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Armor Group: Leather

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Leather Armor is created from cured animal hides. The armor ranges from flexible light tunics which provide a broad range of movement and speed, to tougher layered armors which offer more protection at the cost of mobility. Leather armors are preferred by the magic users of Elanthia as they have the least hindrance to spell casting of all armors.

The four sub-groups of Leather Armor are:

Light Leather Reinforced Leather
Full Leather Double Leather
 
Light Leather
   
Armor Sub-Group: 5
Coverage: torso
Base DU/ST: 250/10
Action Penalty: 0
RoundTime Adder: 0
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
0
0
0
0
0
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
0
0
0
0
0
Paladin Circle
 
0
 
Cast vs. Armor:
Normal Armor Magic Armor
20 15

Full Leather
   
Armor Sub-Group: 6
Coverage: torso, arms
Base DU/ST: 285/20
Action Penalty: 0
RoundTime Adder: 1
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
0
0
0
0
0
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
0
0
0
0
0
Paladin Circle
 
0
 
Cast vs. Armor:
Normal Armor Magic Armor
19 14

Reinforced Leather
   
Armor Sub-Group: 7
Coverage: torso, arms, legs
Base DU/ST: 270/35
Action Penalty: -5
RoundTime Adder: 2
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
0
0
0
0
2
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
0
1%
0
2%
0
Paladin Circle
 
0
 
Cast vs. Armor:
Normal Armor Magic Armor
18 13

Double Leather
   
Armor Sub-Group: 8
Coverage: head to toe
Base DU/ST: 290/35
Action Penalty: -6
RoundTime Adder: 2
   
Magical Hindrance:
Minor Spiritual Major Spiritual Cleric Circle Minor Elemental Major Elemental
0
0
0
0
4%
Ranger Circle
Sorcerer Circle
Empath Circle
Wizard Circle
Bard Circle
0
2%
0
4%
2
Paladin Circle
 
0
 
Cast vs. Armor:
Normal Armor Magic Armor
17 12

 



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