This is an index of the armor for Fantasma. All units which carry armor, from the most mundane to the most arcane, are in this listing. The rules for armor shall also be listed here to some detail, but not in their full extent.
To understand how armor works, one must first know how the body is damaged. There are 5 specific hit areas (Neck, Shoulders (x2), Hip (x2)), and these specific hit areas are where the body is weak to attack. In Fantasma, any attack strong enough to exceed wound status will remove a body part (Head, Arm, or Leg) at one of these key areas. If not strong enough, the wound received will alter the stats of the unit until it is healed. For example, a wound to the leg will reduce the speed of that unit by 1. At maximum, a wound on both legs will reduce the unit's speed by 2, which generally means 1 speed for movement (if not overburdened by armor or cumbersome weaponry). Wounds severely inhibit units, and so armor is important to try and protect against them as they not only protect the key areas, but also provide a resistance to damage that would otherwise not be there. (Wounds to the arms reduce attack, and wounds to the head reduce charisma, creativity, power, and faith. Wounds inflicted to the body will reduce defense, which will drastically weaken the unit even further).
Armor will overburden a character if too much of it is placed. This is based on the weight of the armor and the unit's health rating. This also acts as a means for units to get weakened by their armor as they are injured, as it will further weigh on them. Overburdening by armor will drop the natural defense of the unit drastically, depending on how much over their health it tips. Armor in this case is a double-edged sword, but is essential for protection against terrible damage in the first place.
Another key to armor is how much damage individual pieces can take before they are broken off of the unit. Armor will break off of a unit (and be destroyed) if the attack damage towards that armor exceeds double its protection rating, thus if an attack deals 6+ damage to the unit, and the armor is only rated at 3 then the armor will be broken off of that unit, rendering them vulnerable to further attacks at that location. Luckily, armor can stack on body parts, so long as the unit has the health to carry the armor.
~: Armor Types :~
The type of armor is a variation in the structure of the actual armor, determining how blows will be diverted or absorbed by the armor. This is the first key step in determining the actual function of armor, based on the part for which it is protecting. There are 3 distinct armor types; light, medium, and heavy. These armor types only differ in the amount of protection they offer by design, usually resulting in a hefty difference in weight and cost as well.
Silken
Silken armor is crafted from the trade item "Silk", obtained from silk farms. This will be rare and expensive, but the armor type itself is quite particular in having a very light weight. Added benefits to the light weight include a powerful Magic resistance, which is critically the only bonus that Silken armor provides. This type of armor is only useful when combating mages, otherwise it clearly lacks adequate protection.
Base Cost: 10 Gold (100cr.)
Base Weight: 0.1
Resources: 3 Silk
Built At: Taylor
Build Time: 3 Days
Armor Type: Light
---
Cutting: -
Chopping: -
Piercing: -
Impact: -
Magic: 3
Quilted
A cheap and somewhat effective armor. Quilted armor has a very effective impact defense, but similarly to silken armor it lacks any other sort of protection aside from the Cold resistance. Quilted can be perfect for fighting against hammers or maces, and with its light weight it stacks very well.
Base Cost: 2 Gold (20cr.)
Base Weight: 0.2
Resources: 3 Wool.
Built At: Taylor
Build Time: 3 Days
Armor Type: Light
---
Cutting: -
Chopping: -
Piercing: -
Impact: 3
Magic: -
*+1 Resistance vs. Cold Damage*
Leather
A catch all light armor, Leather protects against three punishing attack types, though only with mediocre ratings. It is a good base armor, but on its own will not provide a high resistance towards any particular sort of damage, though as a leather this can be augmented based on the type of leather that is used. Leather can also be further studded for more effective protection, but on default its a very mediocre but decent protection.
Base Cost: 3 Gold (30cr.)
Base Weight: 0.3
Resources: 3 Leather.
