Enchanted Realms Rulebook

 The Fantasy World 
 All Armors

All Armors

Again, in the Game Starter tome, there was a brief explanation of some equipment. This section will expand all the different armors, shields and weapons to be used by one’s character. All the details of how they work will also be explained thoughout the next few section, starting with armor.

Remember that armor is different in Enchanted Realms. Armor interacts with its wearer’s lifesong. Thus, different types of armors will have its AC modified by different sub-attributes. Leather armors are modified by Agility as one finds in many RPGs. However, a priestly robe will have its AC adjusted by the modifiers of the wearer’s Faith score and one’s nimbleness isn’t really a variable any more.

Below is the expanded table of the different types of armor. This will include the more rare types of craftsman armors. Further, alternate materials used when crafting are listed as well along with the adjustments that occur because of this. If further special materials are needed, these will be explained in the individual descriptions. Lastly, remember what is listed here is not considered magical, just creative use of materials during the armor creation.

Expanded List of Armor

ArmorACAdjustmentsAC ModifierImpactsWeightDonWearable
Archbishop Robe11Cold, Necro: +1; Blunt: +2Faith ModSocial6 lb1 action168 hrs
Bishop Robe11Blunt, Fire: +1Faith ModSocial6 lb1 action168 hrs
  Croc,Shark,Stingray Blunt, Cold, Fire: +1  7 lb  
Goluka11Blunt, Cold: +1Muse Mod9 lb3 actionsInfinite
Leather11Piercing: -1Agil Mod10 lb3 actions168 hrs
  Croc,Shark,Stingray Cold: +1; Piercing: 0 12 lb  
Padded11Fire: -1, Lightn: +1Resil ModStealth8 lb6 actions144 hrs
Brigandine Armor12Edged: +1Will ModSorcery15 lb5 actions96 hrs
  Steel Plates13Edged: +1  15 lb5 actions96 hrs
Studded Leather12Blunt: +1Agil Mod 13 lb3 actions120 hrs
  Croc,Shark,Stingray Blunt, Cold: +1 13 lb  
Elfin Hauberk13Edged: +1Muse Mod 12 lb3 actions72 hrs
Gryf Padding12NoneAgil Mod 12 lb6 actions144 hrs
Heavy-Padded13Piercing: +1; Lightn: +1Resil ModStealth12 lb8 actions60 hrs
Iron-Skin Leather13NoneAgil Mod 12 lb3 actions168 hrs
Jack of Plates13NoneWill ModSocial, Sorcery18 lb8 actions72 hrs
Chain Shirt14Edged: +2Judg ModSorcery20 lb9 actions48 hrs
  Steel15Edged: +2  20 lb  
Lamellar14Piercing: +1NoneSorcery35 lb12 actions36 hrs
  Steel15Piercing: +1  35 lb  
Breastplate15Edged, Piercing: +1NoneSorcery30 lb8 actions48 hrs
  Steel16Edged, Piercing: +1  30 lb  
Dark Ring15Blunt, Cold: +1NoneStealth, Sorcery30 lb10 actions72 hrs
Dwarven Scale15Blunt, Edged: +1NoneStealth, Sorcery50 lb15 actions36 hrs
  Steel16Blunt, Edged: +1 50 lb  
Ring Mail15Edged: +1NoneStealth, Sorcery40 lb10 actions24 hrs
  Steel16Edged: +1 40 lb  
Brigandine Chain16NoneNoneArchery, Sorcery40 lb12 actions24 hrs
  Steel17None 40 lb  
Chain Mail16Edged: +2NoneStealth, Sorcery55 lb18 actions18 hrs
  Steel17Edged: +2 55 lb  
Splint Mail17Blunt, Piercing: +1NoneArchery, Stealth, Sorcery60 lb24 actions12 hrs
  Steel18Blunt, Piercing: +1 60 lb  
Plate Mail18Edged, Fire: +2NoneArchery, Stealth, Sorcery65 lb30 actions8 hrs
  Steel19Edged, Fire: +2 65 lb  
Other Items AC Adjustments ModifierRequirement Weight Note
Shield donning requires 1 action if it is not readied
 Shield, iron & wood+2 None 6 lb 
   Stonewood+3   3 lbRare Item
Helmets donning or removing requires 1 action; -1 vs deaf, blind; extended nauseated effect
 Leather Capn/a None 2 lb+1 vs Stun
 Galea, iron & bronzen/a NoneStrength: 23 lb+3 vs Stun; -1 Perception check; no deaf penalty
 Bascinet, ironn/a NoneStrength: 34 lb+6 vs Stun; -2 Perception check

