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~Armour Skills~

( All Guilds )

Warrior Guilds pay listed costs.

Rogue and Cleric Guilds pay a 25% increase.

Wizard Guilds pay a 50% increase.

All modifiers applied to XC costs apply only to Skills purchased with XC, not to those gained by leveling up, as they are given to the Character for free, and are not applicable to cost modification.

( Just click on the Armour item of choice to jump to it's description )

Small Shield ( Sml ) 100,   Large Shield ( Lrg ) 200,  Tower Shield ( Twr ) 300

 Light Armour ( Lit ) 150,   Medium Armour ( Med ) 250,   Heavy Armour ( Hvy ) 350

~~NOTE~~

Non-combat oriented Guilds must purchase Medium Armour before they can purchase Heavy Armour.  These guilds are -

all Non-Combatant Guilds and

Gypsy, Scribe, Thief, Bishop, Trapper, Druid, Shaman, Warlock, Witch, Witch Doctor, Arcanist, Overlord, Psionicist and Summoner.

Combat oriented Guilds need not purchase Medium Armour before they can purchase Heavy Armour.  These guilds are -Barbarian, Engineer, Mercenary, Musketeer, Paladin, Watchman, Weapons Master, Assassin, Pirate, Ranger, Pontiff, Battle Mage, Enchanter and Rune Master.

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Non Combatant Armour Skills

In this hectic and sudden world of The Mixed Medieval Arts, it is important for all to keep themselves armed and ready at all times.  This includes our Merchants, or those whose Guilds come from the Non Combatants Guild Tree.

Non Combatants and Shield Skills

(Small, Large, Tower)​

These Skills all work the same as the Combatants rules state they do.  For more information on what the skills do, see below or on the Weapons and Armour Construction page.

Non Combatants and Armour

(Light, Medium, Heavy)​

Armour for Non-Combatants does not add Armour Points (extra Hit Points) or extra Wound Points onto the wearer, rather it will allow for a certain number of times during a single conflict encounter that the wearer may negate a "Non Com you are dead!" mechanic with a cry of "Deflect!".

A single conflict encounter begins with the Attacker first declaration of "Non-Com you're dead!" and ends with the completion of a 30 seconds uninterrupted rest period.  During this rest the Non-Com may do nothing else but stay still in one place, gather their breath and senses about them and try to get over the shock of their threatening encounter.

Light Armour ( Lit ) 

- Level 1 -

Character may use Light Armour for 1 use of "Deflect" per encounter.

Light Armour may not be used against a threat from a 1 handed Mass or any 2 handed Weapon, only against 1 handed bladed weapons.

- Level 2 -

Character can also now "Deflect" any weapon of any size..

- Level 3 -  

Three times daily, character may also announce "Deflect" and cancel any damage/effect dealt to the Light Armour from any thrown Magic source or Flintlock, just as if the Light Armour was acting as a Large Shield.

Medium Armour ( Med ) 

- Level 1 -

Character may use Medium Armour for 2 uses of "Deflect" per encounter.

- Level 2 -

Three times daily, character may also announce "Deflect 10S" and cancel any damage dealt to the Armour from any Thrown Weapons, Javelins, Arrows and Bolts for the next 10 seconds.

- Level 3 -

The Character can also now handle much thicker more rigid armour and therefore receives an extra Deflect use, for a total of 3.

Heavy Armour ( Hvy ) 

- Level 1 -

Character may use Heavy Armour for 3 uses of "Deflect" per encounter.

- Level 2 -

Three times daily, character may also announce "Deflect 30S" and cancel any damage dealt to the Armour from any Thrown Weapons, Javelins, Arrows and Bolts for the next 30 seconds.

- Level 3 -

The Character can also now handle much thicker more rigid armour and therefore receives an extra Deflect use, for a total of 4.

 

Combatant Armour Skills descriptions

 

Small

 

​Small Shield ( Sml )

 

 ~ Level 1~

Character may use a Small Shield to defend themselves from all incoming weapon damage.  If the shield is slung ( worn on the back like a back pack and not in the hand/arm ), the character receives all damage dealt to the shield as a Body shot.

 

~Level 2~

Character now knows how to Sling Shield, so that if the shield is slung to their backs in a back pack manner it will now deflect every second blow that lands on it from behind.

 

~Level 3~

Three times daily the Character may now use a Small Shield as a Large Shield by announcing " Deflect " with every individual use.  When acting as a Large Shield it may be used to deflect thrown magic and Flintlocks.

Large

 

Large Shield ( Lrg ) 

 

- Level 1 -

Character may use a Large Shield to defend themselves from all incoming weapon damage and Thrown Magic and Flintlocks.  If the shield is slung ( worn on the back like a back pack and not in the hand/arm ), the character receives all damage dealt to the shield as a Body shot.

 

- Level 2 -

Character now knows how to Sling Shield, so that if the shield is slung to their backs in a back pack manner it will now deflect every second blow that lands on it from behind.

- Level 3 -

Three times daily the Character may now use a Large Shield as a Tower Shield by announcing " Deflect " with every individual use.  When acting as a Tower Shield it may be used to not only deflect thrown magic and Flintlocks, but Muskets as well.

Tower

 

Tower Shield (Twr ) 

 

- Level 1 -

Character may use a Tower Shield to defend themselves from all incoming weapon damage, Thrown Magic, Flintlocks and Muskets.  If the shield is slung ( worn on the back like a back pack and not in the hand/arm ), the character receives all damage dealt to the shield as a Body shot.

 

- Level 2 -

Character now knows how to Sling Shield, so that if the shield is slung to their backs in a back pack manner it will now deflect every second blow that lands on it from behind.

 

- Level 3 -

Character may now "Ground" a Tower Shield, by placing the bottom of the shield securely on the ground and bracing the back of the shield with the body.  

A Grounded Tower Shield can negate any variation of "Push", 3x/day.

Light

 

Light Armour ( Lit ) 

 

- Level 1 -

Character may use Light Armour.

 

- Level 2 -

Three times daily, character may announce " Deflect " and cancel any damage dealt to the Light Armour from any 2 Handed or Mass weapon.

 

- Level 3 -  

Three times daily, character may also announce " Deflect " and cancel any damage/effect dealt to the Light Armour from any thrown Magic source or Flintlock, just as if the Light Armour was acting as a Large Shield.


Light Armour Specialization: Armour of Scars

"Sometimes layers of thick and ragged scars is all the armour one needs."  ~Magnamus Dwarfkin

Light Armour is now immune to all one handed weapons.

Med

 

Medium Armour ( Med ) 

 

- Level 1 -

Character may use Medium Armour.

 

- Level 2 -

Three times daily, character may announce " Deflect 10S " and cancel any damage dealt to the Armour from any Thrown Weapons, Javelins, Arrows and Bolts for the next 10 seconds.

 

- Level 3 -

The Character can now handle much thicker more rigid armour and therefore receives an extra +1 everywhere that their armour covers for a total Medium Armour bonus of Body + 2, Arms +2, and Legs +2.

Heavy

 

Heavy Armour ( Hvy ) 

 

- Level 1 -

Character may use Heavy Armour.

 

- Level 2 -

Three times daily, character may announce " Deflect 30S " and cancel any damage dealt to the Armour from any Thrown Weapons, Javelins, Arrows and Bolts for the next 30 seconds.

 

- Level 3 -

The Character can now handle much thicker more rigid armour and therefore receives an extra +1 everywhere that their armour covers for a total Heavy Armour bonus of Body + 3, Arms +3, and Legs +3.

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