Armor Creation Formulae

What is Armor?
Armor is a special kind of clothing that protects the wearer from injury. This protection is measured in AP. The better the material of the armor and the more extensive its coverage, the more AP it will provide.

What is AP?
AP is short for Armor Points. AP are expended like HP when a character is damaged except that the AP are spent first before HP and AP is regained by case-specific methods (as opposed to healing for HP). A character with AP but 0 HP is still considered to be dying.

What is an Armor Piece?
An Armor piece is a single article of protective clothing. A Chain shirt, a leather left boot and a breast plate – these are all armor pieces.

What is a Torso Armor piece?
A Torso Armor Piece is any Armor Piece that also protects the Torso, regardless of what other areas in the body it protects. A Chain shirt and a Breast plate – these are both Torso arm pieces even though the Chain shirt grant some coverage to the arms while the Breastplate might not.

What is a Non-Torso Armor piece?
A Non-Torso Armor piece is any Armor Piece that does not protect the Torso but protects other parts of the body. A pot helm, a pair of Leather Bracers, a left leather boot, a pair of Gauntlets – these are all non-Torso armor pieces. A Chain coif that also includes a chain mantle IS a Torso armor piece because it also provides coverage to the Torso area.

How much does an Armor piece cost to create?

An armor’s creation costs are dependent on two factors: its Type and its Coverage.

Type: The different Armor types below require different prices or components based on the rarity and the strength of the Formula. Sometimes, Armors will differentiate between Metal and Non-metal armors. Non-metal Armors (hard leather, soft leather, cloth) tend to cost less when compared to Metallic Armors (scale, chain, plate) but they also provide less protection or armor points (AP).

Coverage: The coverage of an armor piece is the other determinant of its price. The armor coverage areas in Seventh Kingdom are as follows: Torso, Head, Left Arm, Right Arm, Left Leg and Right Leg.

If an Armor Piece provides torso coverage, it uses the Torso Armor line of cost. If it provides coverage to any other body part, the cost increases for each and every area of the body it must cover.

Example: Karg Runehammer wants to create a normal Chain-hauberk. For this example’s purposes, a Hauberk is a chain shirt that reaches to mid-thigh and has long sleeves. The Hauberk provides protection to the following areas: Torso, left arm, right arm, left leg and right leg. Therefore, his armor will require: Basic metal x1 and Minor metal x8

Rathma the Grey Witch wants to create a Rune-forged Breastplate. For this example’s purposes, the Breastplate covers only the Torso (front and back). The Breastplate will therefore require: Rare Metal x1, Rare Fire x1 and a Rare Lightning x1 to create.

Alleri Swiftstrider wants to create a pair of Feral-Hide Bracers.  These bracers provide coverage to the left arm and the right arm. To create them, she must do so individually and spend Basic Earth x2 and Basic Water x2 each time – this costs a total of Basic Earth x4 and Basic Water x4.

How do I create Armor?
Only an Armor-smith can create armor. Creating an Armor requires:
A) The necessary rank of the Armor-smith skill (Expert Armor-smith is needed for Complex armors and Master Armor-smith is needed for Erudite armors)
B) The proper Formula (either internalized* or on a Wyrdic Cipher)
C) The necessary Component costs required by the Formula.
D) The necessary Physical Representations (Phys-reps) required by the Formula
E) At least 10 minutes of role-playing at a Forge or Annie’s Inn.

*An Armor-smith can learn an armor creation or augmentation Formula from a Wyrdic Cipher by spending 1 month studying it while it is in his sole possession and spending 3 build.

After these requirements have been fulfilled, proceed to Logistics in Annie’s Inn.
•    Show Logistics the Wyrdic Cipher used and the armor phys-rep (if a skill was used instead, show Logistics the character card)
•    Give Logistics the necessary component costs
•    Logistics will then give you the correct item card that you will fill out with the necessary information.