Market price is for medium-sized beings. Small-sized bipeds are have the cost and weight unless noted with two prices; the first is for medium creatures while the second is for small ones.

Archbishop Robe

This protection is the same as an enhanced version of the bishop robe with the exception that it is make with darkleaf rather than leather. Thus, it does not have a higher quality leather version to it. Due to this, the flame-retarding oils are not effective, causing this version to lose that protection; however, its defense against blunt damage is much better. Further, the faith-based protection of the church robe combined with the goluka as bonding with the wearer’s lifesong creates an unexpected bonus against necrotic damage. Thus, the robe is AC:11 for most attacks, but AC:12 against cold and necrotic damage, and finally AC:13 against blunt attacks. Due to the difficulty of meshing metal lining with dark leaf, there is an increased maintenance cost as the stitching does need routine repair. This suit is often reserved for the higher ranking church officials, which creates an interesting effect for social interactions. If the priest is on good terms with those he or she interacts, then a +2 bonus on all appropriate social rolls is granted. However, if the person wearing it is not of the proper station (or worse, not even a priest), then the wearer would be at disadvantage on all dice rolls involving social interaction due to skepticism. However, one more caveat, if the wearer has an acting skill and can pass oneself off as being a valid priest, then the same +2 benefits are granted. As with the risks of wearing its lesser form in public while not being of the proper church rank, this too carries the possibility of charges of blasphemy from the church for impersonating a saint. Creating this specialty robe requires green stitching as well as a ritual of it being made on holy ground. However, the robe itself is not magical.

Bishop Robe

While this item can be acquired on the black markets, it is typically reserved for members of the clergy. It is a leather robe, offering AC:11. However, it has spaced columns of lamellae from bone or metal sewn into the lining. This offers AC:12 against blunt strikes. Further, it is treated by a simple alchemical process, granting it to be AC:12 against fire as well. Those who wear this publicly and are not part of the church run the risk of social problems and possible anathematism. If the wearer is a true priest and known to be one, then social interactions gain +1 to all rolls. However, if not a priest or interacting with those ideologically opposed to the church, then social interactions will be rolled with disadvantage. It is a craftsman armor requiring that it be created on holy ground to gain the modifiers to AC from Faith. If duplicated but not made through the craftsman ritual, then those Faith modifier bonuses to AC will not be granted.

Goluka Armor

This is a specially-crafted suit of leather; however, rather than using a processed hide, the material used is made from darkleaf. It is commonly called “goluka” armor because of the elvish word for the plant. Once constructed, it offers improved AC against blunt and cold damage; thus it is a “leather” suit made from “goluka” which offers AC:11 against most attacks, but AC:12 against blunt and cold damage. However, the true benefit to this armor is there is no maintenance cost for an armor made from this material because so long as the coverings made from this plant receive a little sunshine and water routinely. When this occurs, the covering repairs itself. This does not mean it is indestructible, but normal wear and tear will not destroy it. However, if the armor is devoid of moisture for over three months, it will wither and become useless. Lastly, when wearing darkleaf armor, an additional +1 to body is gained during a short rest, which makes this material highly sought after. Green stitching is a needed skill in addition to leatherworking to create this special item.

