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Armor Proficiencies

Wait, this counts as a skill?

In the voice of the resident blacksmithing god.   Yes, you need skills to wear armor effectively. But don't get your panties in a knot, pups. Almost all classes come with initiate armor proficiencies. As for levels, go into the field and either get hit or dodge.     There are three types of armor, but I'm getting ahead of myself. Time to explain what the hell you probably scrolled to. There are twelve equipable slots that players can use for their gear. Yes, you can put cosmetics if you don't like the current design. Don't try abusing this. Skins and illusions are separate for a reason.      
  • Head: The head slot covers the usual helmets and protective gear. But players can also equip hoods, hats, and eyewear.
  • Neck: The neck slot allows people to wear scarves and ties. But players have also used it to equip magical necklaces and amulets.
  • Torso: The torso slot is where the bulk of your defense comes from. No matter the type of armor you wear, the torso will always come up when deciding your gear.
  • Arm: While there are two arm slots, they are typically connected to the torso. However, since it is not always a requirement, some have decided to wear arm bands, bracers, and bandages instead of standard armor.
  • Belt: You wear a belt on the belt slot. While it lacks variety, it acts like a free slot for every armor type.
  • Hand: The hand slots mirror the arm slots. There are two of them, and they're not always a requirement. People often wear different magical bands, gloves, or rings.
  • Leg: The leg slot can be considered as a second torso slot. Most players typically plan on wearing some pants unless they want to be freaky. Their species comes into question, or they find it more comfortable
  • Boot: Some may consider the boot slot the least important armor piece, and they wouldn't be entirely wrong. Standard armor sets come with them as a requirement, so you don't need to think about it. Unless you're trying to be quirky.
  • Extra: The extra slot helps smooth out the rigid system. There are two that help cover what the other slots don't. Some players have wings and tails they could equip items to, or they want to tattoo themselves. This slot also helps when people get event-based accessories.
      For all those impatient children who skipped to the pictures, I'll explain what you peaked out. There's light, medium, and heavy armor. Light armor caters to the mages, rouges, and all those who like their speed. Medium is for front liners and those who want to take a hit. While heavy armor is for tanks and those who watch their enemies die or be left behind.     "Why the fuck would I want to wear heavy armor when medium and light is right there?" I can already hear your questions. While yes, light and medium offer more speed and customizability. Heavy armor gives more defense and better-set bonuses. Let's say you had all three armor types, and they all gave fire resistance. Heavy armor would have fire resistance and possibly something else.     All that being said, it is good to know what the hell you're wearing if you want to survive. These changes also cater to inspiring blacksmiths and tailors who want to take a stab at making armor. And yes, we did not cover the main hand and off-hand slots. Weapons deserve a separate deep dive.   With that, good luck with not dying pups.                  
Light Armour
Standard light armor occupies the head, torso, leg, and boot slots.
   
Medium Armour
Standard medium armor occupies the head, torso, arm, leg, and boot slots.
   
Heavy Armour
Standard heavy armor occupies the head, torso, arm, hand, leg, and boot slots.

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