Built At: Taylor
Build Time: 3 Days
Armor Type: Light
---
Cutting: 1
Chopping: -
Piercing: -
Impact: 1
Magic: 1
Bone
An odd, but effective armor. Made from "Bone" resources, its easy to manufacture for cultures that have a plentiful supply of death around them. Orcs particularly take to this kind of armor, as it works well in their beast trade. The protection is mediocre and manufacture is also expensive, but the armor provides a fear bonus that helps to eat through enemy morale. Bone armor is good for evil overlords on the go.
Base Cost: 5 Gold (50cr.)
Base Weight: 0.2
Resources: 3 Wool.
Built At: Taylor
Build Time: 4 Days
Armor Type: Light
---
Cutting: 1
Chopping: -
Piercing: 1
Impact: 0
Magic: 1
+1 to Fear
Wood
A pauper's armor, Wood is incredibly cheap and easy to manufacture. As a light armor, it provides an interesting amount of protection, particularly against piercing damage. However, this comes at the cost of having an inverse or negative resistance against chopping damage. The unit donning Wooden armor will actually take MORE damage from chopping attacks. This can be an issue, as most bladed weapons will have a chopping alternate attack that is usually highly damaging. The cheap cost is also offset by its higher weight for a light armor, but the plentiful resource of wood makes it easy to field on a budget.
Base Cost: 1 Gold (10cr.)
Base Weight: 0.5
Resources: 3 Wood.
Built At: Carpenter
Build Time: 2 Days
Armor Type: Light
---
Cutting: 1
Chopping: -1
Piercing: 2
Impact: 1
Magic: -
Brigandine
A hybrid armor of leather and metal, utilizing metal as a surface in which to wrap leather layers upon. Also referred to as a "Jack of Plates", the Brigandine is interesting in that the metal is underneath the leather, unlike most other armor types. This makes an interesting need for the combination of blacksmith and taylor for manufacture. As for protection, the Brigandine offers against the more common attack types, but lacks a piercing resistance which can leave one vulnerable to archers.
Base Cost: 10 Gold (100cr.)
Base Weight: 0.7
Resources: 2 Leather & 2 Metal.
Built At: Taylor & Blacksmith
Build Time: 4 Days
Armor Type: Medium
---
Cutting: 1
Chopping: 2
Piercing: -
Impact: 1
Magic: -
Splint
A hybrid armor of leather and metal, using more metal than leather. Leather is acted as the base for metal plates to wrap on, and is rather simple to manufacture. With bare plates for protection, the Split Mail is actually very effective against swords and axes, but terrible against any other kind of damage. Its cheaper, which makes it easier to field but not necessarily better.
Base Cost: 8 Gold (80cr.)
Base Weight: 0.9
Resources: 1 Leather & 3 Metal.
Built At: Taylor & Blacksmith
Build Time: 4 Days
Armor Type: Medium
---
Cutting: 2
Chopping: 2
Piercing: -
Impact: -
Magic: -
Scale
A hybrid armor of leather and metal, using more metal than leather. Using leather as a base, the small metal scales of armor at sewn into the leather, overlapping one another with the appearance of reptilian-like scales. A very flexible armor, offering perhaps the most extensive protection, though rather mediocre. Due to the extensive framework of metal scales, the manufacture is a little more difficult and time consuming. Scale is also very expensive for medium armor due to the manufacturing difficulty
Base Cost: 15 Gold (150cr.)
Base Weight: 0.8
Resources: 1 Leather & 3 Metal.
Built At: Taylor & Blacksmith
Build Time: 5 Days
Armor Type: Medium
---
Cutting: 1
Chopping: 1
Piercing: 1
Impact: 1
Magic: -
Banded
A hybrid armor of leather and metal, using more metal than leather. Using bands of metal for armor protection, Banded armor flexes rather well, making it effective against impacting blows. It has decent protection against other damage types, lacking in piercing and magic. Banded armor works best against hammers or maces, but remains effective in most battle situations. Heavy, but cheap for medium armor.
