

		Armour Realism and Balance



Contents:

1. Description
2. Version history
3. Installing the Plugin
4. Playing the Plugin
5. Plugin Features
6. Questions (please provide me feedback!0
7. Copyright



			1. Description:



	Title: 	 Armour Realism and Balance
	Version: v1.1

	By:	 Jennii
	Contact: Jenniferthomas28@yahoo.co.uk

In terms of realism, this mod has aimed to make armor made of real materials such as iron or steel
possess similiar properties to real ones.

In terms of balance, the mod has improved Light and Medium armor to make them viable armor skills,
reduced the power gap between high level and low level armors and balanced the value and
enchantments of armors to make them more reasonable.

Legendary armors are way more powerful than non-legendary armors e.g. while daedric has an AR of 80
all heavy legendary armors have an AR of 100. Their enchantments are now more formidable than any
custom enchantments to make them truly worthy of being called legendary.

Medium armour is now worth using, most of the stats for medium armor have been improved 
and Dwemer has been made a medium armor set. 

Enchantment points now work by a Tier system, this means that the best of armor set for each armor 
skill have the same enchantment points and enchantment point progression within each armor type 
is similiar, there is no point in choosing your armor skill based on enchantment points now so the 
only options to weigh up are weight, armor value and attainability. Enchantment points in general 
are higher now. Armor that is already enchanted is much more powerful now than before.

The higher level armours have changed very little but the lower level armours are 
stronger, this means higher level characters will find the game more difficult as the human NPCs
while not wearing godly armour like yourself won't be wearing paper armour either e.g. An NPC 
wearing Iron armour will be much harder to kill than an unarmoured NPC.

Lower level armors are now worth much more so that new players cannot buy a full set of steel
right off the boat, extremely low level armors such as netch leather and iron should see more use
now.

Armor value has changed now, non-enchanted armors are worth fairly little, enchanted armors are
worth 3-5x as much as their non-enchanted counterparts, unique (only one in the entire game) armors
are about 10x as valuable as non-enchanted armor. Legendary armor pieces are worth a small fortune.



			2. Version History



V1: all statistics of every piece of armor in the game are modified.
Enchantments remain untouched.

V1.1 30/03/2010: after much playtesting, all enchantments points
and values are rebalanced. Most enchantments are also modified.



			3. Installing the plugin:



To install the plugin, unzip the files into the Morrowind/Data Files
directory.  

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal



			4. Playing the plugin:



From the Morrowind Launcher, select Data Files and check the box 
next to the Armour Realism and Balance.esp file.



			5. Plugin features:



Tier system:

note: all armor in each tier has the same number of enchantment
points. Light armor has 50% of the value of heavy armor. All armor
of a specific type e.g. light armor has the same AR while in the same
tier. The % relates to AR and enchantment points of the armor type (cuirass):

Light: 25AR/750 enchantment points
Medium: 32.5AR/750 enchantment points
Heavy: 40AR/750 enchantment points

e.g. If an armor type has "40%" next to it then the cuirass for that armor type has
40% of the above values (in this case if the armor piece were light then
(25/100)*40 = 10AR and (750/100)*40 = 300 enchantment points) formulas for other
armor pieces (e.g. pauldrons, greaves e.t.c.) are in another section.


Tier 1 15%: 

Cloth - Light AR 3

Tier 2 40%:

Fur - Light AR 10

Tier 3 60%:

Netch - Light AR 15
Heavy Leather - Light AR 15
Wolf - Light AR 15
Bear - Medium AR 20

Tier 4 75%:

Iron - Heavy AR 30

Tier 5 80%:

Bonemold - Medium AR 25
Nordic Iron - Heavy AR 32 (well crafted iron)

Tier 6 90%:

Trollbone - Heavy AR 35
Steel - Heavy AR 35

Tier 7 100%:

Imperial Steel - Heavy AR 40 (well crafted steel)
Snow Bear - Medium AR 32
Snow Wolf - Light AR 25
Chitin - Light AR 25

Tier 8 110%:

Silver - Heavy AR 45

Tier 9 120%:

Indoril - Medium AR 35 (value of 0 since no one can wear it)
Imperial Chain - Medium AR 35

Tier 10 125%:

Templar - Heavy AR 50
Mounrhold Indoril - Heavy AR 50

Tier 11 130%:

Dreugh - Medium AR 40

Orcish - Medium AR 40

Tier 12 150%:

Dark Brotherhood - Light AR 35
Dragonscale - Medium AR 45
Dwemer - Medium AR 45
Silver Dukesguard - Heavy AR 60
Her Hands - AR 60

Tier 13 175%:

Ebony - Heavy AR 70

Tier 14 200%:

