Heavy armor

Don/Doff Time

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D&D 5th Edition

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own Technologylevel. For this reason, Adventurershave access to a variety of armor types, ranging from Leather Armorto Chain Mailto costly Plate Armor, with several other kinds of armor in between. The Armortable collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Many warriors supplement their armor with a Shield.

The Armortable shows the cost, weight, and other Propertiesof the Commontypes of armor worn in fantasy gaming worlds.

Armor Proficiency: Anyone can put on a suit of armor or strap a Shieldto an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attackroll that involves Strengthor Dexterity, and you can’t cast Spells.

Armor Class (AC): Armorprotects its wearer from attacks. The armor (and shield) you wear determines your base ArmorClass.

HeavyArmor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armortable shows “Str 13” or “Str 15” in the Strengthcolumn for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strengthscore equal to or higher than the listed score.

Stealth: If the Armortable shows “Disadvantage” in the Stealthcolumn, the wearer has disadvantage on Dexterity(Stealth) checks.

Shields: A Shieldis made from wood or metal and is carried in one hand. Wielding a Shieldincreases your ArmorClass by 2. You can benefit from only one Shieldat a time.

LightArmor

Made from supple and thin materials, Light Armorfavors agile Adventurerssince it offers some Protectionwithout sacrificing mobility. If you wear Light Armor, you add your Dexteritymodifier to the base number from your armor type to determine your ArmorClass.

Padded:Padded Armorconsists of quilted layers of cloth and batting.

Leather:The Breastplateand shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather:Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armoroffers more Protectionthan Light Armor, but it also impairs Movementmore. If you wear Medium Armor, you add your Dexteritymodifier, to a maximum of +2, to the base number from your armor type to determine your ArmorClass.

Hid⁠e:This crude armor consists of thick furs and pelts. It is commonly worn by Barbariantribes, evil Humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain⁠ S⁠hirt:Made of interlocking metal rings, a Chain Shirtis worn between layers of clothing or leather. This armor offers modest Protectionto the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale M⁠ail:This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastp⁠late:This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protectionfor the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half⁠ Plate:Half Plateconsists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protectionbeyond simple greaves that are attached with leather straps.

HeavyArmor

Of all the armor categories, Heavy Armoroffers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavyarmor doesn’t let you add your Dexteritymodifier to your ArmorClass, but it also doesn’t penalize you if your Dexteritymodifier is negative.

Ring⁠ Mail:This armor is Leather Armorwith heavy rings sewn into it. The rings help reinforce the armor against blows from Swordsand axes. Ring Mailis inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.

Chain⁠ Mail:Made of interlocking metal rings, Chain Mailincludes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint:This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mailprotects the joints.

Plate:Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.



Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.

Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Sours: https://roll20.net/compendium/dnd5e/Armor
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Skyrim:Heavy Armor

Heavy Armor is the skill governing your ability to move and fight in heavy armor. Each skill point increases your armor rating from heavy armor by 0.4% (1.5% for NPCs). The Heavy Armor skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.

In-game description: Those trained to use Heavy Armor make more efficient use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors.

Additional types of heavy armor that are forgeable: ancient Nord armor, bonemold armorDB, chitin heavy armorDB, dragonplate, Imperial armor, Nordic carved armorDB, and stalhrim armorDB. There are also a few types of generic, unforgeable heavy armor: Dawnguard heavy armorDG, Blades armor, Falmer armor, and wolf armor.

Skill Perks[edit]

Heavy Armor Perk Tree
Juggernaut (5 ranks): 0/20/40/60/80 Heavy Armor. Increases armor rating for Heavy Armor by 20/40/60/80/100%.

Juggernaut

Fists of Steel: 30 Heavy Armor. Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.

Fists of Steel

Cushioned: 50 Heavy Armor. Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.

Cushioned

Conditioning: 70 Heavy Armor. Heavy Armor weighs nothing and doesn't slow you down when worn.

Conditioning

Well Fitted: 30 Heavy Armor. 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.

Well Fitted

Tower of Strength: 50 Heavy Armor. 50% less stagger when wearing only Heavy Armor.

Tower of Strength

Matching Set: 70 Heavy Armor. Additional 25% Armor bonus if wearing a matched set of Heavy Armor.

Matching Set

Reflect Blows: 100 Heavy Armor. 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.

