Difference between revisions of "Armor Ratings"

From GMN Wiki
Jump to navigation Jump to search
Line 1: Line 1:
The AR # before the / indicates the armor's actual Armor Rating for the area that it protects, the # after the slash indicates its contribution to one's total (or combined average) AR (as displayed in the Character Status window), with the exception of Shields, which only list the actual AR-- see Parrying for display-AR. The number before the slash is what actually counts towards AR, the latter number is merely an approximate in-game display. Decimals are rounded to the nearest whole number in-game.
AR bonuses will not show in the Status window, or have any effect, if an item is layered over a Hit Location that is already protected by something with superior AR (e.g., stacking layers does not work). Items listed are assumed to be in perfect condition (undamaged). Also, actual AR value of certain armors may differ due to quality of workmanship and whether they are PC or game-produced.
HP= The damage capacity of the armor before breakage occurs. The AR of a piece of armor will lower as the item becomes increasingly damaged.
{| class="wikitable"
{| class="wikitable"
|-
|-

Revision as of 17:11, 7 July 2021

The AR # before the / indicates the armor's actual Armor Rating for the area that it protects, the # after the slash indicates its contribution to one's total (or combined average) AR (as displayed in the Character Status window), with the exception of Shields, which only list the actual AR-- see Parrying for display-AR. The number before the slash is what actually counts towards AR, the latter number is merely an approximate in-game display. Decimals are rounded to the nearest whole number in-game.

AR bonuses will not show in the Status window, or have any effect, if an item is layered over a Hit Location that is already protected by something with superior AR (e.g., stacking layers does not work). Items listed are assumed to be in perfect condition (undamaged). Also, actual AR value of certain armors may differ due to quality of workmanship and whether they are PC or game-produced.

HP= The damage capacity of the armor before breakage occurs. The AR of a piece of armor will lower as the item becomes increasingly damaged.


Armor Name (Arms) STR Req. AR HP
Bone Arm Plates (Irreparable) 40 30/4.2 26-30
Bustier, Leather* (Irreparable) 15 13/1.8 31-37
Bustier, Studded* 25 15/2.1 101-115
Female Armor, Leather* (Irreparable) 15 9/1.3 31-37
Female Armor, Plate* 45 30/4.2 51-65
Female Armor, Studded* 35 15/2.1 101-115
Leather Sleeves (Irreparable) 10 13/1.8 31-37
Platemail Arms (-2 DEX) 40 30/4.2 51-65
Ranger Armor (rare) 25 16/2.2 36-44
Ringmail Sleeves 20 20/2.8 41-51
Studded Sleeves 25 16/2.2 36-44
* This piece of armor covers both the Body and Arms. Combine the two different display-AR values in order to determine the total AR value displayed in-game. ** Display-AR varies depending on one's Parrying skill. See that section for further information.
Armor Name (Body) STR Req. AR HP
Bone Armor (Breastpiece) (Irreparable) 40 30/13.8 26-30
Bustier, Leather* (Irreparable) 10 13/5.7 31-37
Bustier, Studded* 25 15/6.6 101-115
Chainmail Tunic 20 23/10.1 46-58
Female Armor, Leather* (Irreparable) 15 13/5.7 31-37
Female Armor, Plate* (-5 DEX) 45 30/13.2 31-37
Female Armor, Studded* 35 15/6.6 101-115
Leather Tunic (Irreparable) 15 13/5.7 31-37
Platemail (Breastpiece) (-5 DEX) 60 30/13.2 51-65
Ranger Armor (rare) 35 16/7 36-44
Ringmail Tunic 20 20/8.8 41-51
Studded Tunic 35 16/7 36-44