There are three types of armour in the world; cloth, leather and metal. There is no functional difference between the different types of armour of one particular material. To this end, chainmail and plate armour provide the same benefits, allowing for the aesthetic to govern a character’s choice; a small selection of the various examples of armour are given in the following table.
|Cloth||Gambeson, jupon, linothorax, ichcahuipilli or furs|
|Leather||Soft leather, rigid leather or studded leather|
|Metal||Plate mail, scale mail, chainmail or ring mail|
Anyone can wear armour, but only characters trained in the associated skills can fully utilise the benefit of the armour and more importantly, maintain it properly.
Armour is split into categories by location, as well as by material. The locations that can be covered and protected by armour are as follows:
- Limbs – a single trade card of limb armour will cover both arms or both legs
As such, to be completely armoured, a character will require four pieces of armour; two limbs, one head and one body.
The amount of protection granted by armour is shown on the trade card. In general, cloth armour grants one additional point of protection, leather grants two and metal armour grants three points of protection; normal clothing does not provide any protection and has no armour rating. These points of protection offer a number of additional hit points to the location covered; limb armour grants additional hit points to each limb covered, counted separately. It is possible to wear up to two layers of armour over any particular location if appropriately represented; the armour must be of different material but there is no restriction as to what order the armour is layered. For instance, a cloth gambeson could be worn under a metal breastplate, or a leather jerkin over a metal chain shirt. The uppermost layer will be the first to be damaged, then the second, then the location underneath.
The additional hits granted by armour are not restored in the same way as lost physical hit points. Between encounters in which your armour was damaged (through combat or environmental effects), you can “patch” the armour, restoring the lost hit points. To do this you will need to own a patching kit for the type of armour you are wearing. With the patch kit, 1 minute of activity per piece of armour (representing the swapping of straps, sewing up of tears and banging out of dents) will restore the protection of the armour to full again. There are certain spells in the world that can be used to “patch” armour instantaneously.
Armour does not last forever; even the most diligent patching cannot prevent wear and tear eventually destroying the fabric of the armour. All armour trade cards will have an expiry event number; when this event number is passed, the armour ceases to be useable. If you are not present at the event noted on the card, the expiry event will be the next one attended. The expiry date of armour is a function of its quality and can be increased through the use of the Blacksmithing skill; for more information on this and other aspects of armour maintenance, please refer to the Crafting guidance document.
So what are the costume standards?