> For the complete documentation index, see [llms.txt](https://docs.anyrpg.org/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.anyrpg.org/scriptable-objects/items/armor.md).

# Armor

## Creation

To create a faction, find (or create) the *GameName/Resources/GameName/Item/Equipment* folder (or any subfolder of that folder) in the project tab and right click.  Choose *Create > AnyRPG > Inventory > Equipment > Armor*.

## Properties

In addition to the properties shared by all [Equipment](/scriptable-objects/items/equipment.md), armor has the following unique properties.

| Name                | Description                                                                                                                                            |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Require Armor Class | If true, this armor can only be equipped if the character knows the [Armor Class](/scriptable-objects/armor-class.md) in the *Armor Class Name* field. |
| Armor Class Name    | The name of the [Armor Class](/scriptable-objects/armor-class.md) that this armor gets its armor properties from.                                      |

## Next Steps

* Configure a [Unit Profile](/scriptable-objects/unit-profile.md)'s *Equipment Name List* to provide this armor to newly created characters.
* Configure a [Character Class](/scriptable-objects/character-class.md)' *Equipment Names* list to provide this armor to newly created characters of that class.
* Configure a [Character Race](/scriptable-objects/character-race.md)'s *Equipment Names* list to provide this armor to newly created characters of that race.
* Configure a [Class Specialization](/scriptable-objects/class-specialization.md)'s *Equipment Names* list to provide this armor to a newly created characters of that specialization.
* Add armor to a [Loot Table](/scriptable-objects/loot-table.md) so that it can drop when an enemy is defeated.
* Add armor to a [Vendor Collection](/scriptable-objects/vendor-collection.md) and make it available on a vendor.
* Add armor to an [Equipment Set](/scriptable-objects/equipment-set.md) to give it unique set bonuses when one or more pieces of a set are equipped.
* Add armor as an output to a [Recipe](/scriptable-objects/recipe.md) so that it can be crafted.
