Armor Durability || Combat System

The use of armour can greatly increases the survival probability of a combatant.  In Wyvern Rising, armour gives the wearer protection in the form of armour points.  Armour points are deducted before body when the wearer takes damage.  However, there are some attacks, spells and prayers which bypass armour.  This includes Pierce Armour, Assasinate, Piercing Strike,  and any attack that deals BODY damage.  The amount of protection (Armour Points) provided by armour depends on the location it covers and the material it is made out of.  The chest, for example, has an armour value of five.  In order for your costume to provide armour points it must be constructed of actual armour materials. There may be some specific situations where we allow a close substitute (vinyl to represent leather or heavy aluminum in place of steel), but in general the armour must be real. That is not to say it necessarily has to be expensive. A homemade breastplate fashioned from a metal garbage can or similar item is fine as long as it is safe.  Anything worn as armour in game should look and wear like real armour.  Leather clothing must have substantial thickness and stiffness to be considered armour.  A single layer of split grain leather is typically not sufficient to count as armour.  If your armour has sharp, protruding corners, you may need to place a small amount of padding on the corners to prevent them from damaging weapons or injuring people in combat.

     When a new charcater is created, he/she may start the game with armour at no cost to the character.  However,  a character should have some sort of reason, for role playing purposes, as to why they enter the game with any sort of heavy armour, such as plate mail.  Whenever new armour is brought into play by an existing character, it must be evaluated by a director or specialist and purchased from and in game source.  The most common in game source of armour and repair are players with smithing skills.

Priority
Location
Value
 

Composition

Modifier

1
Chest
5
  Plate
100%
2
Back
5
  Segmented
80%
3
Vitals
3
  Chain
60%
4, 5 
Upper Arms
2
  Reinforced
40%
6, 7
Upper Legs
2
  Leather
20%
8,9
Lower Arms
2
     
10, 11
Shoulders
1
     
12
Face
1
     
13
Neck
1
     
14
Head
1
     
15, 16
Lower Legs
1
   
17, 18
Hands
1
   
19, 20
Feet
1
   

The diagram represents armour locations and the armour value for each location in the form of location/value.  The value assigned to each location is the maximum plate armour value for that location.  Various armour types bear different percentage value equivalents of plate.  To determine total armour points, add the value for each location covered, then multiply by the % modifier.  If different types of armour are being worn, determine the point value for each type individually.  Example:  Kevlaam wears a leather cap (14), gloves (17,18), and boots (19,20).  His leather is worth 5x20%=1 giving him 1 armour point.  He also wears a breastplate (1), plate vambraces (8,9) and grieves (15,16).  His plate is worth 13x100%=13 armour points.  His total armour point value is then 14 points.

Armor Durability

Armour wears out after being damaged and repaired repeatedly.  Every time a character’s collective armour points are reduced to zero, the armour will lose some of its effectiveness after repair.  The Priority of a piece of armour is used in the determination of duribility.  The Priority is the same as the Location of coverage.  The Priority/Locations are given above.  Higher priority locations tend to receive more blows in combat.  Thus, armour covering those locations wears out more quickly.  When your total armour points reach zero, the highest priority piece of armour will provide one less armour point after repair.  If a character has his/her armour repaired before the armour points reach zero, the armour does not loose any of its effectiveness.  Kevlaam battles a group of thrulls, and his armour points are reduced from 14 to 8.  He can have his armour repaired back up to full value of 14 points.  His protection has lost none of its potency.  Later, Kevlaam has an encounter with a Droxa.  He barely escapes with his life, and his armour points are reduced to zero.  As his breas plate has a priority of one, it will loose effectiveness when repaired.  When his armour is repaired, his breastplate will provide 4 instead of 5 armour points.  Thus, his armour is now collectively 13 instead of 14. 

Eventually, the protection provided by his breastplate could be reduced to zero.  At that point, his
 vambraces would begin to loose effectiveness, as they are the next highest in priority  (8,9).  However, Kevlaam could have a new breastplate fashioned to replace his old one.

In cases where a single piece of armour covers several locations, such as a chain mail hauberk, the entire piece has a Priority equal to that of the highest Priority covered.  The entire piece wears out as a whole, not by single location.  That means that the hauberk in its entirety loses points until it is completely destroyed, rather that just the chest of the hauberk being destroyed.

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