Kevlar.  DuPont is clearly and Elven name.

Armor

 

ASG Name Coverage * RT Adder Action Penalty Elemental Hinder Spirit Hinder Mental Hinder Normal CvA Magic CvA Crit Devisor Base ST/DU Skill to Remove all RT Skill to Remove all Magic Penalties
1 Clothing/None None 0 0 0 0 0 ? ? 3 None 0 0
2 Robes None 0 0 0 0 0 ? ? 3 10/230 0 0
5 Light Leather T 0 0 0 0 0 20 15 5 10/250 0 0
6 Full Leather T/A 1 0 0 0 0 19 14 5 20/285 10 0
7 Reinforced Leather T/A/L 2 5 2 0 0 18 13 5 35/270 30 10
8 Double Leather All 2 8 3 0 3 17 12 5 35/290 30 30
9 Leather Breastplate T 2 5 5 4 3 11 5 7 35/? 30 70
10 Cuirbouilli T/A 4 7 6 5 5 10 4 7 45/270 70 90
11 Studded Leather T/A/L 6 10 6 6 5 9 3 7 45/285 111 90
12 Brigandine Armor All 6 13 8 7 9 8 2 7 49/325 111 130
13 Chain Mail T 7 12 9 8 9 1 -6 9 55/350 130 150
14 Double Chain T/A 8 14 11 10 10 0 -7 9 55/450 150 190
15 Augmented Chain T/A/L 8 16 11 11 10 -1 -8 9 55/480 150 190
16 Chain Hauberk All 9 18 13 12 14 -2 -9 9 59/495 170 230
17 Metal Breastplate T 10 20 15 14 14 -10 -18 11 60/475 190 270
18 Augmented Plate T/A 11 25 17 16 16 -11 -19 11 65/505 210 310
19 Half Plate T/A/L 12 30 17 17 16 -12 -20 11 65/575 230 310
20 Full Plate All 13 35 20 19 21 -13 -21 11 69/665 250 370

* T = Torso.  A = Arm.  L = Legs

RT Adder is the amount of RT, in seconds, that will be added to someone with no armor training wearing that particular type. 

Action Penalty:  A high number here is bad.  This can not be trained off.  It is applied to all types of manuevers, from dodging certain attacks, to standing up.

Hinderance: The percentage chance that an untrained wearer will fail the casting of a particular type of magic, be it elemental, spirit, or mental.

CvA: Also known as Cast vs. Armor.  This is a straight bonus or penalty applied to defense against magic spells being cast at you.  Negative numbers are good here.

Penalty Removal:  Keep in mind I'm concerned about Rogue penalties here.  I'm paying no heed to Mental hinderance.  I'm also not completely sure on the numbers for totally removing the spell penalty.  The formula posted on the gemstone official page is most definitely wrong, however.  It looks as if you get a 'free' point of hindrance trained off.

 

Round Time Deconstructed

I see this question pop every now and then on the boards, so I figure I'll discuss it here.  Here's the formula for calculating RT, assuming you're unencumbered.

RT = Weapon Speed + Armor Hinderance - [(Armorskill + 10)/20] - [(Reflexbonus + Dexbonus +7)/15]

If you're ambushing, add 3 on to that total.

Truncate the Armorskill and Reflex/Dexbonus portions of the equation after you divide.

RT can not fall below 5 seconds, unless under the effects of a Haste type spell.

Weapon Speeds are listed on the Weapons Page.

So basically, you lose 1 second of RT at armor skill levels of 10, 30, 50, 70, 90, 111, 130, 150, 170, etc.

You lose 1 second of RT at a combined Ref/Dex bonus of 8, 23, 38, 53, and 68. 

 

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