Base Cost: 7 Gold (70cr.)
Base Weight: 1.0
Resources: 1 Leather & 3 Metal.
Built At: Taylor & Blacksmith
Build Time: 4 Days
Armor Type: Medium
---
Cutting: 1
Chopping: 1
Piercing: -
Impact: 2
Magic: -
Lamellar
A hybrid armor of leather and metal, using metal as a base for leather scales to be sewn into. This is very similar to scale armor, if not for the metal underneath to be more similar to that of banded armor and a general structure mimicking that of Brigandine. Effective in combat, particular against cutting, and blades will not be able to deliver a full blow before getting stopped by the metal plates. Astoundingly light for medium armor, making it rather popular to field if not for the expense of manufacture and time.
Base Cost: 12 Gold (120cr.)
Base Weight: 0.6
Resources: 2 Leather & 2 Metal.
Built At: Taylor & Blacksmith
Build Time: 5 Days
Armor Type: Medium
---
Cutting: 2
Chopping: 1
Piercing: -
Impact: 1
Magic: -
Stone
Stone armor is an incredibly heavy armor that can only be manufactured by an artisan Sculptor. The sheer weight of the armor makes it prohibitive for a full suit, but the protection it offers is quite substantial if not for the blinding weakness against impacting strikes. Best used against blades, and typically not seen on the field by normal troops.
Base Cost: 25 Gold (250cr.)
Base Weight: 2.0
Resources: 5 Stone.
Built At: Sculptor
Build Time: 5 Days
Armor Type: Heavy
---
Cutting: 2
Chopping: 2
Piercing: 2
Impact: -1
Magic: -
Chain
Chain armor is perhaps the most important armor to place in a stack, because of its high piercing resistance. This peak in armor protection cause Chain to place high on the list in priority for battle importance. If not for the heavy burden of weight, a full suit would be advised. Its greatest weakness is manufacture, taking much longer to produce pieces of armor than other types and strangely the only metal armor to be manufactured by a Taylor rather than a Blacksmith.
Base Cost: 30 Gold (300cr.)
Base Weight: 1.6
Resources: 5 Metal
Built At: Taylor
Build Time: 7 Days
Armor Type: Heavy
---
Cutting: 1
Chopping: 1
Piercing: 3
Impact: -
Magic: -
Crystal
A rare armor made in similar methods to that of Stone armor, Crystal armor is manufactured from crystals which distort and alter the pathways of magic, providing the only other significant magic resistance aside from Silken Armor. Faltering only in Impact damage, Crystal is the true catch-all armor but is only seen on legendary or deep warriors. Difficult to manufacture, placing it on the similar scales as Chain armor. Due to its rarity, Crystal Armor is very expensive at rates double that of most heavy armors.
Base Cost: 50 Gold (500cr.)
Base Weight: 1.8
Resources: 5 Crystal
Built At: Sculptor
Build Time: 6 Days
Armor Type: Heavy
---
Cutting: 1
Chopping: 1
Piercing: 1
Impact: -1
Magic: 2
Segmented
Segmented armor is a set of overlapping bands of metal, evolving in style from the Banded armor style. Using the flexibility of bands of metal, Segmented armor provides interesting resistances that make for a splendid armor set. It is also notably the cheapest type of heavy armor, and lightest at that.
Base Cost: 20 Gold (200cr.)
Base Weight: 1.2
Resources: 2 Leather & 3 Metal
Built At: Taylor & Blacksmith
Build Time: 5 Days
Armor Type: Heavy
---
Cutting: 2
Chopping: 1
Piercing: -
Impact: 2
Magic: -
Plate
Plate armor is a spiritual evolution of Splint armor, and the most potent armor against blades. It lack in protection against piercing, impact, and magic which can hinder any knight, but stacking with Chain or Quilted Armor, these weaknesses can be easily dealt with. Well noted for decent weight for heavy armor, but best noted for ease in construction and fielding as compared to other armors.