Leather Armor

This armor is made from processed hide, typically from a cow or goat. After soaking, liming and tanning, the leather material becomes available to stitch together into an armor which covers the body like a suit; however, the shoulders and chest are usually boiled in oil to make those parts stiffer. The rest of the armor remains softer and more flexible. When worn, this armor grants the possibility of a bonus to the AC from a character’s Agility modifier. However, there are some types of leather (crocodile, etc) that allow the benefits of the armor to increase slightly.

Padded Armor

This construction consists of quilted layers of wool and linen, wrapped in an animal hide. While light in weight, it is a bit bulky. This does add a little insulation against lightning damage, but unfortunately exposed to fire one’s AC is only a base of 10. When attempting to take any stealthy action, such as sneaking undetected or picking the pocket of another, the wearer is at disadvantage for the action. The Resilience modifier is used when calculating attribute bonuses for this armor. A mere tailoring skill is all that is required to craft padded armor.

Brigandine Armor

A brigandine is a garment made of canvas and leather, lined internally with small oblong steel plates riveted to the fabric. It does offer slightly better protection than studded leather due to the AC:13 against edged weapons; however, its maintenance cost is much greater. Also it creates penalties for sorcery. This has caused the brigandine to become more of a decorative and ceremonial armor, one that marks position and station rather than a functional suit in which combat happens. This also contributes to why the jack of plates has social issues associated with it, as it is an obvious dishevelment of the brigandine. As it is typically an armor reserved for lower officers, it is not widely available in the market. However, any craftsman with leatherworking can craft a suit. Because of the ceremonial tradition, Will is the sub-attribute modifier that is associated to alter one’s AC from the joining with a lifesong.

Studded Leather

This is constructed like a leather suit of armor but has many parts of it boiled to harden them. The arm and shoulder sections typically remain softer leather but reinforced with numerous close-set rivets and spikes. The Agility modifier is combined when wearing this armor. Sometimes this armor is called cuir bouilli [ KWɪR Bü • yee ].

Elfin Hauberk

This is a highly coveted piece of craftsmanship that elven societies tend to create for their protectors. It is made from the rare feywood and scarcely found in the open market. When the wooden chains are formed into a shirt, they are treated to harden like stone while maintaining the light buoyancy of wood. This is different from stonewood, as the craftsmanship and material allows the shirt to be quite supple. The elves are stingy with these armors and tend to craft them for recognition rather than profit; nonetheless, a few items do make their way to black markets. A craftsman forging such a masterpiece would require arbor-forging as a skill to create a shirt.

Gryf Padding

This armor was developed by the gryf, and is mostly unusable by other species; however, the batfolk have been known to acquire it and make adjustments to shrink its size for better fitting. As such, this armor is occasionally used by that species as well. It is an oddly-shaped padded armor designed to fit a gryf. It made of glued blend of hemp, cotton, rubber sap, wool and feathers to protect the body and upper arms and looks much like a combination of various belts with handing straps. This light armor can be created with only leatherworking. Maintenance with oils and small replacement padding is required at a small monthly cost of 2 bits.

Heavy-Padded Armor

This armor is nearly the same design as padded but uses a heavy-hide instead. It is also bulky, sturdier version. Hides from thicker creatures like manticore are needed to produce this armor, but the only skill needed is tailoring.

Iron-Skin Leather

Creatures such as a basilisk, a chimera, a wyverns or even hatchling dragons, if found, can be fashioned into an iron-skin leather which offers AC 13 when crafted into a suit of armor. The only skill required is exotic-hides to make the armor; however, skinning is needed to remove and treat the hide to be used.

Jack of Plates

This is a type of armor made up of small iron plates sewn between layers of felt and canvas. Often, this is a thug-made armor, crudely patched together and possibly including parts from four or five other armors. Pelts and hides of societies lacking quality tools or materials, which are crudely patched together, also fall into this classification. Anyone wearing a jack of plates is almost always seen at the lower end of society and possibly as a criminal. As a result, any social interactions, such as bartering or interrogation, are performed at disadvantage as the wearer is not taken seriously and with great skepticism. It is also likely that GMs will have city guards and other police harass those wearing a jack of plates. Whenever a crime has occurred, someone wearing this will be seen as one of the “usual suspects,” causing a significant amount of time to interrupt whatever that character's business in town might be. However, the modifier from this armor is one’s Will.

