Armor

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Revision as of 10:45, 31 March 2018 by Kedoch (talk | contribs) (Basics)
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Basics

Armor is one of three vital stats that every character and most creatures utilize for damage mitigation in Combat, represented by a yellow bar. Armor provides 1 point of damage mitigation for every 25 points of armor remaining.

During combat armor is depleted as the player or creature takes damage, resulting in the gradual loss of mitigation potential. Some abilities and attacks specifically target and deplete armor, particularly acid type damage as used by Slimes and Acid Spiders.

Armor slots include head, chest, legs, gloves and boots. Other items may be randomly generated to grant small amounts of armor. Cows, wolves and spiders have unique armor items.

Types of Armor

There are currently four classes of armor: Cloth, Leather, Metal and "Unlisted". The following list are generalities, especially for the combat refresh boost, and as with everything during beta subject to change.

todo: Cloth, Leather, Metal Pro/Con list and general description. Ideally this would include subtypes (as a brief description linking out to appropriate crafting skills) ie. warm vs evasive vs base leather. Links out to Items

Armor Comparison
Cloth Leather Metal Unlisted
  • Boost combat refresh for Power, Health and Armor
  • Ability to add pockets (inventory space)
  • 120 enchantment points
  • Craft-able by Tailors
  • Can be max enchanted
  • Lowest armor values
  • Boost combat refresh for Health and Armor
  • 100 enchantment points
  • Craft-able by Leatherworkers
  • Can be max enchanted
  • Highest armor values
  • Boost combat refresh for Armor only
  • Only craft-able for cows and wolves by Blacksmiths
  • All other metal armor must found in in loot
  • Can't be dyed
  • Includes snail armor (cartable and max enchant)


Replenishing Armor

Short desc. Links out to Combat and likely Skills or Armor Patching specifically. Don't forget to mention Combat Refresh and Potions.