Base Cost: 25 Gold (250cr.)
Base Weight: 1.4
Resources: 5 Metal
Built At: Blacksmith
Build Time: 5 Days
Armor Type: Heavy
---
Cutting: 3
Chopping: 2
Piercing: -
Impact: -
Magic: -
~: Armor Quality :~
The quality of an armor piece has additional factors placed upon it, along with a noted difference in complexity effecting base weight and base cost of armor types depending on where they are protecting the body. Aside from these adjustments, the sheer amount of quality changes can also effect the mental state of the wearer to make them believe the armor is more protecting or less protecting. It is also important to note that clothes make the unit, so they tend to be better at diplomacy or leadership if they look as well as act the part.
Weight | Drab | Dull | Modest | Simple | Average | Gaudy | Impressive | Ornate | Majestic |
Head | 25% | 30% | 35% | 40% | 50% | 70% | 80% | 90% | 100% |
Body | 150% | 160% | 170% | 180% | 200% | 220% | 230% | 240% | 250% |
Arm | 50% | 60% | 70% | 80% | 100% | 120% | 130% | 140% | 150% |
Leg | 100% | 110% | 120% | 130% | 150% | 170% | 180% | 190% | 200% |
| | | | | | | | | |
Cost | Drab | Dull | Modest | Simple | Average | Gaudy | Impressive | Ornate | Majestic |
Head | 50% | 60% | 70% | 80% | 100% | 120% | 130% | 140% | 150% |
Body | 150% | 160% | 170% | 180% | 200% | 220% | 230% | 240% | 250% |
Arm | 100% | 110% | 120% | 130% | 150% | 170% | 180% | 190% | 200% |
Leg | 25% | 30% | 35% | 40% | 50% | 70% | 80% | 90% | 100% |
| | | | | | | | | |
~: Armor Materials :~
The materials of an armor type are going to effect different subtle attributes that make that armor special, which can be both positive and negative. Again, like the quality of the armor, the material of the armor is going to effect weight and cost of the armor piece. Only two resources of armor have different types (at the moment), and so only types of armor which use these resources will be effected.
Metal Types
Iron
The quintessential metal for armor, and easiest to mine and manufacture from. Most modern society runs on Iron ore, and so it acts as the default metal for all metal types.
Cost:
100%
Weight:
100%
Other: Default...
*Steel
An upgrade of Iron, requiring more time for manufacture but producing an armor of lighter weight but the same quality. Costs are adjusted to compensate for the difficulty of this added manufacture. Increases the overall defense of the unit that bears this armor, but only for the location which is struck.
Cost:
125%
Weight:
75%
Other: Forged from Iron ore, requires
20% more time for manufacture.
+1 Defense.
Tin
Tin is a strong metal initially, but once crinkled all its strength is lost. A raw ore, Tin is cheaper than raw Iron, which makes it a viable alternative.
Cost:
75%
Weight:
100%
Other:
+1 Defense. Unless damaged, then
-1 Defense.
Copper
Copper is a bright orange metal, and is used in currency. This makes Copper have a cost close to that of Iron, but lighter in weight for the strength it provides. Copper is a highly conductive metal, making it easier to control anything involving lightning.
Cost:
100%
Weight:
75%
Other:
+1 Attack and Defense against Lightning.
*Bronze
Bronze is an alloy of copper and tin, using the properties of both metals to offer different advantages. Bronze is heavier, and retains a similar cost to Iron for its protection. Bronze is most noted for having a high tolerance for water, an unusual property for metals.
Cost:
100%
Weight:
125%
Other:
+1 Attack and Defense against Water. An alloy of Copper and Tin, requires
20% more time for manufacture.
Silver
Silver is a naturally pure metal, giving it cleansing properties against all manner of corruption. Often used in medial instruments, Silver is quite effective in dispatching evil and preventing strikes from evil. However, Silver is also a precious metal, making it more expensive and also heavier.
