Armor Engineered Armor Name Prof Region AR DMG Reduction Traits Rarity TGH Slots Standard Grade Standard Issue Plate Simple Torso +1 -1 Ripping Standard 2 1 Standard Issue Hide Simple Torso +1 -1 Crushing Standard 2 1 Standard Issue Shield Simple 1 Paw +2 -1 Ripping Standard 2 1 Ruiner Plate Simple Torso +2 -1 Ripping Common 3 1 Spark Hide Advanced Full Body +1 -1 Crushing Immunity (Fire) Valuable 3 3 Enforcement Grade Refined Iron Plate Simple Torso, Limbs +2 -1 Ripping Uncommon 3 2 Refined Hide Simple Torso, Limbs +2 -1 Crushing Uncommon 2 2 Runner Harness Advanced Under Armor +0 +2 Bag Slots Uncommon 2 1 Red Carbon Suit Advanced Full Body +0 Immunity (Void) Rare 2 3 Military Grade Grimm Issue Light Iron Simple Torso, Limbs +1 -2 Ripping Common 2 2 Grimm Issue Heavy Iron Simple Torso, Limbs +2 -2 Ripping Heavy Common 3 2 Terra Issue Plate & Robes Simple Torso, Limbs +2 -1 Ripping, -1 Crushing Uncommon 3 2 Ari Issue Black and Gold Simple Torso, Limbs +2 -2 Crushing Valuable 3 2 Pip Issue Refined Iron Simple Full Body +2 -2 Ripping Valuable 4 3 Pip Issue Wall Shield Advanced Shield +4 -2 Ripping, -2 Crushing Heavy, Sluggish, Cover Valuable 5 4 Teddy Issue Overly Heavy Darksteel Advanced Torso, Limbs +4 -2 Ripping, -2 Crushing Heavy Rare 6 2 Auco Issue Mage's Robes Advanced Torso +1 -1 Crushing +1 Max AP Rare 2 1 Pip Issue Darksteel Simple Full Body +4 -3 Ripping, -3 Crushing Heavy Scarce 6 3 Comet Issue Red Steel Advanced Full Body +2 -1 Crushing Immunity (Void), Heavy Scarce 3 3 Invented Armor Armor is invented using a series of steps and modifications focused around modifying it's AR bonus. An armor's starting AR is based on it's rarity, as found in the table below. The weapon may be invented with just that amount of AR, with a toughness of 3 and 1 bag slot. However, one may find it more fun to go through the various sections of the process below to trade AR for armor features. Invented armor can have as many modifications as the creator wants, as long as the AR does not exceed 2 higher than the starting amount, and the AR bonus does not go under 0. Rarity AR Standard 1 Common 2 Uncommon 3 Valuable 4 Rare 5 Scarce 6 Elusive 7 Basic Stats The basic armor attributes are some of the most important, and some of the most simple parts of making invented armor. Feel free to select the stats from the following sections to best fit your armor's characteristics. Proficiency - All armor starts with simple proficiency. Should one desire, they may increase the proficiency to advanced and gain 1 AR. Toughness -  It takes some work to make an invention stand up to being bashed in by a sledge hammer. Without changes, armor has a toughness of 3. This may be increased by removing 1 AR and gaining 1 toughness as many times as one desires. Slots -  Invented armor starts at 1 bag slot. This may be reduced to 1/2 a bag slot by removing 1 AR. They may also increase in bag slots by adding 1 AR and 1 bag slot as many times as desired. Traits Traits make up the core of inventing armor. Traits can be complex and involve several tables, or be straight forward. It depends on the complexity of weapon you're looking to build. Ammo Armor that uses "Ammo" is rare, and a little bit confusing. An easier way to think about it is armor that requires power for it's bonuses, like some sort of power armor. Because of this the types of ammo armor can use is much more limited than gadgets, mods, or weapons. In combat, powered armors take 1 fuel to block an attack. If the armor fails to block an attack, fuel is not used. Steam Cores +1 AR Pressurized orbs of steam used with hydraulics to make heavier armor easier to move Fuel +2 AR Some kind of burnable liquid, usually oil or gas Breaking Breaking armor is rare and niche, but does exist. When charging at an enemy, armor with the breaking trait may be used to try and break the armor of an enemy. This removes any other effects of the charge. Breaking works like a normal breaking attack. For every 2 AR sacrificed, gain +1 Breaking. Heavy Big heavy armor feels very powerful, but can be a serious stamina drain. Making armor heavy gives that armor 2 extra AR. Immunity Armor can provide immunity to specific status effects through some specialized means. These tend to be weaker, but can make the difference in specific enviroments. Adding an immunity to armor bring the AR down by 4. Damage Reduction Armor tends to provide extra reductions to specific types of damage depending on its purpose. You may add -1 Crushing or -1 Ripping by removeing 1 AR as much as desired. Shields Shields are armor bonuses that must be equipped, and thus must use 1 or more paws by themselves. To make armor a shield, increase its AR by 2, and add a 1 paw requirement. A 2 paw requirement may be added instead by increasing AR by 3, but be aware this means that no other weapon may typically be used with this shield. Sluggish Sluggish shields are beasts to handle, but pack more of a punch for the trouble. Making a shield sluggish gives that shield 1 extra AR.\ Cover Shields that provide cover are typically called wall shields, and are used by Valley Walkers to protect those they are aiming to guide out of the valley of death. This takes 3 AR from the shield. Illegal A piece of armor which can use illegal technologies, which adds 2 AR.