Chain Shirt

This is sometimes called a hauberk, but should not be confused with the elfin version. This armor covers only the torso, leaving the arms and legs free. Typical this armor has a cloth layer underneath to prevent chafing and bruising. Due to its weight hanging from the shoulders, it does become uncomfortable, is slightly cumbersome, and interferes with sorcery due to how it connects with the wearer’s lifesong. Additionally, highly metallic pieces worn as armor cause a slight repulsion of the knurls of magic. While this makes no difference on the game numbers nor does it offer any magical protection, it does mean grasping those strands of energy needed to perform sorcery becomes challenging. The result is the chain shirt does not prevent arcane casting, but it does create a disadvantage on any sorcery axiom used while donned. This is the heaviest armor that allows a sub-attribute modifier to one’s AC. For the chain shirt, it is Judgment. If forging this armor with steel, then the total AC increases by 1 point.

Lamellar Armor

Lamellar is a sturdy armor similar to the breastplate but with small rectangular plates, scales or iron, punched and laced into horizontal rows on the exterior, worn over a heavy cloth undergarment. Often this armor extends down to a skirting to protect the legs as well. This armor also comes with a higher maintenance cost, making it a less popular style for the mercenary types, but it is available in many places, especially war-torn areas. Moreover, richer, more-successful adventuring types tend to be fond of it. It is considered a craftsman for these reasons, but the armorer need only armoring to create the basic iron version. This armor does not allow attribute modification to the AC.


This covering protects the wearer’s front and back with a metal cuirass which also includes a galea helmet and greaves. The weight of the armor includes these additional pieces, and as such the head protection applies if this armor is listed alone in one’s inventory. A light suit of leather beneath the breastplate helps to protect the limbs. Nonetheless, it does create a disadvantage for any sorcery cast when wearing. No bonuses for an attribute are gained from this armor.

Dark Ring

This is a darkleaf or “goluka-base” with ringmail methods added onto it. Because of the material, it can be worn for longer periods of time than armors of its same weight and protection. However, metal is very difficult to bind into darkleaf, which makes the time to create this armor longer and its cost significantly higher. Also, the secrets of arbor-forging must be known to create it. Like all goluka, this armor must be watered and allowed to have sunshine. A number of ruined suits forgotten in a closet, combined with the expert craftsmanship to make, allows for few to be on the open market.

Dwarven Scale

Rarely found to fit anyone other than of the terrac species, this fashioning is a variant of ringmail, using disks, which are merely rings dipped in molten metal to get a more-solid coating, woven in a spaced pattern similar to a lamellar armor but woven internally to the armor itself. The purpose for its creation was to protect against cleaving weapons; however, its downside is that it doesn't offer the same protection from piercing arrows and other attacks. A dwarven-style helmet equivalent to the galea is part of this armor; thus, the adjustments for such are also included when donned. Dwarves often repair their own armor; thus, the higher maintenance is less of a deterrent to them.

Ring Mail

This defense is based on leather armor with large, weighted rings attached and woven to it. Its rings help to reinforce the base against axe or sword strikes. It is inferior to other full body suits; however, it is much cheaper. Contrariwise, ring mail comes with disadvantages for actions of stealth and sorcery; not to mention it can be worn barely over a day before penalties occur.

Brigandine Chain

This combines a form of brigandine that is worn over and fashioned into a hauberk. It has a high maintenance fee and some increased time for forging; however, many find the benefits worth the additional expense, especially without having to invest into the skills for wearing heavier armor. However, despite being lighter than some, it cannot be slept in but perhaps one night before penalties are inflicted. An armoring skill is required to craft this style.

