# Introduction
Every [[Entities|entity]] has a Block Rate and a Dodge Rate, which measures their defense against enemy attacks. Block Rates define the level of armor a creature has to prevent damage, while Dodge Rates define the evasive abilities of a creature to prevent damage. A Defense Rate is the generalized term for either of these statlines. Defense Rates and hitrolls against them are modified by certain [[Abilities and Skills|skills]].
# Determining Defense Rate
An entity's base block rate is 4 +Stalwart(Str).
An entity's base dodge rate is 4 +Reflex(Agi).
# Hitrolls
All rolls are with a d24. Many moves and equipment may modify your roll to hit further.
- Physical Attack vs. Block Rate: +Might(Str)
- Physical Attack vs. Dodge Rate: +Coordinationg(Agi)
- Magical, Psychic, or Mental Attack vs. Block Rate: +Ingenuity(Inv)
- Magical, Psychic, or Mental Attack vs. Dodge Rate: +Imagination(Inv)
# Armor
Armor is [[Items and Inventory|equipment]] specifically used to increase one's Block Rate and mitigate [[Damage]]. Pieces of armor may be donned or removed as an action in combat. A Dodge Rate penalty is applied based on the heaviest equipped armor.
## Armor Slots
There are four primary armor slots: Helm, Torso, Culso, and Boots and three secondary armor slots: Cowl, Gloves, Cloak. Only one item per slot can be equipped at a time.
Traditional armor sets are made of the four primary armor slots, which have a respective ratio of 3, 4, 2, and 1. This ratio acts as both their Armor Type modifier and a ratio of the ingredients needed to craft equipment equivalents.
### Helm
Helms are significantly protective headwear. They are distinct from cowls and hoods. Helms have a ratio of 0.3.
### Torso
Torso Armor is the most effective pieces of armor in an armor set. They have a ratio of 0.4.
### Culso
Culso Armor defends the bottom part of the body, such as the groin and legs. They have a ratio of 0.2.
### Boots
Boots are armor for your feet. They can affect your ability to traverse terrain. They have a ratio of 0.1.
## Armor Weight
Armor weight is a property of armor that modifies the defensive bonus offered by the equipment.
- Thin (1x modifier) No DR penalty
- Light (2x) No DR penalty
- Thick (3x) -1 DR
- Medium (4x) -2 DR
- Heavy (5x) -3 DR, Requires special training to use
- Tank (6x) -4 DR, Requires special training to use
## Armor Block Rate Extrapolation
When crafting armor, the Block Rate is calculated by taking the Armor [[Items and Inventory|Material]] modifier, and multiplying it by the Weight modifier and Armor Slot modifier.
# Decimals in Defense Rates
Defense Rates can contain decimal points, something that doesn't really exist anywhere else in the game. This is especially true for Block Rates that find themselves modified by armor. The design principle behind this is to allow for a broader expression of armor defense points while preventing armor from overscaling beyond its intended defense ceiling.
When a hit roll matches the whole number of a defense rate, the decimal part of the number comes into play. If there is no decimal number, the hitroll automatically succeeds. If there is a decimal number, the attacker must then roll a d10. If the d10 number exceeds the decimal number, the hitroll is a success. If equal to or lower than the decimal number, the hitroll does not succeed, and the attack has been successfully defended.