Reflect Blows

Heavy Armor Perk Tree

PerkRankDescriptionIDSkill Req.Perk Req.
Juggernaut1Increases armor rating for Heavy Armor by 20%.[1]000bcd2a
2Increases armor rating for Heavy Armor by 40%.[1]0007935e20 Heavy Armor
3Increases armor rating for Heavy Armor by 60%.[1]0007936140 Heavy Armor
4Increases armor rating for Heavy Armor by 80%.[1]0007936260 Heavy Armor
5Increases armor rating for Heavy Armor by 100%.[1]0007937480 Heavy Armor
Fists of SteelUnarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.00058f6e30 Heavy ArmorJuggernaut
CushionedHalf damage from falling if wearing all Heavy Armor: head, chest, hands, feet.[2]000bcd2b50 Heavy ArmorFists of Steel
ConditioningHeavy Armor weighs nothing and doesn't slow you down when worn.[1]00058f6d70 Heavy ArmorCushioned
Well Fitted25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.[2]00058f6f30 Heavy ArmorJuggernaut
Tower of Strength50% less stagger when wearing only Heavy Armor.[2]00058f6c50 Heavy ArmorWell Fitted
Matching SetAdditional 25% Armor bonus if wearing a matched set[3] of Heavy Armor.0010783270 Heavy ArmorTower of Strength
Reflect Blows10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.[2]00105f33100 Heavy ArmorMatching Set
  1. ^ abcdefDoes not affect shields.
  2. ^ abcd"All/Only Heavy Armor" does not necessarily need to be a matching set. For example, some pieces might be Dwarven and others might be Orcish. In addition, the shield can be Light without removing the effect.
  3. ^A Set is Matched if the four pieces of worn armor (armor, helmet, gloves, boots) share the same material. Shields of all types match all armor.

Usefulness of Reflect Blows[edit]

While the description of Reflect Blows seems potent, it does not entirely work as described. Indeed, opponents who have the perk (such as the Ebony Warrior) can one-hit-kill you in certain circumstances if the perk triggers, the damage is calculated a little differently for players.

The perk will not reduce damage taken. When it triggers, a melee attacker will take some of the damage dealt to you, but you will also take that damage. If your character that has reached the armor cap of 567 (which grants an 80% damage reduction) it means in the damage reflected back at attacker is also reduced by that same 80%. The damage reflected back is also affected by the Block skill, which caps at an 85% damage reduction. The usefulness of the perk becomes questionable as the most damage you can mitigate with heavy armor and block is 97%, meaning you will reflect only 3% of the damage an enemy does to you. On Master difficulty the perk becomes almost worthless because while you take double damage, the damage you reflect is also subject to the half damage you deal.

Comparison to Light Armor[edit]

Advantages:

  • By default, heavy armor is more protective than light armor - at least, until the armor cap is reached. However, the higher base stats of heavy armor makes it easier to achieve higher armor ratings early in the game. Due to the way Armor Rating functions, each additional point of armor is more valuable than the last, making even small differences more potent than they might otherwise appear.
  • Heavy Armor incentivizes players to take damage, thereby leveling their Heavy Armor skill up faster. A player will reach high levels of Heavy Armor significantly faster than they would with equivalent Light Armor, where dodging is more encouraged, which does not reward XP.
  • The Fists of Steel perk provides an extra source of damage for unarmed combat, which is unique to heavy armor. This can be combined with the Fortify Unarmed enchantment and any racial bonuses to provide a viable alternative to weapons and magic. This is particularly useful in situations where a player's weapon may be Disarmed.
  • Heavy armor has perks for significantly reducing falling damage.
  • The Tower of Strength perk renders players heavily resistant to stagger effects, most notably Unrelenting Force. This substantially reduces the frequency of the player being ragdolled and needing to climb to their feet, mitigating what can be a significant vulnerability even for otherwise powerful characters.
  • The Reflect Blows perk essentially grants every set of heavy armor a 10% chance to punish a melee attacker. Though the usefulness of this perk is questionable, as long as the player does not mind taking a lot of hits in melee, the bonus damage helps.

Disadvantages:

  • Heavy armor weighs more than light armor, which causes the player to move more slowly and takes up more of their available carry weight. For most players, this disadvantage can be negated with the Conditioning perk or the Steed Stone effect.
    • Due to the extra weight of heavy armor, stamina is consumed at a greater rate while sprinting in heavy armor without the Conditioning perk or the Steed Stone effect.
    • Due to the heavy nature of heavy armor, specializing in heavy armor is a bad choice to players who prefer to be agile and/or wish to most conveniently carry multiple sets of armor/clothing with a variety of enchantment combinations.
  • Once armor cap is reached, light armor and heavy armor become equal, as they all provide the same 80% physical damage reduction.
  • Heavy armor is not stealth friendly. Wearing heavy armor creates more noise while moving, which makes it harder to sneak. This can be negated with the Muffle enchantment or spell as well as the Silence perk in the Sneak tree.
  • Heavy armor does not boost stamina regeneration, whereas the Wind Walker perk turns every set of light armor into an extra source of stamina regeneration, making light armor a great help whenever stamina is needed for attacking, blocking, and/or sprinting.
  • Heavy armor does not (have a perk to) completely negate incoming damage, whereas the Deft Movement perk allows every set of light armor to randomly completely negate the damage from 10% of melee attacks. Since no armor can provide more than 80% physical damage reduction, the Deft Movement perk makes light armor more protective than heavy armor against melee attacks once the 80% cap is reached. Unlike the Reflect Blows perk, Deft Movement is always useful, especially for surviving on Master/Legendary difficulty.

