Armor and clothing are wearable items which increase your chance of survival. There are many types of armor and clothing ranging from Vault Jumpsuits to Power Armor, with Power Armor being the most useful.
In Fallout, Fallout 2 and Fallout Tactics, armor helps the player by increasing his Armor Class, Damage Threshold and Damage Resistance. Different kinds of armor are better against different types of Damage.
In Fallout 3 and Fallout: Brotherhood of Steel, there is only Damage Resistance and all kinds of armor are equally resistant to all types of damage, with the exception of a few such as the Enclave Hellfire armor which increases fire resistance.
Most armor and clothing can affect abilities such as science and repair, more advanced types of armor, like the Power Armor, also increase your Strength and other S.P.E.C.I.A.L abilities.
Heavier armor weighs a lot more than normal clothes so make sure that you have plenty of spare room to accommodate it's weight. Heavier armor will usually slow you down where lighter armor will not affect your agility. Heavy armor will make you louder and decrease your chances of successfully sneaking.
|This article is about general information on armor. For specific armor art and function types, see Armor types. For skill and equipment effects mentioning the word "armor", see Armor (rating).|
Unlike most other RPGs, the effects of different pieces of armor do not simply add up to reduce damage. Each piece of armor protects a specific body location. When a particular body location is struck by damage, only the armor worn there is used to calculate the armor effect. Thus, wearing a super sturdy helm is not going to help you much when an attacker stabs you in the chest.
Each body location has a certain probability to be struck by damage. As crafting material requirements (from the same crafter) for armors of different body locations always have a fixed ratio, rumor has it that this ratio also correspond to the relative probabilities of each body location being struck by damage.
The five body locations and their "crafting material percentages" are:
The stats of an armor piece can be broken into the following components:
In general, the bonuses on armor sets are completely independent of the armor's art.
There are certain situations where a character would lose the same amount of health whether she or he is wearing the best armor a developer can create or is standing naked:
All armor is customized for their owners, thus armor received in a trade cannot be worn (unless, of course, the armor you are getting was once yours). Even if you put an armor piece in storage, delete the character, and create a new character with the exact same name and profession, that new character will not be able to wear the old armor.
PvP characters can create and change their armor anytime they are in a town or outpost via the PvP Equipment panel. A PvP character's armor cannot be placed into storage. You can get new armor skins with reward points gained from automated tournaments
Each piece of crafted armor can be upgraded with one insignia and one rune. When the armor is upgraded this way, its name is changed to <Insignia name> <Armor name> of <Rune name>, thus the insignia defines armor prefix, and the rune defines the armor suffix. For instance, if a pair of Primeval Gloves are upgraded with both an Aeromancer Insignia and a Rune of Superior Fire Magic the name will change to Aeromancer's Primeval Gloves of Superior Fire Magic. To upgrade armor with runes or insignia, doubleclick with the mouse on the rune or insignia and then choose approprate piece of armor to apply to.
Once upgraded, runes and insignias can be replaced with another in the same way (the armor will remain intact but the old upgrade will be lost). They can also be salvaged from armor, but this may result in the armor being destroyed.
Note: Armor obtained from collectors can not be upgraded with insignia. Runes may be added and salvaged as normal.
In Prophecies, armor can also be infused. This is required to defend against the Spectral Agony skill used by some monsters in the Prophecies campaign. This is the only armor upgrade that is applied by an NPC.
There is also class of prestige armor art, often called Elite Armor. There is an elite version for almost every armor art type. Elite armor is only available at maximum AL. Elite armor does not provide more protection from damage than normal maximum armor; players craft them purely for the looks and prestige. Elite armor is very expensive, normally requiring 15 and many Crafting materials and Rare crafting materials per piece.
