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		<title>imported&gt;HOST-GSKEBECHET: Updating link, StormFront is now Wrayth</title>
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		<updated>2023-11-15T15:06:19Z</updated>

		<summary type="html">&lt;p&gt;Updating link, StormFront is now Wrayth&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==New Armor System Released!==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = All About Armor&lt;br /&gt;
 | messagenum = 2867&lt;br /&gt;
 | author = GS4-COASE&lt;br /&gt;
 | date = 4/2/2009 12:24:31 AM&lt;br /&gt;
 | subject = New Armor System Released!&lt;br /&gt;
}}&lt;br /&gt;
A significant new addition to the armor system for [[Warrior]]s, [[Rogue]]s, and [[Paladin]]s has been released: the [[Armor Specialization|Armor Specialization List]].&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
This system is broadly similiar in nature the existing [[Combat Maneuver|Combat Maneuver List (CMAN) system]].  Each rank in the [[Armor Use]] skill will now provide an Armor Training Point to Warriors/Rogues/Paladins.  These points can then be spent to learn Armor Specializations via the [[ARMOR (verb)|ARMOR verb]].&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill).  For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities.  There are two types of Armor Specializations that players can train in: [[Armor Specialization#Damage Specializations|Damage Specialization]]s and [[Armor Specialization#General Specializations|General Specialization]]s.  The [[Slash protection|Slash]]/[[Crush protection|Crush]]/[[Puncture protection|Puncture]] protections make up the Damage Specialization group.  The [[Armor support|Armor Support]], [[Armored evasion|Armored Evasion]], [[Armored casting|Armored Casting]], [[Armored fluidity|Armored Fluidity]], [[Armored stealth|Armored Stealth]], and [[Armor reinforcement|Armor Reinforcement]] abilities make up the General Specialization group.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it.  For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support.  Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted).  General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The following is the list of available Specializations:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Slash Protection&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: slash&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: Specialized armor fittings (available at your local [[Warrior Guild]] workshop) are required.  There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5).  If the armor is [[flare]]d or provides a bonus to [[Attack strength|AS]] or [[TD]], it requires sturdy fittings or better.  If the armor being adjusted is [[Padding|padded]], the quality of the fittings required is:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Common: May not be used with padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Sturdy: May be used with up to fairly padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Fine: May be used with up to decently padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Superb: May be used with up to very heavily padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Masterwork: No limit on level of padding.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Warriors.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it is more resistant to [[Slash|slashing attacks]].&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5.  If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength.  If the armor is padded, there is a penalty of -5 per [[ASSESS (verb)|ASSESS]] level to a maximum penalty of -40.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The number of slashing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Crush Protection&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: crush&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required.  There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5).  If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better.  If the armor being adjusted is padded, the quality of the fittings required is:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Common: May not be used with padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Sturdy: May be used with up to fairly padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Fine: May be used with up to decently padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Superb: May be used with up to very heavily padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Masterwork: No limit on level of padding.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Warriors.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it is more resistant to crushing attacks.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5.  If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength.  If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The number of crushing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Puncture Protection&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: puncture&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required.  There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5).  If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better.  If the armor being adjusted is padded, the quality of the fittings required is:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Common: May not be used with padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Sturdy: May be used with up to fairly padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Fine: May be used with up to decently padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Superb: May be used with up to very heavily padded armor.&amp;lt;br&amp;gt; &lt;br /&gt;