Skill Increases[edit]

Character Creation[edit]

The following races have an initial skill bonus to Heavy Armor:

Trainers[edit]

Note: Trainers that double as followers can train you for "free". They will still charge you, but you can get the gold you spent back by checking their inventory.

This exploit is no longer possible as of version 1.2.6 of the Unofficial Skyrim Patch.

Free Skill Boosts[edit]

Skill Books[edit]

Gaining Skill XP[edit]

  • Armor skill increases are based on the raw attack rating (plus any power attack bonuses) of an enemy strike.
  • Methods that improve armor rating, such as Smithing, skill enchantments, spells, potions or shouts, have no adverse effect on the XP gained. For example, a character with an armor rating of 400 will receive the same XP as a character with an armor rating of 100 for the same enemy strike.
  • The number of heavy armor items simultaneously worn by the player does increase XP gained. For example, receiving damage while wearing four pieces of heavy armor will result in more XP than wearing three pieces.
  • Regenerate Health potions and enchantments can help with staying alive while training, potentially allowing you to leave the game unattended. This can also be accomplished with natural health regeneration during brawling sessions with NPCs or when fighting very weak enemies like skeevers, though skill gains will be very slow.

Notes[edit]

  • Once your Heavy Armor skill is level 30 or higher, guards will begin to say, "Best offense is a good defense, am I right?"
  • Heavy Armor is the only skill that can directly modify unarmed attacks by way of the Fists of Steel perk. The perk modifies the damage done by unarmed attacks by the worn gauntlets' base armor rating, unmodified by perks, enchantments, or skill levels. This means Daedric gauntlets only add 18 damage to your unarmed attacks no matter what. The Khajiit Claws racial ability should be on par with the Orcish gauntlets (15 base armor rating). The Claws ability stacks with this perk (so Claws + 100% base armor rating of gauntlets + base damage = damage). Making use of the Fortify Unarmed Damage enchantment will further raise the damage done with fists.
  • Note that when leveling up Heavy Armor, you have to take damage from an outside source—Equilibrium, for example, will not level up the skill. The amount of damage a blow would cause will dictate the amount of experience you gain, not the number of hits you take. One way of leveling up Heavy Armor is by fighting giants. From a starting level of 15, by training against a giant you can reach a level of over 50 within 5 minutes of getting bludgeoned, provided you don't die. A healing spell would be most helpful while training. Note that at early levels, the giant's ground shatter attack with its club is often fatal, unless you have a lot of health to spare.

Bugs[edit]

  • With the Conditioning perk, when you carry more weight than you could without the perk, and you save a game, upon loading from inside the game, you will be over-encumbered (as if you didn't have the perk) until you open your inventory. This typically occurs only after an event, such as your death, removing all of your active effects. If you die and then quickload, you may become affected by this bug until you relaunch the game. The same behavior can be observed with the Steed Stone effect which is identical to Conditioning and the Light Armor perk Unhindered.
    • If this happens, entering your inventory will let the game readjust your carry weight to its proper value.
  • With the Conditioning perk active, you can stack the same type of Heavy Armor that is currently equipped without adding to your Carry Weight. For instance, if you have an Iron Helm equipped and have another Iron Helm in your inventory, they will stack onto each other as if they are both equipped, but you will not gain additional Armor Rating or enchantment bonuses after the first equipped helm. Armor of the same type that you have enchanted will also stack but enchanted armor that you find or buy will not stack. The type of enchantment does not need to be the same in order for the armor to stack.
  • Ebony armor is unaffected by the Heavy Armor perk Matching Set.
  • When wearing an ebony helmet in third person, you may notice that your character's shadow does not have a head.
  • Dawnguard heavy gauntletsDG do not benefit from the Fists of Steel perk like other heavy gauntlets.
  • Armor types introduced in Dragonborn incorrectly get only a 20% bonus from Matching Set instead of the expected 25%.
  • Golden and Madness heavy gauntletsCC do not benefit from the Fists of Steel perk like other heavy gauntlets.
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