'''Each armor type has a distinct a advantage and disadvantage.'''
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a large glance rate and mitigates cutting and piercing damage extremely well, but is highly susceptible to crushing damage from [[Mauls]]. Very rarely sees use due to its high offensive penalties.:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Receives less damage from crushing attacks, but is highly susceptible to piercing damage. Chain armor is suspected to mitigate creature (bite, claw) damage more effectively than other armors. Chain armor is commonly used.:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armour has defensive bonuses to crushing damage, while the equipment itself also gets extra damage from cutting. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor. Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.
You '''<weapon type>''' young starving wolf '''<strength>''' and '''<result>''' it.
''Weapon type'' is the type of damage dealt by the weapon, e.g. ''piercing'' or ''mauling''. Armor and shield types can react differently to different weapon types.
''Strength'' is how hard the hit itself is. The scale is: very lightly, lightly, pretty hard, hard, very hard, extremely hard, deadly hard.