There are many different ways you can be hurt in CTG. From being set ablaze to withering away it is important that you remain adequately defended. Armoursmiths are services that you can across the world of CTG. They specialse in infusing armour with specialised runes that use your Leos dwell to provide resistance to one or more types of damage. However the increase in Leos usage to keep the enchantment active often leaves you vunrable to another type of damage. The different types of damages that can be applied as enchantments can be found below.
Resistances and Weaknesses refer to how your body responds to certian types of damage. Resistance reduces the amount of damage you recieve from that damage type by 50%. Weaknesses increase the amount of damage you recieve from that damage type by 50%.Â
In CTG there are 14 types of damage that can be divided into two categories. Elemental and Non Elemental damage. Armour enchantments focus on resisting elemental damage.
Elemental Damage: Acidic, Burning, Famished, Frost, Leos, Lightning, Malice, Mental, Radient, and Sweetache
Non Elemental Damage: Bludgeoning, Force, Piercing, Slashing
When it comes to enchanting players may visit an Armoursmith. There they may choose to enchant their armour with a random resistance or they may choose a specific resistance for an added cost. When armour is enchanted it will create a weakness to random type of elemental damage. Players who are able to enchant armours with multiple resistances need to purchase each resistance seprately. The armour will only retain the weakness of the most recent enchantment.
Random Resistances and Weaknesses - This is determined by rolling a d10 and matching it up to the damage table on the left.
Cost for enchanting Armour:
Random Resistance - 25 Gold (Low End), 30 Gold (Average Price), 35 Gold (Greedy Shopkeeper)
Specific Resistance - 35 Gold (Low End), 40 Gold (Average Price), 45 Gold (Greedy Shopkeeper)