There continues to be much debate on the topic of Armor. Here is my input. Basics: -All and any armor should be dyeable with a Tub. -All materials should have known areas and locations for harvesting as well as random nodes. Increase the danger with the reward for upper tier resources. The Valorite caves would be crawling with anti-script elementals for example. - Make player crafted suits simply the best available in the game, when worn as a complete set. - Code a new NPC ability which enables a select few NPCs to reduce/mitigate some of the penalties I will list below. Position these NPCs in the various towns across the realms based loosely on the Virtues that city represents. To add a curve, make it Feluccia only cities that have these Rare NPCs. Now, onto the Charts: This is Weapon Type verse Armor Type Piercing Bashing Sword Fist Cloth +3 +2 0 0 Leather +2 +1 +1 -1 Metal +1 +0 -1 -2 Flesh +5 +5 +5 +1 Scale 0 0 0 0 This is Magic Type against Armor Type Fire Cold Poison Energy Breath Cloth +3 +1 +3 +2 +4 Leather +0 +0 +2 +1 +3 Metal +2 +1 +0 +3 +2 Flesh +5 +5 +5 +3 +5 Scale Red -5 White -5 Green -5 Blue -5 All -10 This is Weapon verse Armor Type 1 Hand 2 Hand Arrow Bolt Dart Cloth +1 +2 +2 +3 +1 Leather +2 +3 +1 +2 0 Metal 0 +1 +0 +1 -1 Flesh +5 +3 +5 +5 +3 Scale +2 +4 +1 +1 0 Examine the following example; A cloth wearing mage with a dagger is engaged by a war hammer wielding plate armored warrior. Mage stabs with dagger and hits; Dagger (10 -12: 5.5 DpS) is Piercing/1 Handed verse Metal = (1+0) = 11-12 damage plus any bonuses. Warrior hits mage with 2 Handed War Hammer; War Hammer (17-18: 4.67 DpS) is Bashing/2 Handed verse Cloth = (2+2) = 21-22 damage plus any bonuses. Seems a bit unfair but consider the dynamics. An individual in cloth is going to be faster than a metal wearing individual. Add in the speed factors and the Dagger is going to engage more frequently than the War Hammer. But the War Hammer will ultimately do more damage per hit. How about a naked (flesh) dagger wielder verse a Leather clad dagger wielder? Dagger hits Leather 1 Handed Pierce verse Leather (2+2) + 10-12 = 14-16 Dagger hits Flesh (naked) 1 Handed Pierce verse Flesh (5+5) + 10-12 = 20-22 Now let us look at that same first example mage against the warrior casting a spell. Mage casts Energy Bolt against Plate (metal) wearing warrior. Energy verse Metal is (spell damage range) +3. Come on, its metal and electricity! Add in a bit of rain and you have a nicely fried warrior. Energy verse cloth would be less effective. The coding for this is not too hard really. Add in a modifier to each class of Armor and each class of Armament. Make the metal more durable. Add a bit more weight. Increase Strength AND Dexterity requirements as one goes from Flesh to Scale. It is quite simply not that hard to do. The overall benefit would be a more accurate and valuable picture of armor and its historical and fictional depiction. As it is now there is little to NO value to Plate Armor. Yet it is among the hardest items to craft. I have not discussed the various metals but that is not hard either. Keep Gold and Dull Copper as they are. Shadow Iron could allow for lighter weight. Bronze may allow for Meditation. Copper reduces dexterity or weight minimums. Agapite, Verite and Valorite have slight upgrades for all three or a variety therein. The big 3 may even completely negate certain spell effects or attack forms. A complete GM suit of a specific metal type should gain an additional bonus. An all gold suit would be 100 extra Luck for example. Having higher than levels up to Legendary would increase the set bonus by 10%, 15%, and 20%. There are many more considerations. But you know what, that is what designers and program managers are paid to come up with. Read these boards and glean the free ideas that are put out there. Make UO live again.