Body Armor is a vest the players can wear to get more protection against attacks such as gunshots or a car running them over. Body armors have been in all of the Grand Theft Auto games and can be found in various places around the city. In Grand Theft Auto IV, body armors are more realistic and can no longer protect the player if they happen to fall off a vehicle or get run over. In GTA III and Vice City, if the player falls from a height, the body armor protects their health, this feature was taken out in the later games. In GTA III, the body armor shows up in form of a shield, both on spawn points and the HUD. In GTA Vice City, San Andreas, Liberty City Stories and Vice City Stories, the body armor shows up as a blue bullet-proof vest. In GTA IV, instead, it's a vest laying on the floor. Body armors can also be bought from Ammu-Nation shops. Entering an Enforcer automatically fills the players armor fully. In all the GTA III Era games (except for GTA III and GTA Advance), there are ways to increase the players body armor to 150 by completing the Vigilante side-mission. In GTA Vice City, you can increase your body armor and health to 200 by completing the game 100%. Also, you can obtain armor through cheats.
Armor could refer to the following equipment:
History of character is unknown.
Armour includes items that can provide defence bonuses during combat. It reduces the chances of being hit, but does not reduce damage taken (except some pieces of armour which usually only reduce the damage of certain attacks). Armour comes in many varieties for each combat class.
|70||1||Verac the Defiled's armour||Yes|
|70||60||Blessed spirit shield||Yes|
|75||70||Arcane spirit shield (with 65 Magic)||Yes|
|75||70||Spectral spirit shield (with 65 Magic)||Yes|
|75||75||Divine spirit shield||Yes|
|75||75||Elysian spirit shield||Yes|
Priest Gowns and Zamorak Robes give the lowest Prayer bonus, while Druid robes give a slightly higher bonus. Monk's Robes give the highest Prayer bonus in Free-to-play. Monk's Robes were very popular when Player killing was allowed prior to the 10 December 2007 updates. They are still often used by free players and those who cannot use Proselyte armour, which gives a higher bonus. However, these robes are not used often in minigames (nor are they recommended to be used in them). The wearer may find themselves often coming under attack from different attack styles in a multicombat area and, being able to use only one protect prayer at a time, this basically ensures a swift death (i.e. a player with monk's robes using Protect from Melee against a warrior coming under fire by a ranger, and being unable to protect from both).
The God books are often used when using prayer. These are obtained by completing the Horror from the Deep quest. They then must be completed by adding God pages obtained from Treasure Trails. The incomplete books give a prayer bonus, while the completed ones give a bonus to all defences (Holy book), to all attacks (Unholy book) and equally to both attacks and defences (Book of balance). The Unholy book is used most often, especially with ranged and magic attacks, due to it having the highest ranged attack bonus and the third highest magic attack bonus (after the Arcane spirit shield and the Mage's book), for any sidearm. This also makes these pages the most expensive. These books are sometimes used to taunt other players especially with the Zamorak prayerbook by saying "The weak deserve to die, so that the strong may flourish. This is the creed of Zamorak."
Temple Knight armour is popular prayer armour. Initiate armour is earned by completing the Recruitment Drive quest and Proselyte Armour is earned by completing Slug Menace quest. Initiate Armour has the same statistics as its Mithril armour counterparts, but with a large Prayer bonus (comparable to Monk's robes, but with a Helmet and good Melee and Ranged defence bonuses, making it superior) and much more efficient in battle against higher level enemies. Similarly, Proselyte armour has the same statistics as its Adamant armour counterparts, with an even larger Prayer bonus. The Proselyte Hauberk and Cuisse/Tasset give the highest Prayer bonus available for the torso and leg armours respectively.
The Vestment robe sets comprise many pieces. Mitres give the highest prayer bonus for any headgear and Stoles give the highest prayer bonus of any amulet. Vestment cloaks give the fourth highest prayer bonus for a cape, after the Soul Wars Cape, Ardougne Cloak 3, and a Trimmed Cape of Accomplishment. Vestment robe tops and bottoms give a small prayer bonus, less than Monk's robes, but many players wear them to look good or to show support for a God. The Crozier is not often used, as players prefer to use another weapon or staff. Vestments can be obtained from Treasure Trails, or by trading with another player.
