Armor

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Overview

A piece of armor is something you wear to protect yourself from damage. In spite of its name, armor doesn't necessarily have to be a piece of metal plate armor. It could be a kevlar vest, or rubber gloves, or even a piece of clothing. Armors give bonuses to your battle stats (ATK, ACC, SPD, and DEF), HP, and Stamina depending on its level. Every armor has a level from 1 to 30 and each level bestows it with more points to spend on stat bonuses.

Each piece of armor starts with 5 points at level 1 and gains 1 point at every following level.

In the case of HP, bonuses are given to them in increments of 10 instead of 1. When you buy a +1 bonus in HP, you gain +10 to the stat instead of +1.

With Stamina, you recieve 5 Stamina for 10 armor points. There is a cap of +20 Stamina from armor.

When a character is level 1 to 10, their armor may be no higher than level 10. This level cap increases to 20 at level 11, and 30 at level 21, although some Legendary Armor may go beyond 30. Legendary Armor can be used when at least level 21. Additionally, there is Rare Armor, with its own unique effects, which can only be used when at least level 11.

You can wear up to five pieces of armor, one to each armor slot. The armor slots are Head, Upper Body, Lower Body, Hands, and Feet.

Your armor level can be increased by a Blacksmith, and enchantments that improve its stats can be added with the Enchantment skill.

Unequipped pieces of armor do not normally take up inventory space, but can only be swapped out in-battle if they are taking up inventory space.


Equipment Upgrades

Equipment Upgrades are various items which can be added to weapons and armor. Pieces of armor have one slot each for Equipment Upgrades, giving a total of five with a full set of armor.


Blank Format

Below is an example of the blank armor format.


Name (Level 1//Type): Description.
Stats:
Upgrade Slot:
Enchantments:


Armor Passives

The your armor build always comes with a weight class identifier, either Light, Medium, or Heavy. Depending on which type of armor your character is wearing, the character gains one of three passives. You can change your weight class at a blacksmith.

Light

Light armor, often associated with simple cloth and perhaps thin leather, offers the most flexibility of the armor types.

Quickstep (Armor Passive): Once per battle, you may re-roll a failed dodge attempt one time.


Medium

Medium armor, often associated with leather and light chain mail, is the most well-rounded of the armor types.

The Specialist (Armor Passive): Choose one of the following weapon tags: Slashing, Piercing, Blunt, Energy. You resist damage against attacks with this tag by 15 per level of mastery. The resistance chosen should be noted in both the passive AND the armor notation under vitals. This resistance cannot be changed without Staff approval.


Heavy

Heavy Armor, often associated with plate armor, is the heaviest and most durable of the armor types.

Tough as Shit (Armor Passive): Your point of death is reduced 10%, setting it at -25% (unless coupled with other passives). Status ailments effecting your combat scores are 5% less likely to succeed.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives