Armor
Heavy armor protects best but is loud and gets in the way of arcane spells. Light armor is a compromise. Clothing is silent and free for casters, and protects only through its enchantments.
Clothing
| Piece | Slot | Resistance to each physical type | Noise | Arcane spell failure | Weight |
|---|---|---|---|---|---|
| Cape | Cape | — | — | — | 2 |
| Tunic | Chest | — | — | — | 4 |
| Boots | Feet | — | — | — | 4 |
| Gloves | Hands | — | — | — | 2 |
| Hood | Head | — | — | — | 2 |
| Pants | Legs | — | — | — | 3 |
Heavy Armor
| Piece | Slot | Resistance to each physical type | Noise | Arcane spell failure | Weight |
|---|---|---|---|---|---|
| Heavy Armor | Chest | 5% → 18% | +6 | 13% | 20 |
| Heavy Boots | Feet | 2% → 9% | +6 | 3% | 8 |
| Heavy Gloves | Hands | 2% → 9% | +6 | 4% | 4 |
| Heavy Helmet | Head | 3% → 12% | +6 | 9% | 6 |
| Heavy Pants | Legs | 2% → 9% | +6 | 6% | 7 |
| Heavy Shoulders | Shoulders | 2% → 9% | +6 | 7% | 4 |
Light Armor
| Piece | Slot | Resistance to each physical type | Noise | Arcane spell failure | Weight |
|---|---|---|---|---|---|
| Light Armor | Chest | 3% → 10% | +2 | 10% | 14 |
| Light Boots | Feet | 1% → 5% | +2 | 2% | 6 |
| Light Gloves | Hands | 1% → 5% | +2 | 3% | 3 |
| Light Helmet | Head | 2% → 8% | +2 | 6% | 4 |
| Light Pants | Legs | 1% → 5% | +2 | 4% | 5 |
| Light Shoulders | Shoulders | 1% → 5% | +2 | 5% | 3 |
How it works
Noise
Every worn light armor piece adds 2 to your noise, every heavy piece 6. The louder you are, the further away enemies hear you. Stealth effects lower all of it, so sneaking in plate stays louder than sneaking in leather.
Arcane spells
Each piece adds to the chance an arcane spell (Conjuration, Evocation, Illusion, Transmutation) fails, more for bigger pieces: up to 10% for a light chest piece and 13% for a heavy one. A full light set adds 30%, a full heavy set 42%. Clothing and divine spells are unaffected.
Protection and wear
Armor resistances grow 10% per point of the matching armor proficiency. When you take physical damage, one random worn armor piece loses its material’s wear; like weapons, its protection is multiplied by its condition.