Verac's Armour is a high-level Melee Armour that gives a Prayer bonus. It gives the same bonuses as Initiate armour, except for Verac's plateskirt, which gives slightly less. When all of Verac's set is worn (including Verac's Flail), the player has a chance of hitting even through their opponents armour and prayer protect from melee. The set effect coupled with the Prayer bonus makes this armour very popular when fighting the Kalphite queen and in the Duel Arena. Verac's Armour is obtained from the Barrows minigame or by trading with another player. Like other Barrows Armour, Verac's Armour has to be repaired after 15 hours of combat.
Spirit shields are a range of shields available to members after they have completed the quest Summer's End. The shields are all derived from the "basic" Spirit shield, The basic Spirit shield requires level 45 Defence and level 55 Prayer, and its bonuses are comparable to a Rune kiteshield. The Blessed Spirit Shield, obtained by blessing the basic shield with a Holy elixir, has bonuses similar to that of a Dragon square shield, but with a heavily increased crush bonus.
Attaching a Spirit sigil to the blessed shield gives an additional bonus - the Arcane sigil increases the shield's magic attack bonus, making it the best sidearm available for magic attack; the Spectral sigil increases the shield's magic defence, making it the best sidearm available for magic defence; the Divine sigil gives the shield the special effect of "30% - or as much as if possible if 30% is more than your current amount of Prayer points - of any damage you take is removed. Half of this 30% is deducted from your Prayer instead, while the other half is ignored completely."; the Elysian sigil gives the shield a special effect of "70% chance of reducing the damage you receive by 25%".
All spirit shields give a small prayer bonus with enhanced ones giving a higher bonus.
The enhanced spirit shields are currently some of the most expensive items available; this is due to the fact that the parts are only dropped by the level-785 Corporeal Beast.
Highest Bonuses Armours are the best equipment sets available for certain bonuses. Armour includes items that can provide bonuses during combat. These bonuses include attack and defence. These bonuses help boost or protect against the different attack styles.
Armor was a protective covering worn mainly by militants. Some examples of armor are Mandalorian armor, Sith battle armor, and light battle suits. Most armor would stop a standard blaster bolt, although only advanced, heavy battle armor could withstand a heavy cannon bolt. Specialized weapons (called disruptors) could punch through armor.
Armor was generally divided into three classes: light armor, medium armor, and heavy armor. Light armor usually came in the form of woven cloth or thin plastics. Medium armor, by far the most common, was made up of small ceramic or metal plates. Heavy armor was designed for front-line combat, and is usually fully enclosed.
Most cultures and races used armor for forms of armed conflict. Some armor was implanted with cortosis and made especially for battle with lightsabers. Mandalorian armor was some of the best armor in the galaxy, notably the Neo-Crusader armor used during the Mandalorian Wars.
Usually, armor was much more restrictive than regular clothing. Most Jedi did not use armor for this reason. Even though they did not wear armor, their robes had underlays for better protection. Armor was also used to show either rank or what type of soldier the wearer was, such as in the Grand Army of the Republic.
Armor is a type of equipment worn as protection against damage. The amount of damage mitigated varies based on the type of damage dealt, protection and resistance of the armor. All armor types can be worn by any profession upon reaching CL22.
Table of contents
Most armor types consist of nine pieces: helmet, chestpiece, left and right bicep and bracers, gloves, leggings, and boots. Some species cannot equip gloves or boots. However, gloves and boots offer no protection since damage cannot be dealt to hands or feet. All crafted armor pieces can have a socket for a skill enhancing attachment including gloves and boots.