Most armor pieces can only have one augmentation on them although certain special torso armors are able to bypass this limitation. Furthermore, no armor piece may hold more than one iteration of a specific augmentation.

What is a Property?
A Property is a benefit that the Armor gains or that the Wearer gains when he or she wears the armor.

If a Property grants a skill/feat/spell, the character loses use of that skill/feat/spell  when the wearer stops wearing the armor. Also, a skill/feat/spell granted by a property does not allow a character to fulfill any prerequisites for any abilities/skills/spells/feats.

What is an Affinity?
Affinities are special properties or benefits that activate only when certain conditions are fulfilled. Sometimes that conditions dependent on a quality of the wearer or wielder (Race, Class, Kingdom, the presence of a specific skill) or it may be dependent on a quality of the item itself (item type, an effect on the item, an augmentation).

The conditions of an Affinity are written in parenthesis between the word “Affinity” and the colon.

What are Augmentations?
Augmentations are effects that Professions like Smiths can place upon armor to enhance its qualities. Normal armor pieces and all kinds of Non-torso armor pieces can have only 1 augmentation upon them. More advanced Torso-armors can have multiple Augmentations placed upon them.

What is a Set Bonus?
Set Bonuses are Properties that only activate if the Wearer has every area of his body protected by that specific type of Armor. These Properties deactivate if the Wearer violates the condition above and removes a piece of that Armor type.

What is 1/SR, 1/H, 1/P or 1/M?
1/SR is once per short rest. Once used, this property can not be used again until the wielder has taken a successful short rest.

1/H is once per hour. Once used, this property can not be used again until an hour has passed.

1/P is once per period. Once used, this property can not be used again until the next period.

1/M is once per moon or month. Once used, this property can not be used again until the next event.

Armor Point Values based on Armor Type

Armor Creation Formulae (B/C/E)


Basic Armor:

Normal Armor Formula
Most armor is crafted in this fashion, using metal and leathers to produce protective clothing.
Basic Armor
Create: Create 1 Normal armor piece
Augmentations: 1
Cost:     Torso Coverage: Basic Metal x1 or 10 GP (non-metal)
Non-Torso Coverage: Minor Metal x2 or 5 GP (non-metal)
Phys-rep: Armor piece; item tag.

Complex Armor:

Rune-Forged Armor Formula
Once a secret of the Stone Clan known as the Iron-Rune, Rune-forged armor combines material and magic to form superior protection for the wearer.
Complex Armor
Create: 1 Rune-Forged armor piece (soft leather, hard leather, chain, scale or plate only)
Augmentations: 3 for Torso, 1 for non Torso.
Property: Torso armor provides +5 extra AP, and non torso provides +1 extra AP.
Set Bonus: 1 basic ritual spell affecting you (your choice when it is cast) does not count against your personal limit on latent effects.
Cost:     Torso Coverage: Rare Metal x1 (or Rare Earth if non-metal), Rare Fire x1, Rare Lightning x1
Non-Torso Coverage: Basic Metal x2 (or Basic Earth if non-metal), Basic Fire x1, Basic Lightning x1
Phys-rep: Armor piece, 1-inch Dwarf Runes on each armor piece; item tag.

Shadow-Web Armor Formula
Favored by Lotus Eaters, Shadowsouls and King-slayer Crew, this armor allows for protection and concealment in one deadly package.
Complex Armor
Create: 1 Shadow-Web armor piece (Hard leather, Chain, Scale or Plate only)
Augmentations: 3 for Torso, 1 for non Torso.
Property 1: After sundown but before sun up, this armor grants 5 extra armor points for the torso.
Property 2: For the purposes of the Camouflage skill, this is not counted as metal armor.
Set Bonus: This armor is considered to have the Ishtari Shadow-weave augmentation.
Affinity (Shadowsoul or Witch): Shadow-binding and Wisp spells can be cast while wearing metallic Shadow-web armor.
Cost:    Torso Coverage: Rare Shadow x1, Rare Death x1, Rare Wind x1
Non-Torso Coverage: Basic Shadow x3, Basic Metal x1
Phys-rep: Black armor piece; White/Silver webbing; item tag.

