Dungeon Dilettante
Posts: 1
Joined: Tuesday, 30th August 2011, 21:43
Clarity of Armor Skill
In terms of designing a character, the armor skill is unclear. Obviously if i'm going pure fighter with the heaviest armor i should try to max it, but what about if I want to make a fighter/mage or fighter/thief?
The manual states that the armor skill adds to AC, helps to reduce the evasion and stealth penalty for heavy armor, and slightly helps the casting penalty.
What counts as "heavy armor"? I believe Ozocubu's Armour says it won't work with any armor more than -2, is -2 and up count as heavy?
There are 7 classes of armor based on evasion modifier: Robes (0 evasion penalty) up to plate (-6 evasion penalty).
If I want to use a -3 armor, how can i be sure how much armor skill I should have to make up for that -3 evasion? Wasting exp is a sure way to die in this game, and putting more exp in armor than needed is a waste, but there's no way to know if my skill is up to par. If I want to use a -4 armor so I can still cast medium level spells, does having an 8 in armor skill make up for the -4 penalty so i can put the rest of my exp in dodge/shield? Who Knows! Maybe if i played this game for years I'd get a feel for it, but I'd rather have things be clear to begin with.
There's a big fuzzy gray area here that I believe conflicts with the game's design goal of clarity.