Armor
Armor sets a unit's damage resistances and its movement, and — for the heavier classes — projects a zone of control that makes it costly for enemies to move nearby. Positive resistance reduces incoming damage of that type; negative resistance amplifies it.
| Armor | Type | Physical | Magic | MP | Zone of Control |
|---|---|---|---|---|---|
| Heavy Armor | Heavy | +30% | -30% | -1 | Challenged 1, Engaged 2 |
| Light Armor | Light | +0% | +0% | +2 | Engaged 1 |
| Medium Armor | Medium | +15% | -15% | +0 | Engaged 2 |
| Robes | Robes | -30% | +30% | +1 | — |
Zone of Control
A unit inside an engaged zone pays double movement cost to move; a challenged zone (only Heavy armor projects one) costs quadruple. The numbers in the table above are the radius in hexes of each zone. This is how heavy front-liners lock down an area and slow an enemy advance.
Every armor can take an armor enchantment for an additional layered effect.