Chain Mail

A much heavier armor than most, chain mail is a form of armor made of interlocking metal rings. Clothing worn underneath prevents irritation and chafing. It is often used as a base for splint and plate armor. Due to its bulk, weight and form, wearing chain mail will cause the wearer to be at disadvantage for sorcery and stealth actions. A chain head covering is part of this armor, which acts as a leather cap. Other helmets can be worn at the same time, but only the stronger of the two helmets have its adjustments used.

Splint Mail

Made up of several vertical strips of metal, this suit is worn over cloth padding with the joints interwoven with chainmail. It is one of the most restrictive armors in respect to range of motion, and as a result anyone wearing it suffers disadvantage not only for sorcery and stealth but also when firing a weapon of archery. A galea helmet is included with this suit or armor; thus, protection against stunning effects are assumed with this armor, as are the helmet penalties.

Plate Mail

This offers the best AC and consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, and a bascinet-helmet. Buckles and straps distribute the weight over the body. Due to its bulk, actions of archery, sorcery and stealth are performed at disadvantage.

As a quick reminder of what disadvantage means for the various scenarios, here are some examples. If at disadvantage for social encounters, then there is a DC for getting a response from the NPC(s). This will be rolled on a d20, but at disadvantage two d20s will be rolled and the lower of the two scores will be used.

When fighting with a bow or a crossbow, but being at disadvantage, then one d20 is removed from the primary die pool on the attack. If lowered below one d20, then just as other single d20 rolls, two d20s are used taking the lower of the two scores. However, for combat, when at disadvantage, there is also a d3 penalty to damage.

Stealth has several options; however it usually involves a skill that allows a roll of 4d6 plus one’s Agility score to set the DC of being noticed. When at disadvantage, one of the d6s is removed, rolling only 3d6. However, remember that skills combine; thus, if having the stealth skill and sleight of hand, then the normal roll would use 5d6; thus, being at disadvantage would lower it to 4d6. On the other extreme, someone without any skills attempting to make a sneaky action, only 2d6 are used normally. Thus, at disadvantage, just 1d6 is rolled.

Lastly, if sorcery is at disadvantage, then the penalty varies depending on the effects of the magic. If it something that strikes on a single d20, then two are rolled, taking the lower of the two. If it forces the victim to make a save, then the target rolls the save at advantage. If neither of those apply, then disadvantage influence means manifesting the axiom is not a guaranty, requiring a Logic save (DC:14) to successfully cast the axiom. A failed save means the Mind points are used but nothing happens magically.

Details of Armor

As a reminder, weight is the variable used when calculating encumbrance. Because Strength is needed to carry more weight, save for dwarves, most characters will not be able to wear the heaviest of armors at the beginning of game play, despite the desire for having a high AC value.

Another challenge for the heavier armors is how long it takes to don the armor. Lighter, more supple armor can be put on and buckled up with one to three actions; however, something like plate mail might require five minutes to get on. This is important especially for a priest who might consider selecting the assemble armor incantation. Another aspect is how long an armor can be worn before penalties occur. This is listed in hours, but a character’s Resilience score can add an additional hour per point. Assuming no bonus, leather armor can be worn for 168 hours (one week) before penalties set in. However, when worn by someone with a 6 Resilience, the armor can be worn up to 174 hours before the penalties occur. On the other end, plate mail has a standard of 8 hours; thus, that same resilient character can wear it for 14 hours before worrying about penalties.

The penalties once going beyond the alloted time when wearing armor occur during rests. This is referenced as an “insomnia phase.” A short rest will not allow any Body points to be recovered as the initial penalty. Long rests will recover 2 points below the normal amount of Body-point recovery, and max-health acts one point lower than normal. As subsequent long rests are taken, that max health value lowers by another point until reaching the half-way point. Even if taking the armor off, the “insomnia phase” persists until max-health is restored. Each long rest out of armor will restore one point towards max-health and recovery will be normal. However, if wearing armor during an “insomnia phase,” no recovery will happen on the next long rest.


