Treasures

Exotic Armor & Sorcerous Protection by T.A. Saunders - ©2009, revision v1.7, 6.23.05

Overview

While firearms are becoming more and more prevalent across Imarel, more traditional armor has been much slower to phase out due to the use of magic and to a lesser extent technology. Even with sorcerous ammunition, armor remains the best way to protect one's self. The look and design of these armors has changed over the centuries and reflects the growing needs of the armies and heroes of Imarel, coming from heavy, but difficult-to-damage full suits of armor to clockwork-assisted armor, to the famous Dwarven War-Hulks. Armor offers a percentage off an attacker's % to hit and in some cases can convey resistance to certain environmental and magical effects. Additionally, armor falls into four categories: light, medium, heavy and powered.

Armor can also be enchanted to offer additional protections as well as being able to deflect or absorb additional damage or sorcerous attack. These enchantments are commonly -5% to attacker's hit chance, though the most rare and powerful armor enchantments granting as much as -35% to attacker's hit chance. Additionally, enchantments can never convey more than a +50% chance to resist an environmental effect with +15 to +10% being the most common.

Materials can also make a difference in the protection armor can give, without ever being enchanted. The more exotic the material, the more expensive it will be to manufacture and the more likely a grand-master craftsman might be needed.