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The Ultimate Guide to Gothic 3 Best Armor: Tips, Tricks, and Locations



Rogue gets a bonus to their dodge ability when wearing light armor. The dodge bonus is increased with each point of strength beyond what is required to wear the armor (dodgeBonus = strength - baseArmorStrength + armorLevel).




Gothic 3 Best Armor



Determining the strongest or most functional armor in history is somewhat subjective. While the point of armor is protection, many armies throughout world history sacrificed complete armor coverage for a good deal of mobility.


When deciding which armor was the strongest and most effective armor in history, three main categories of armor come to mind for most people: samurai-style, lorica segmentata/laminar, and medieval/Renaissance plate.


European plate armor of the Middle Ages and Renaissance periods is generally considered the strongest armor in history. This is due to its ability to withstand sword blows, arrows, and other threats and provide near complete coverage from head to toe.


While plate armor is commonly thought to render its wearer immobile, many experiments have proven this theory to be false. In reality, European plate armor of the late Middle Ages and Renaissance periods were extremely well made, with both functionality and maneuverability at the forefront of designs.


The Gothic style originated in the Holy Roman Empire with early styles being developed between 1420 and 1450. This category of plate armor is characterized by its fully protective plates and moveable joints.


The cities of Augsburg and Nuremberg were centers of Gothic armor production. Like their Milanese counterparts, designers of Gothic armor traveled to neighboring countries to share their knowledge and gain new skills.


One of the most extraordinary examples of Greenwich armor is the foot combat armor of Henry VIII. This suit of armor completely covered the king from head to toe with not one chink. The highly innovative suit featured turning joints that linked the plates together perfectly.


A full armor set consists of two items of clothing, upper and lower; armor for the head, upper body, arms, and lower body; plus a cape, and relevant weapons. Almost all clothing and armor items in Dragon's Dogma form some part of a set of matching items; in some cases the set only consists of clothing, or armor, or a partial clothing/armor set; other armor items may be downgraded parts, or elements of a better quality armor, and cost respectively less.


Armor is usually restricted to certain vocations, corresponding to its normal function. Some wearable items may be restricted by sex; though a matched set looks correct, any combination of allowable armor and clothing can be worn.


Armor sets are often indicated by similarity of names, such as the Chimeric Armor; other sets are not as obvious but can be recognized by similarity of appearance or by an overall cohesive design when worn together. Generally, all items of a set have the same or complementary secondary properties (e.g., items of the Chimeric set have sleep and/or poison resistance, amongst others). Similarities in secondary properties, raw materials, or other properties described for the armor give clues as to whether it is complementary to another within a set.


Additionally, some weapons and shields have been specially designed to match a specific armor set: for example, the Berserk manga tribute set of Swordsman Armor has an appropriate sword Thousandlimbs; there are other examples, e.g., the Warrior's Hero's Armor matches perfectly in look and function with the longsword Iraklis.


Some armor and clothing sets are supplied as one piece, such as the Nameless Armor or Caretaker's Garb; their individual elements are not available separately, and the set replaces all the wearer's clothing and armor. Weapons and shields are always separate items.


Vocations form a spectrum of physical and magickal defense needs from armor - in the sequence: Warrior > Fighter > Mystic Knight > Strider > Assassin > Ranger > Magick Archer > Mage > Sorcerer, the properties of the armor generally worn show physical defense decreasing and magickal defense increasing. This is paralleled by a transition from metal to leather and then to cloth as the primary material making up the vocation's armor.


Very Heavy Armors are ideal for Warriors, Heavy Armor for Fighters. Mystic Knights often eschew metal armors for full leather or heavy cloth in order to maximize magick defense; the replacement of metals with lighter, natural materials makes these armors of Medium Weight. Striders and Rangers have similar requirements for Light Armors; they need good mobility but still require physical defense. As Striders primarily fight at closer range than Rangers, their armor requirements are usually a little greater; some medium armors may also meet their needs.


Assassins favor stealth and strong attack over defense. As such, light/medium armors with good mobility are needed. Their ideal sets often completely omit defense on some parts of the body - an Assassin exists to strike others, not be struck. Additionally their armors are usually dark-tinted, giving cover at night.