Masterwork: No limit on level of padding.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Warriors.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it is more resistant to [[Puncture (critical table)|puncture attacks]].&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5.  If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength.  If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armor Support&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: support&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Warriors.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 25&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 35&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 40&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it better supports the weight of their gear.  Reduces [[encumbrance]] by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armored Evasion&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: evasion&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Rogues.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it is better fitted for [[dodging]] attacks.  Reduces the [[Armor Action Penalty]] by (Rank * (7 - Armor Group)) / 2.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armored Casting&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: casting&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Paladins.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that they can better recover from a failed [[spell]] casting attempt.  Reduces the amount of [[mana]] lost when failing to cast a spell due to [[Spell hindrance|armor hindrance]] by 10% per rank (all fractions dropped).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armored Fluidity&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: fluidity&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Paladins.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that they can cast spells more easily while wearing it.  Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armored Stealth&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: stealth&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Rogues.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it can help mask their movements.  Provides a bonus to [[Stalking and Hiding|Stealth]] rolls equal to (Rank * 2 * (5 - Armor Group)).&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Skill Name: Armor Reinforcement&amp;lt;br&amp;gt; &lt;br /&gt;
Mnemonic: reinforcement&amp;lt;br&amp;gt; &lt;br /&gt;
Other Requirements: None.&amp;lt;br&amp;gt; &lt;br /&gt;
Available to: Warriors.&amp;lt;br&amp;gt; &lt;br /&gt;
Prerequisites:&amp;lt;br&amp;gt;&amp;amp;nbsp;None&amp;lt;br&amp;gt; &lt;br /&gt;
Armor Point Cost:&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 1: 20&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 2: 30&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 3: 40&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 4: 50&amp;lt;br&amp;gt;&amp;amp;nbsp;Rank 5: 60&amp;lt;br&amp;gt; &lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that it better protects against repeated blows.  Provides a (Rank * 7)% chance of not stacking wounds of the same level when struck in combat by an attack that [[Redux|Damage Reduction]] could apply against.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Coase (Yes, I&amp;#039;m back)&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor Fluidity Documentation Correction==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = All About Armor&lt;br /&gt;
 | messagenum = 3013&lt;br /&gt;
 | author = GS4-COASE&lt;br /&gt;
 | date = 4/2/2009 11:17:26 PM&lt;br /&gt;
 | subject = Armor Fluidity Documentation Correction &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The both the posted and in-game documentation for Armored Fluidity contained a large error in describing how it actually works. The previously released description read:&lt;br /&gt;
&lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal &amp;lt;b&amp;gt;final&amp;lt;/b&amp;gt; spell failure chance per rank (all fractions dropped).&lt;br /&gt;
&lt;br /&gt;
The corrected description now reads:&lt;br /&gt;
&lt;br /&gt;
Description: Adjusts a person&amp;#039;s armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the &amp;lt;b&amp;gt;base&amp;lt;/b&amp;gt; spell failure chance per rank (all fractions dropped).&lt;br /&gt;
&lt;br /&gt;
Armored Fluidity actually affects the base spell failure chance (see the chart at http://www.play.net/gs4/info/armory/armor.asp), and not the final spell failure chance. My apologies for the error.&lt;br /&gt;
&lt;br /&gt;
Coase &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor Specialization Update==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = All About Armor&lt;br /&gt;
 | messagenum = 3168&lt;br /&gt;
 | author = GS4-COASE&lt;br /&gt;
 | date = 4/8/2009 12:41:17 AM&lt;br /&gt;
 | subject = Armor Specialization Update&lt;br /&gt;
}}&lt;br /&gt;
The [[mana]] cost reduction from [[Armored casting]] has been increased from 10% to 15% per rank.&lt;br /&gt;
&lt;br /&gt;
Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement are now displayed in [[SPELL (verb)|SPELL ACTIVE]] and the Active Spells [[Wrayth]] window.&lt;br /&gt;
&lt;br /&gt;
Coase&lt;br /&gt;
&lt;br /&gt;
==Demeanor==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = All About Armor&lt;br /&gt;
 | messagenum = 324&lt;br /&gt;
 | author = GS4-FINROS&lt;br /&gt;
 | date = 04/21/2013 09:27 PM EDT&lt;br /&gt;
 | subject = Re: ARMOR adjustments and demeanor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;gt;&amp;gt;Can ARMOR adjustments be changed to allow for demeanor?&amp;lt;/i&amp;gt; -ISMANO&lt;br /&gt;
&lt;br /&gt;
Done. Note that being members of the same group trumps demeanor, however.&lt;br /&gt;
&lt;br /&gt;
==Armor Evasion and Armor Stealth Refreshing==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Rogues&lt;br /&gt;
 | topic = So You Want to be a Rogue?&lt;br /&gt;
 | author = GS4-IXIX&lt;br /&gt;
 | subject = Re: Armor skills inquiries &lt;br /&gt;
 | date = 08/02/2015 09:01 AM EDT&lt;br /&gt;
 | messagenum = 982&lt;br /&gt;
}}I think that the last time that it came up I was looking for a specific thing (CMANs perhaps) that was being discussed, and missed these other mechanics. My apologies for the confusion.&lt;br /&gt;
&lt;br /&gt;
Something else.&lt;br /&gt;
&lt;br /&gt;
You do have to refresh your armor skill when learning a rank in evasion to apply your new skill, but you do not have to remove/wear the armor first. Armored stealth is the same way.&lt;br /&gt;
&lt;br /&gt;
Ixix&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Armor Specializations]]&lt;/div&gt;</summary>
		<author><name>imported&gt;HOST-GSKEBECHET</name></author>
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