Much like weapons, armor has a set of stats associated with it
which speak to how well it will protect, how well it's made, its
hindrance, etc. Let's look at the most common set of leather
armor in the realms, which would be Wolf Clan leathers. These are
pretty much the standard for leather protection:
The leathers are leather armor. The leathers look like they offer protection for the following areas: right arm left arm right leg left leg chest abdomen back You feel certain that some sable leathers appear to impose high maneuvering hindrance and offers: good protection and fair damage absorption for puncture attacks. good protection and fair damage absorption for slice attacks. good protection and moderate damage absorption for impact attacks. fair protection and fair damage absorption for fire attacks. fair protection and fair damage absorption for cold attacks. moderate protection and fair damage absorption for electrical attacks. If you were only maneuvering in some sable leathers you could expect to be unhindered. You are certain that the leathers are moderately strong, and are in pristine condition. The leathers are moderately soft. The leathers feels pretty heavy. You are certain that the leathers are worth exactly 1875 kronars.
This format is often abbreviated as such: g/f g/f g/m f/f f/f m/f
for simplicity. It's also sometimes noted as
g/g/g/f/f/m with fair absorption which I find a little more
obfuscated. The scale for the values is:
none, poor, low, fair, moderate, good, high, great, extreme
Protection:
The protection value (being the 'good' part on puncture for instance)
is probably the most important value to keep in mind when choosing armor.
As your ranks increase, the protection value works with the ranks to
provide the overall amount of damage reduction when you take a blow. So,
with more ranks in an armor skill comes better protection. If an armor had
poor protection you probably couldn't expect to grow with this
armor, even though it did have some intrinsic value for protection, known
as absorption, talked about next.
Absorption:
Absorption is the built-in protection of the armor, the part which doesn't
increase particularly with ranks in armor skill. It's simply how much of
the damage the armor will take when anyone wears it. In the case of an armor
like leather, absorption is almost always quite low, meaning that most hits
that do manage to get through and have ignored your protection value are
going to hurt. Generally speaking younger people are often best suited with
armor with somewhat higher absorption and can later grow into better
protecting armor.
Hindrance:
All armors impact maneuverability and have a value associated with this,
which is its hindrance. Being hindered effects an entire host of skills,
most of which are combat, such as evasion, the damage dealt through your
weapon, your armor skill itself, but also non-combat skills like
swimming. Early on, it's important to pick armor which isn't terribly
hindering and there are several options out there, such as
supple hunting leathers sold up in Riverhaven. Another important
note about hindrance is that the more you're hindered, the better you
learn, which seems a little backwards. Later in your career, you'll find
that wearing less hindering armor will actually cause you to learn leather
armor more slowly. In either case, you're still gunning for very low
hindrance, either insignificantly hindered or unhindered.
Construction:
The construction value dictates how much damage the armor itself can take
before it needs to be repaired. Generally speaking armor will take some
damage over its lifetime, but even some of the worst constructed armor
will hold up for a long time. There are a certain group of critters that
simply tear armor up, such as granite gargoyles and so you may be paying
a visit to the leather repair shop more and more often as you get older
if you don't move to armor that's at least moderately strong.
Also, dying tends to cause damage to armor, but for some bits of armor
it's simply impossible to get really good construction, such is the case
for leather hand and head gear or even chain hand gear.
Appraisal value:
The amount that the leathers cost means nothing except how much it's going
to cost to get them repaired. The leather repair shop notes the value and
figures it out in their estimates, so owning some really fancy fest
leathers that don't protect any better than store bought isn't always a
good idea.
Early on, I suggest that rangers get the supple hunting leathers
from up in Haven. They end up with stats like m/m m/m g/m and
aren't as hindering as Wolf Clan leathers, as well as only having a cost
of a few gold. Racial hunting leathers sold down in Shard are
probably the all around best choice but can run close to 5 plat dokoras
and that's simply too much for most people starting out.
Once you've moved up a little, perhaps after about 70 ranks of leather armor
skill, I suggest going to the Wolf Clan leathers. They'll be heavy, but the
protection gains will start to be worth it. This is also the time when you
start moving up to critters which will hit fairly hard such as snowbeasts and
soon enough granite gargoyles. As for head protection, the
leather mask in Shard is a good one and only costs a few silver
while protection head, neck and eyes. Reinforced gloves sold in
Crossing will do just fine for leather hand gear. The
falconer's gauntlets on Ratha are another popular choice, but try
not to get ripped off by people selling them for more than a gold.
If you're beyond even those, say in the mid-100's in leather armor, you
certainly can't go wrong with tanned leathers. A couple of rangers sell
good sets of tanned leathers which will provide somewhat more protection,
but the cost is quite high, usually 80 or more plat. I suggest doing your
research first though.