Cost:
125%
Weight:
125%
Other:
+1 Charisma and Morale,
+1 Attack and Defense against Evil.
Gold
Gold is the apex of precious metals, and by wearing gold one can already feel more impressive to others. However, at the cost of a significant expense and weight, Gold is reserved only for those which can handle its burden.
Cost:
150%
Weight:
150%
Other:
+2 Charisma and Morale.
Lead
Lead is an incredibly heavy metal, with a terrible evil lurking within it. While soft and pliable, Lead is very easy to manufacture. However, this same pliability is also what causes lead to be a terrible metal for armor and weaponry, if not for the poisoning it causes.
Cost:
100%
Weight:
150%
Other:
+1 Attack and Defense against Evil,
-1 Attack and Defense otherwise... Attacks cause a weak Poison.
*Angelic
Angelic material is so rare, that the only known occurrence of the material is that of the angelic domain. Extremely durable for its lighter weight, the material makes some of the best armor, however it is a material that has no earthly location which causes it to have an incredible rarity.
Cost:
***
Weight:
50%
Other: Must come from Angels, alters neutrality to Holy by
1.
+1 Defense.
*Demonic
Demonic material is so rare, that the only known occurrence of the material is that of the demonic domain. A substance that has a corrupting feature that propagates and eventually controls its bearer. Though only from demons, Demonic material is not difficult to come by, as Demons are far more common in the world than Angels.
Cost:
***
Weight:
50%
Other: Must come from Demons, alters neutrality to Evil by
1.
+1 Attack.
Leather Types
Tanned
The quintessential leather for armor, and using traditional tannin for curing. It is common, and therefor acts as default for leather material.
Cost:
100%
Weight:
100%
Other: Default... Must come from Beasts.
Rawhide
A durable leather using a vegetable-base
d tanning solution, resulting in a more natural leather. However, it is this vegetable based solution that also causes the raw leather to retain its vulnerability to water.
Cost: 75%
Weight: 100%
Other: -1 Attack and Defense against Water, +1 Defense otherwise. Must come from Beasts.
Sharkskin
A lightweight leather that comes from sharks, as its name suggests. More costly to manufacture, as its source it not particularly easy to obtain from. Has decent water protection for a leather, which is not a surprise.
Cost: 125%
Weight: 75%
Other: +1 Attack and Defense against Water. Must come from Sharks or Rays.
Dragonskin
A heavy leather that comes from Dragons, elevating the cost for danger reasons associated with creating such a leather. The durability of the leather comes at a cost of extended manufacturing to deal with the tendency for the leather to resist stretching. Surprisingly fire retardant, which is a trait that does not matter on which type of dragon the leather is from.
Cost: 200%
Weight: 100%
Other: +1 Attack and Defense against Fire, requires 20% more time for manufacture. +1 Defense. Must come from Dragons.
Feathered
A leather that has feathers placed within, using their ability to catch the wind to advantage. Feathered leather is often the stuff of the north, used to break the wind from the leather, and keeping the bearer from cold. A little more tedious to manufacture, increasing the cost and time.
Cost: 125%
Weight: 100%
Other: +1 Attack and Defense against Wind, requires 10% more time for manufacture. Must come from Birds.
Chitin
Durable material from insect husks, difficult to shape. Chitin is nearly as durable as dragon skin, which adds to the difficulty in manufacturing, raising cost and time to fabricate. Chitin is also quite resistant to thorns and sharp undergrowth.
Cost: 125%
Weight: 100%
Other: +1 Attack and Defense against Nature, requires 20% more time for manufacture. +1 Defense. Must come from Insects.
Studded
Added studs of metal to Leather as an upgrade, adding additional resistances to the leather. This comes at some cost depending on the metal, but will offer an extra protection for the leather armor.
Cost: *100%*
Weight: *100%*
Other: +1 Defense, adds one point of metal. Cost and weight values vary, requires 20% more time for manufacture.
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