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Armor
Armor does what it does best: protects the wearer from harm. A few brief notes before we begin, however: 1. Any class can equip any armor (there are no complete restrictions). However, certain equipment was meant for certain classes. For example, a Thief wearing chainmail might be well-protected, but the armor will weigh down his movement and the creaking noises created will ruin his stealth. Be very careful in what you chose. 2. Don't equip armor on Wizards. Ever. It screws with mana fields, thus lowering your magic skill. Besides, you have to move away from enemies to use your best spells without being killed; why weigh yourself down? 3. If you have any excess armor, store it or sell it to the Weapon Shop. I really don't sell my stuff, however, due to the lack of time I go down there; I go to the Inn constantly, however. 4. If you're a Fighter or Paladin, go wild.
Well, that was a lengthy intro. Now read on!
Body Armor
Name | Defense Value | Location | Price (if any) | Leather Armor | 15 | Thieves Start with one, Animal-men | None | Magic Leather Armor | 20 | Weapon Shop, Tinos, Mansion | 2000d | Chainmail | 20 | Fighters/Paladins start with one | None | Magical Chainmail Armor | 25 | Weapon Shop, Wierdlings, Hydra Cave |
Shields
Name | Defense Value | Location | Price (if any) | Shield | 5 | Fighters start with one, Weapon Shop | 200d | Magic Shield | 10 | Paladins start with one | None | General's Shield | 15 | Defeat General Claudius | None |
Helms
Name | Defense Value | Location | Price (if any) | Helm | 10 | Weapon Shop | 150d | Magic Helm | 10 | Weapon Shop, School, Hydra Cave | 4000d |
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