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Armor Group: Plate

< previousarmornext >

Plate armor consists of plates of metal which have been shaped and worked to fit together and form solid armor. Plate Armors are by far the most protective armors available in Elanthia and as such are preferred by the Warrior classes. However, the tradeoffs are significant. Plate armors are heavier, slow the wearer, and also have considerable magic hindrance. For these reasons the magic users of Elanthia generally prefer not to wear them.

The four sub-groups of Plate Armor are:

Metal Breastplate Half Plate
Augmented Breastplate Full Plate
 
Metal Breastplate
   
Armor Sub-Group: 17
Coverage: torso
Base DU/ST: 475/60
Action Penalty: -20
RoundTime Adder: 9
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
16%
25%
25%
16%
35%
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
16%
29%
25%
35%
21%
Paladin Circle
Savant Circle
Minor Mental
Major Mental
 
10%
35%
21%
35%
 
Cast vs. Armor:
Normal Armor Magic Armor
-10 -18

Augmented Breastplate
   
Armor Sub-Group: 18
Coverage: torso, arms
Base DU/ST: 505/65
Action Penalty: -25
RoundTime Adder: 10
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
17%
28%
28%
18%
40%
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
17%
33%
28%
40%
21%
Paladin Circle
Savant Circle
Minor Mental
Major Mental
 
11%
40%
21%
40%
 
Cast vs. Armor:
Normal Armor Magic Armor
-11 -19

Half Plate
   
Armor Sub-Group: 19
Coverage: torso, arms, legs
Base DU/ST: 575/65
Action Penalty: -30
RoundTime Adder: 11
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
18%
32%
32%
20%
45%
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
18%
39%
32%
45%
21%
Paladin Circle
Savant Circle
Minor Mental
Major Mental
 
12%
45%
21%
45%
 
Cast vs. Armor:
Normal Armor Magic Armor
-12 -20

Full Plate
   
Armor Sub-Group: 20
Coverage: head to toe
Base DU/ST: 665/69
Action Penalty: -35
RoundTime Adder: 12
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
20%
45%
45%
22%
50%
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
20%
48%
45%
50%
50%
Paladin Circle
Savant Circle
Minor Mental
Major Mental
 
13%
50%
50%
50%
 
Cast vs. Armor:
Normal Armor Magic Armor
-13 -21

 

 




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