Magick Archers require armors somewhere between the needs of Striders and Mages: magick use requirements favor armors without iron. Mages and Sorcerers have much the same armor requirements - that is, none - their clothing focuses on protection from weather, Debilitations, and other curse and stifling protections; their armors incorporate charms that enhance the flow of magick.


Early game armors and equipment are generally of basic quality, undyed and of the simplest construction, comprised of the most cheap and common material. The Arisen's new pawn will arrive in such a set of equipment after completing the quest Call of the Arisen. Shields and weapons are of wood and iron, cloth will be of the cheapest nature; armor is of leather, or consists of incomplete parts of better sets. Most enemies in the game, excluding Goblins, will be better equipped and protected. Early game armors are usually intended for the three basic vocations.


Mid-game armors are found on general sale at Gran Soren. Full armor sets become available, as do undergarments that protect from more than just the weather. Sets such as the Iron Armor Set (Fighter), Leather Armor Set (Strider) and Scholar's Set (Mage) are as good as most other people in Gransys have, and if continually upgraded, should serve well in most situations. Weapons are of good quality and some have permanent enchantments. Specialized armors for the advanced vocations become available in the mid-game.


End-game armors are rarer, more expensive and better made than what the majority of the inhabitants of Gransys will ever wear, even the Duke's own guard. They incorporate rare metals and leathers, strange enchantments, and can only be found in the distant dungeons of Gransys, or obtained under special license. An Arisen should hope to have some equipment of this kind before finally facing the Dragon. Armors that are specialized for hybrid vocations appear towards the end game.


Post-Game armors can only be obtained after the defeat of the Dragon. They are found outside the world of Gransys in The Everfall; the armor sets found there are suited to hybrid vocations; Everfall armors include the Abyssinal Armor Set, which can be only obtained by defeating the Ur-Dragon, and is equipable by all.


Very heavy armor types are suited and designed for use by Warriors. Due to the Warrior's lack of a shield/blocking maneuver, these armors generally have full frontal protection and often fully protect the rear and hands as well. In fitting with its function, heavy armor usually incorporates a large amount of iron or other metal; with metal being unsuited to magical purposes, most heavy armors have poor magical resistance though specific resistance to a particular Archmagick may be imbued. A typical very heavy armor set is a full plate iron suit and for ideal protection should be worn with armored undergarments such as full chain mail or a scale male vest.


Heavy armors suit Fighter classes. Like very heavy armors, they give good frontal protection, less so from the rear. Because Fighters are equipped with a shield on one arm, only one hand requires protection from equipped armor, and this is reflected in the vocation's armor design. To save weight and enhance mobility, full protection may be limited to more sensitive or exposed areas. As with heavier armors, a preponderance of metal in the suit makes for poor magic resistance. Full chain or half-chain undergarments are good choices to complete a heavy armor set.


Medium armor can offer the best combination of defense and mobility of all the armor types, with physical resistances as good as some heavy armors. Medium armors may use composites, or non-metallic materials to achieve their defense; the typical low iron content of medium armors gives much better magic resistance than heavier counterparts. These armors are primarily suitable for active dagger users, Mystic Knights and Assassins.


Useful undergarments for a medium armor include reinforced fabrics such as the Gambeson, or the padded jerkins. Jerkins are padded cloth undershirts, often with iron reinforcements; listed in increasing quality, they are Quilted Jerkin, Brigandine Jerkin and the Crimson Jerkin and are suitable for most any melee vocation.


Included here in medium armors are the surcoats - a surcoat can refer to an overcoat for an armor set, designed to offer just weather protection, and carry insignia or other heraldry. More advanced surcoats are heavy fabric coats incorporating other stitched-in armored elements, like a form of scale mail. Surcoats in Dragon's Dogma tend to be of the more advanced type, with basic weather protection offered by capes.


Although they generally have good physical (and magickal) defense, Surcoats are not suitable for the sort of battering a full metal armor can endure - as such, a large shield is the best protection in combination with these armors - and together the surcoats can be considered the basis of specialized Mystic Knight armors. A full set also incorporates hand armors that completely protect the arms and hands, such as the full length Leather Gloves, plus a similarly protective leg armor, such as the Over-Knee Boots. Such sets are generally low in percentage of metal, giving high magic resistance, though finer-made sets may use higher quality metals. 2ff7e9595c


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