There are three armor categories: Assault, Battle and Reconnaissance. Each category of armor provides differing protections for energy damage and kinetic damage. Generally, ranged attacks deal energy damage (including lightsabers) and melee attacks deal kinetic damage.
|Assault armor||Battle armor||Reconnaissance armor|
Each armor type has three levels: basic, standard and advanced. This level is determined by the armor core used by the Smith to craft the piece. Basic cores may carry 0-4 layers, standard 0-8, and advanced 0-12. The addition of quality layers will increase the protection of the piece, possibly up to the cap of the core. However, crafting high quality layers requires many specialized resources, some of which are very rare. There are several different layer types that target various categories of protection values.
There are two general damage and four additional elemental damage types. All weapons do either energy damage or kinetic damage, with some weapons doing some additional elemental damage. The four elemental damage types are electricity, acid, heat, and cold.
Armor protection stats range from 0 to 7600, though higher ratings can be achived through a combination of expertise and buffs. If an armorsmith experiments to improve the protection of one damage type, the armor will naturally have poorer protection for the opposite damage type. For example, an armor piece can have improved heat damage protection at the cost of the cold damage protection.
|Elemental protection||DOT resistance|
|Acid protection||Acid, Poison|
|Cold protection||Bleeding, Disease|
You can also estimate your armor's effectiveness based on the following table:
|Armor Rating||Percent damage reduction|
Armor can be found through a bazaar search under Armor:(type of piece) - for example Armor:Headpiece. Using the Vendor Location option and setting the range to the entire galaxy will bring up all armor for sale in the galaxy that is being sold as individual pieces. Additionaly, some established smiths sell the armor in a pack, usually labeled with the name and resistances and color. These can not be found easily through the vendor search; you'll just have to go to their shop. Since the NGE, layered armor has been fashionable. Unlayered armor is very effective and much, much less expensive.
Armor can now be looted in various styles and colors. Looted armor often has additional bonuses, such as agility, stamina, etc. A major drawback to looted armor is that it comes in a wide variety of colors and has considerably lower armor than it's crafter counterparts.
Collecting a full suit of loot armor with +48 agility is possible, but collecting a matching suit is considerably more difficult.
|Armor||Assault · Battle · Reconnaissance · Faction · Cybernetics|
|Clothing||Jedi (robes, cloaks) · Ithorian · Wookiee · Wearable containers|
|Jewelry||Necklaces · Bracelets · Rings · Sets|
|Melee weapons||Unarmed · One-handed · Two-handed · Polearms · Lightsabers|
|Ranged weapons||Pistols · Carbines · Rifles · Heavy|
Starship and vehicle armour represents Material added to the surface of the vehicle to reduce combat damage. Various types of material are used for armour:
Armor Factor: Represents the thickness of the hull. In the case of planetoid hulls, an automatic hull armor factor is already present.
|Appears in (Anime)|
Armor Monsters are a series of monsters exclusive to the Yu-Gi-Oh! second series anime. Armor Monsters can be recognized by the fact that, where on a normal Effect Monster it would read "Effect", Armor Monsters have "Armor".
Only one Armor Monster can attack per turn. If there are 2 or more Armor Monsters on a player's side of the field and one of them is declared as an attack target, that player can change the target to another Armor Monster he/she controls.
In the anime, they are displayed by equipping onto the duelist who plays them, rather than by becoming monsters. The duelist then physically attacks his opponent's monsters himself. Also, Psychic Armor Head, while active, gives the user certain information (card's effects, success probability, suggested offense etc.); though whether the success probability information is accurate information or not is unknown (this is similar to Duel Runner's helmet's).
A card like The Seal of Orichalcos is very critical to an Armor deck for 2 reasons; first, all Armor Monster's have 0 ATK (with the exception of Advanced Shield) and need an attack boost to 500 (Big Bang Blow is an example of cards that need this purpose); secondly and more importantly, Armor Monsters come in large numbers on the field (more than 5 monsters) and since The Seal can let you use 5 or more monsters, The Seal is critical.