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 Post subject: Magical vestments Question
PostPosted: Tue Aug 12, 2014 4:44 pm 
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I had a question about the AC effects of Magical Vestment. Does magical vestment increase the all armor to a specific point or does it provide a set bonus based on the caster level, or a set amount of bonus based on the type of armor it is cast upon?

Is there any affect to casting it on armor that isn't tailorable?


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 Post subject: Re: Magical vestments Question
PostPosted: Tue Aug 12, 2014 4:50 pm 
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Based on caster level

Does not increase AC of non-tailor armor like flame or steel.


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 Post subject: Re: Magical vestments Question
PostPosted: Tue Aug 12, 2014 5:08 pm 
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Quote:
Based on caster level


So a GM level wearing Scale would have the best Magical Vestment armor?


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 Post subject: Re: Magical vestments Question
PostPosted: Tue Aug 12, 2014 5:21 pm 
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SK Character: Theodoric
Conventional wisdom is dragonscale + gm mv is comparable to mithril at similar enchantment levels.

It would be interesting to try basic scale plus omega enchants versus low enchanted mithril.


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 Post subject: Re: Magical vestments Question
PostPosted: Wed Aug 13, 2014 5:06 am 
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patrisaurus wrote:
Conventional wisdom is dragonscale + gm mv is comparable to mithril at similar enchantment levels.

It would be interesting to try basic scale plus omega enchants versus low enchanted mithril.


How big of a difference does a step up in material make?

Is mithril with 6 ap better than energy? Probably, I assume. Is mithril with 6 ap better than energy with four ap? Who knows. How many ap does mithril need just to 'catch up' to base energy?

Maybe ap doesn't even work on the same level and a step up in material is always more important? Is tanso with 6 ap viable for heavy warriors?


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 Post subject: Re: Magical vestments Question
PostPosted: Wed Aug 13, 2014 5:49 am 
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Nobody has posted testing of magical vestments in detail. Does not have any known affect on heavy armor.

Materials have several qualities:

1. Heavy, light, or medium (armor only).
2. How protective it is - Armor Class/AC (armor only).
3. What materials/spells can break it.
4. Whether it can be repaired by a NPC repairer.
5. Whether the NPC repairer that fixes it is a tailor or blacksmith.
6. Cost to repair.
7. How easily it is enchanted (debateable concept that Dulrik has not expanded on and no detailed testing has been done on)
8. Whether it is affected by magical vestments (armor only)
9. Whether any races have a vulnerability to it. (weapon only)
10. Whether it does 'normal' damage or magical damage (weapon only)
11. How much it weighs.

Prior to the addition of the armor protection enchantment, conventional wisdom was that top end light armor had 10ac, top end medium armor had 9ac, and top end heavy armor had 10ac. Heavy armor was considered the best, because heavy armor has the "heavy armor bonus." Each magical protection (prior to AP being added to the game), was thought to add 1ac. I think this is still likely true, but nobody has tested it, so we don't really know.


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