Astralline Armor Formula
Brought by the Gnome Race to Ixia and Midworld, Astralline armor takes the mythic, spiritual ore and fashions it into protective gear.
Complex Armor
Create: 1 Astralline armor piece (Plate or Scale only)
Augmentations: 3 for Torso, 1 for non Torso.
Property: Wearer may fully repair armor by taking a Short Rest and spending 2 SP per armor piece.
Affinity (Priest or Witch): For the purposes of spellcasting, this armor is not considered metallic.
Set Bonus: This armor is considered to have the Executor Bright-Weave augmentation
Restriction: Cannot use Camouflage skill while wearing any piece of this armor.
Cost:    Torso Coverage: Rare Earth x1, Rare Holy x1, Rare Wind x1.
Non-Torso Coverage: Basic Earth x2, Basic Holy x1
Phys-rep: Armor piece; Cellophane and Glow stick on each piece; item tag.

Bone Reaver Armor Formula
Gotterdammerung claims this deathly armor as its own, although many Necromancers and their minions wear it because of its inherent necrotic properties.
Complex Armor
Create: 1 Bone Reaver armor piece (Plate or Scale Only)
Augmentations: 2 for Torso, 1 for non-Torso
Property: Only the healing spells of an Expert Armor-smith or a Necromancer can restore the AP granted by this armor.
Set Bonus: When receiving the Word of Flesh-Mending spell, invoke “5 HP” to regain 5 extra HP from the spell. Also, Necrotic Grafts cast upon you have no component cost. Breaking the set bonus dispels any Necrotic Graft on you.
Affinity (Sorcerer or Necrotic Graft): For the purposes of spellcasting, this armor is not considered metallic.
Cost:     Torso Coverage: Rare Death x1, Rare Shadow x1, Rare Metal x1.
Non-Torso Coverage: Basic Death x1, Basic Shadow x1, Basic Metal x1
Phys-rep: Glow stick on each piece; item tag.

Feral-Hide Armor Formula
Ascribed to the Circle of Vallah, Feral-Hide armor is greatly favored by those who avoid metal armors because of its improved warding properties and its ability to be healed by magic.
Complex Armor
Create: 1 Feral-Hide armor piece. (Soft Leather or Hard Leather only)
Augmentations: 2 for Torso armor, 1 for non-Torso.
Property: Only the healing spells of an Expert Armorsmith can restore the AP granted by this armor. If all AP is lost, a Revive spell must be cast first.
Affinity (Beastling or Adept): Using Bestial Wrath or Totemic Shift also restores 5 HP to the wearer for each coverage area protected by Feral-Hide armor.
Set Bonus: You also regain 2 SP when using Totemic Shift or Bestial Wrath
Cost:     Torso Coverage: Rare Earth x1, Rare Water x1, Rare Herbal x1.
Non-Torso Coverage: Basic Earth x2, Basic Water x2
Phys-rep: Fur hide on armor; item tag.

Silk of Shaedis Formula
Originating from the Twilight Empire of the Shaedlings, this armor’s special materials improve the power of protection spells.
Complex Armor
Create: 1 Silk of Shaedis armor piece (Padded only; Torso armor only)
Augmentations: 3 for Torso piece
Property 1: This armor is always considered Hardened.
Property 2: This armor grants 8 extra AP.
Affinity (Priest, Sorcerer or Witch): This armor’s AP stacks with the AP granted by Latent spells.
Cost:    Torso Coverage: Rare Shadow x1, Rare Holy x1, Rare Water x1
Phys-rep: Dark silken robes, coat or shirt with arcane symbols written all over them, item tag


Erudite Armor:

