BODY Armour Evas. weight gold type robe 1 0 6 7 light leather 2 -1 15 20 light ring 4 -2 30 40 heavy scale 5 -2 40 83 heavy chain 6 -3 45 110 heavy banded 7 -4 50 150 heavy splint 8 -5 55 140 heavy plate 9 -5 65 230 heavy crystal plate 16 -8 120 500 heavy SKIN ARMORS HideAC HideEV HideVal armorAC armorEV armrVal weight type armor specials animal 1 0 3 x x x 10 light dragon 2 -2 500 8 -2 750 22 heavy resist: 2 x fire, -ice gold dragon 2 -10 1400 13 -10 1600 110 heavy resist: fire, ice, poison ice dragon 2 -2 500 9 -2 750 22 heavy resist: -fire, 2 x ice mottled dragon 1 -1 300 5 -1 400 15 light resist sticky flame steam dragon 0 0 200 3 0 300 12 light resist steam storm dragon 2 -5 900 10 -5 1050 40 heavy resist: electr. swamp dragon 1 -2 400 7 -2 650 20 heavy resist: poison troll leather 1 -1 130 3 -1 500 18 heavy regeneration SHIELDS size class aum value buckler small 3 5 25 shield 5 10 45 slightly slows attack large shield 7 25 75 OTHER cloak 1 0 2 10 gloves 1 0 2 12 boots 1 0 4 15 centaur barding 4 0 4 centaur only naga barding 4 0 4 naga only (tail) helmet 1 0 8 25 wizard's hat 0 0 8 cap 0 0 8 crested helmet 1 0 8 TYPES elven (x1.2) - gives +1 armour skill to elves, is always light armour dwarven (x1.2) - gives any +2 armour skill, and extra +2 for dwarves orcish (x0.8) - gives +2 armour skill to orcs (RANDOM) MAGIC INDICATORS embroidered (robe) SPECIALS of dexterity +3 dexterity of strength +3 strength of intelligence +3 int. of positive energy partial protection vs. negative energy of magic resistance increase resistance to enchantments armour class determination: - add equipment value - multiply with (15+armourskill)/15 - add rings of protection, +5 for weapon of protection, +3 for shield of protection - for icy armour: add 4 + (ice magic skill)/3, for stonemail: add 5 + (earth magic skill)/2, for stoneskin: add 2 + (earth magic skill)/5 - add bonuses for being Draconian, Naga, Ogre, Troll or centaur add bonuses for being transformed (depends on transformation) add bonuses for mutations evasion determination: - base = 10 - if paralysed, total evasion = 2 + 2 for each mutation repulsion field - subtract armor evasion penalty, but compensate at most 2/3 of the penalty with armour skill (+1 EV per 3 skill points) - subtract 3 for centaurs - add rings of evasion - subtract 2 for armour of ponderousness - subtract 2 for stonemail spell add 8 for forescry - subtract 1.4 x compensated armor penalty again, if armour is not light - add 2 x mutation repulsion field - 1 - add bonus/penalty for transformation