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Items: Armor

"Wear something. Anything. The forest doesn't care that you're a Bard."

The shape of it: Armor lives in five body slots and ranges from patched cloth to plate. Heavier gear means more damage absorbed, more weight carried, and (sometimes) class restrictions. Most classes can wear most things - but the ones with a real armor identity (Warrior, Paladin) gain real value from going heavy, and the ones who don't (Mage, Monk) lose more than they gain.


At a glance

Slots head / chest / legs / feet / hands (some sets add shoulders, arms, belt)
Where to find smithy, leather-worker, faction-locked stock, dungeon loot, quest reward
Cost tier cheap (cloth/leather) → mid (chain) → pricey (plate) → expensive (named)
Class restrictions yes for some - Mages and Monks lose abilities in metal; see below
Weight meaningful - overencumbered = dodge + speed penalties

How to read an armor piece

/inventory shows each piece's slot, material, quality, and armor value. /stock <item> against a vendor shows price and rarity. The relevant fields:

  • Slot - where it goes (you can wear one piece per slot).
  • Material - leather, chain, plate, scale, cloth, mithril, etc. Drives both armor value and class restrictions.
  • Quality - crude / standard / fine / superior / masterwork. A fine chain shirt outperforms a crude one of the same material.
  • Armor value - flat damage reduction the piece contributes.
  • Weight - counts against your carry cap. Plate is heavy.
/inventory
look chest
examine plate cuirass

Material tiers

The progression curve, roughly:

Material Class Notes
Cloth / robe Light Mage / Cleric / Scholar - keeps casting clean
Leather Light Universal starter, Rogue/Ranger sweet spot
Studded leather Light-medium Hybrid; Rogue endgame light option
Chain shirt / chain Medium Paladin / Warrior mid-game upgrade
Scale Medium-heavy Faction-locked variants (Town Guard, Temple)
Plate Heavy Warrior / Paladin frontline - slow, hard to hurt
Mithril Heavy (light feel) Rare. Chain-armor protection at leather weight

What counts as "real armor"

The engine distinguishes between gear that protects and gear you happen to be wearing:

  • Real armor - anything with non-zero armor value. Reduces damage taken in combat. Chain shirt, leather cuirass, plate, etc.
  • Clothing - robes, sashes, fancy cloaks, party dresses. Zero or near-zero armor value; some carry social or class-skill modifiers (Performance, Stealth, casting bonuses). The layer: "under" flag marks pieces meant to sit beneath outer armor.

A Monk's wraps and a Bard's cloak ARE gear. They're just not armor - they buy you something other than damage reduction.


Class restrictions

  • Mage / Cleric / Necromancer - casting incurs a spell-failure drag in heavy metal (chain, plate, scale). Robes and light leather are clean.
  • Monk - light gear and unarmed-focused; heavy armor breaks the meditation/stamina identity even where it'd "fit."
  • Bard - can wear medium but loses Performance modifiers. Stay light or sound like a tin pan.
  • Warrior / Paladin / Tinkerer - no restrictions; heavy is home.
  • Ranger / Rogue - physically can wear anything, but Stealth rolls hate plate.

If you're not sure, /stats will reflect armor's drag on your active class skills.


The progression curve

Hour Typical loadout
Hour 1 Starter - leather chest + leather elsewhere, or robes for caster
Hour 5-10 Upgrade chest piece first (most damage reduction per slot)
Hour 10-20 Material tier upgrade - chain or plate for martial, fine robes for caster
Hour 20-50 Faction-locked sets (Town Guard plate, Thieves' shadowweave, Collegium-enchanted robe)
Hour 50+ Mastercrafted, enchanted, or named pieces from late dungeons/quests

Edge cases

  • Mismatched sets are fine - there's no set bonus penalty. A plate cuirass over leather legs is legal (just looks rough).
  • Encumbrance compounds - full plate + greatsword + a 40-slot pack is fast over-cap. Drop something or upgrade the pack.
  • Layers stack - layer: "under" clothing (like silk under-shirt) sits beneath outer armor. The outer piece's armor value applies; the under-piece's social/comfort modifiers still count.
  • Repair flow - durability is in the engine pipe but not heavily consequential yet. Vendors will repair items at low cost; assume this gets sharper later.
  • Stripping for stealth - taking off plate before a sneak run is legit. wear / remove cycle is a real strategy for hybrid play.

See also