Masterwork Armor Formula
A mark of a master craftsman, Masterwork Armor provides greater protection than Normal Armor with only a slight cost increase.
Erudite Armor
Create: 1 Masterwork armor piece.
Augmentations: 2 for Torso, 1 for all others.
Property: This armor is always considered Hardened.
Set Bonus: The torso armor gains the Thunderforge Multi-Weave augmentation.
Cost:    Torso Coverage: Rare Metal x2 (or Rare Earth if non-metal)
Non-Torso Coverage: Basic Metal x2 (or Basic Earth if non-metal).
Phys-rep: Armor piece; Smith’s personal mark on armor or on a strip of cloth on armor; item tag

Soul-Forged Armor Formula
Soul Forged Armor hails from Callas Selvarion and the Sun Empire, linking armor and wearer in mind and soul.
Erudite Armor
Create: 1 Soul-Forged Armor piece (Plate or Scale only).
Augmentations:  3 for Torso, 1 for non-Torso
Property 1: This armor is considered Hardened.
Property 2: (1/M) The True Wearer may invoke “Soul-Forge” while in critical death count to be revived and regain 10 HP. Each additional coverage area protected by Soul-forged Armor increases this healing by 5 HP.
Affinity (Humans, Elves or Priests): Within 5 seconds of receiving a healing spell, immediately Channel 5 and invoke “X HP” to regain X HP (X is the amount of healing you received from the spell)
Set Bonus: Invoking “Soul-Forge” restores you to Full HP and all Soul-forge armor to full AP. Also, all limbs are restored.
Cost:     Torso Coverage: True Wearer’s Life x1, Pure Holy x1, Rare Metal x1, Rare Water x1
Non-Torso Coverage: Rare Holy x1, Basic Metal x1, Basic Water x1
Phys-rep: Each armor piece must have at least seven 1’’ Silver or Blue Runes; item tag.

Hell-Forged Armor Formula
The cost of this armor’s creation is dear but there are many in the Labyrinthium and in the Iron Kingdom that are willing to pay the price for its power.
Erudite Armor
Create: 1 Hell-Forged armor piece (Plate, Scale or Chain only).
Augmentations: 5 for Torso pieces, 1 for non-Torso pieces.
Property 1: This armor is always considered Hardened.
Property 2: (6/M) The True Wearer may Invoke “Hellfire Healing” to heal 5 HP for each area covered by Hell-forged Armor.
Set Bonus: This armor is considered to have the Executor Bright-weave augmentation and the Shensai weave augmentation. Also, Soul Grafts cast on you do not have a component cost. Breaking the Set Bonus dispels all Soul Grafts upon you.
Affinity (Diabolist, Nightkin or Soul Graft): For the purposes of Spellcasting, this Armor is not consi
dered metallic.
Cost:    Torso Coverage: Life x1 from 6 different souls (close friends or family only of True Wearer), Pure Demonic x1, Rare Death x1, Rare Metal x1, Rare Shadow x1
Non-Torso Coverage: Rare Demonic x1, Basic Death x1, Basic Metal x1, Basic Shadow x1
Phys-rep: Red and/or Black Armor, at least six 1” red or golden demonic runes on each piece; item tag

Maker’s God-Plate Formula
The Stone Clans and the Iron Kingdom claim that this formula was divinely inspired as a reward to Master Armor-smiths.
Erudite Armor
Create: 1 Maker’s God-Plate armor piece (Plate only)
Augmentations: 5 for Torso pieces, 1 for non-Torso pieces
Property 1: This armor is always considered Hardened.
Property 2: This armor grants +5 AP if Torso armor and +1 AP if non-Torso armor.
Set bonus: (1/P) Invoke “God-Plate” to reduce the damage of a melee strike to 0.
Affinity (Master Armor-smith): “God-Plate” may be used (1/H) instead.
Cost:    Torso Coverage: Rare Metal x1, Rare Earth x1, Rare Fire x1
Non-torso Coverage: Basic Metal x2, Basic Earth x2, Basic Fire x2
Phys-rep: Plate armor with symbol of the Maker and of its crafter (on breastplate and/or pauldron), item-tag