Glass - Light AR 50
Adamant - Medium AR 65
Ice/Stalhrim - Medium AR 65
Daedric - Heavy AR 80

Tier system by armor class:

Light:

Cloth 15% AR 3
Fur 40% AR 10
Heavy Leather/Wolf/Netch 60% AR 15
Chitin/Snow Wolf 100% AR 25
Dark Brotherhood 150% AR 35
Glass 200% AR 50

Medium:

Bear 60% AR 20
Bonemold 80% AR 25
Snow Bear 100% AR 30
Indoril 120% AR 35
Orcish/Dreugh 130%: AR 40
Dwemer/Dragonscale 150%: AR 45
Adamant/Stalhrim/Ice 200%: AR 60 (stalhrim is nearly indestructable)

Heavy:

Iron 75% AR 30 (heavy)
Nordic Iron 80% AR 32
Trollbone/Steel 90% AR 35
Imperial Steel/Nordic 100% AR 40
Silver 110% AR 45
Templar/Mournhold Indoril 125% AR 50
Silver Dukesguard/Her Hands 150% AR 60
Ebony 175% AR 70 (heavy)
Daedric 200% AR 80 (very heavy)

Armor piece enchantment points at 100%:

boots Enchantment points 300

bracer Enchantment points 187.5

pauldron Enchantment points 150

greaves Enchantment points 350

cuirass Enchantment points 750

helm Enchantment points 337.5

shield Enchantment points 750 (-5 AR)

T shield Enchantment points 1125

Armor enchantments changed:

Azura's Servant

Bloodworm Helm (skeletal minion? pfft, it now summons a greater
bonewalker instead and also damages the opponents magicka, fatigue,
endurance, luck, personality and intelligence)

Helmet of Bearkind

Wolf Shield

Bonedancer Gauntlet

Chest of Fire

Conoon Chodala's Boots

Cuirass of the Savior's Hide (supposedly protects the wearer from
magic, but the original offered no protection versus elemental
spells, this has been corrected)

Darksun Shield

Dragonbone cuirass (lore says it should protect the user from fire
and also fire a blast of fire, but the original enchantment did
not do this, it now functions as it is supposed to)

Ebony Mail (increased the resist magicka from 20 to 40)

Erur-Dan's Cuirass

Feather Shield (feather enchantment increased from 20 to 200, now it
is actually noticeable and a handy shield for looting)

Fiend Helm (it had a lightning shield 3 for 10 seconds which wouldn't
have been good for anything, increased it to 30 for 60 seconds)

Fist of Randagulf Left Gauntlet (increased from 20 to 40)
Fist of Randagulf Rt Gauntlet (increased from 20 to 40)

masterful horny fist_en (it raised h2h by a pitiful amount for 30 seconds
which only increases chance to hit enemy anyway, I increased the h2h
bonus and added a damage fatigue 5 for 60 seconds on touch)

Glory_left_en (made constant effect, unarmoured 30)
Glory_right_en (made constant effect, hand to hand 30)

Heart Wall (changed to constant effect)

Helm of Holy Fire (increased from 30 to 50)

The Icecap (frost resist increases from 30 to 60)

her armour set (various increases, her hands should now be formidable opponents)

Lord's Mail (according to lore this should have absorb health, which I have now added)

rest of st. merris_en (restore more fatigue for longer)

Mountain Spirit (much higher shield enchantment)

Saint's Shield (changed from 20 to 200 feather, changed from cast to constant effect)

Shadow shield (increased the fatigue regeneration from 5 to 10 and added a strength
30 chameleon effect)

Spell Breaker (added 40 resist magicka and 80 resist fire/shock/frost)

The Chiding Cuirass (changed from drain fatigue 1-10 for 1 second ro damage fatigue 10 for
20 seconds)

Eleidon's Ward (changed from restore health 50-100 to restore health 100, also has more
casting points)

Paws of the Wolf-Runner (increased fortify speed/athletics from 10 to 40)

Wraithguard (increased the resist fire/frost/shock to 45, resist poison to 60 and 
shield to 60)



			6. Questions:



1) Is my balancing good? (I am particularly concerned that I may have set the
enchantment points too high)
2) Have you noticed anything that seems out of place? (I may have made mistakes)
3) Is these anything else you feel my mod is lacking?

Any help you can provide is appreciated, it will help me to develop my mod =)



			7. Copyright:



This plugin is freely distributable and modifiable, as long as this readme
file accompanies it and credit is given to the original author. By downloading
and running this plugin, you acknowledge the following:

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for 
  damage to your game saves, operating system, computer, etc, 
  when using this plugin.


~ Jennii