through chitinium silk, steel, mithril, and rarer things. The smith's craft (its quality) matters almost as much as what it's made of. The better the material and quality, the better the protection.

For the full list of armour types and which materials work for each, see Armour types and Materials.

Wear and Repair

Armour takes damage in combat. A worn-out helmet protects worse than a new one — sometimes much worse. Repairs are handled by city smiths, player Pro Smiths, and province workshops, each handling different parts of the spectrum. Type eq check to look over what you're wearing for wear.

Some pieces are protected from damage entirely:

  • Guild items — always indestructible
  • Specially enchanted gear — sometimes protected
  • Worn jewelry, rings — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them

Full breakdown at Equipment damage.

Glow

Magical armour glows. The glow tells you something is enchanted, but doesn't reveal what without identification. See Glowing equipment.

See Also