Likewise, anyone can carry a shield unless employing a weapon with a heavy, reach or ammo-use tag. If using one of those weapons, then adding a shield in a fight is simply unworkable. Moreover, to employ one without a skill and gain the +2 bonus to AC, the weapon used must be tagged as a light weapon. Otherwise, no bonus is granted. However, the shield-use skill will remove the light weapon restriction.

Also, putting a shield to the ready in the first round of combat suffers a penalty of 10 feet from movement that round. It does not require an action, but it does reduce distance that can be traversed in that first round. Subsequent rounds suffer no penalty unless the state of the shield's equipped status changes. Dropping the shield costs nothing, but putting it back to the ready would cost movement again. All this said, the skill of shield-use neutralizes these penalties, making it to be brought to the ready without any movement modifiers.

One other thing to consider is that a shield is a reasonably weighted object. Thus, like a chair, it could be picked up and used to strike someone. If doing this, then it is considered an improvised weapon and no bonuses would be granted for holding it -- even if one has shield-use as a skill. Only until shield-blitz is obtained do options exist. for using it offensively while retaining some defensive value


Helmets come is various shapes and sizes; plus, they are made from various materials. There is no skill needed to wear a helmet, but some have Strength requirements. No helmet offers bonuses to one’s AC; however, they do protect against certain types of effects -- most commonly assistance from becoming stunned. Head coverings sometimes have difficulties too. If a victim wearing any helmet must save to prevent a deaf or blind restriction, then said save will suffer a -1 penalty. Additionally, if a victim wearing any helmet suffers the nauseated restriction, then the effect will last for one round longer than normal.

Leather caps grant minimal protection. These will grant +1 to saves against stunning so long as the effect comes from a physical strike rather than mind-affecting magic. The bronze galea is another style of helmet. There grant +3 to saves against physical stunning, but suffer a -1 to any Perception checks while wearing. The galea is the only helmet that does not suffer the -1 penalty against deafness. Finally, the iron or steel bascinet helmet grants +6 to saves against physical stun attacks, but is penalized by -2 to Perception checks.

Species Size in Armor

A great example of this is the dwarven scale. That particular type of armor is almost never forged to fit anyone other than a dwarf. This begs the question if a party of humans discover a suit of dwarven scale, can it be adapted to fit one of them. The short answer is no, but there are adaptations that can be made in some cases. First, lets begin with small beings, nhoblits and gnomes. To confirm the price difference, reference the list in the Marketplace.

As for making adjustments, a craftsman having the same skills as required to construct the armor would be required. No size change can be made as an adjustment; thus, nhoblit chain mail cannot be altered in this way to become human-sized. Further, no armor type can be adjusted to or from a dwarf-sized armor. Other than those restrictions, adjustments are permitted. Thus, a suit of lamellar armor fit for an elf could be readjusted to fit a jen’esse and vice versa. Also, a GM may rule that large height disparities for armor design for the same species need an adjustment to use. Thus a 5-1 human female’s plate mail could be required to be adjusted to fit the 6-4 man. Additionally, church robes tend not to need adjustments but the GM may still require it for the extremes of medium size.

The cost of the adjustment is 10% of the list price. For those detailed economists, this could mean the list price of the craftsman performing the adjustment. Further, the craftsman is likely not sitting idle, waiting on the PC to have work; thus 3d6 days are used to calculate a waiting period before he or she can begin the work. Then actual time for the adjustment is 1 day for 10 bits of expense. Thus, a tanner adjusting leather armor would cost 6 bits and require a day of work (after the 3d6 waiting period). On the other end, plate mail would cost 60 bits and require nearly a week of actual work.

Of course, scrapping the armor for raw material to begin a new piece is always an option. This would transcend that size rules; however, it would not be considered an adjustment.


The outside temperature can make a difference for how one is affected when wearing different armors. Armor offers some insulation against colder environments; however, they also can become a tandoor in warmer ones. The details can be found the later Climate Extremes subsection.