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# Armor & Attack Types

Aincrad Legacy completely replaces the traditional elemental system. There are **no classic elements** here. Instead, every unit has an **armor type** for defense and an **attack type** for offense, and the interaction between them decides how much damage actually lands.

## Armor types (defense)

Your armor type is what your enemies' attacks land against:

* **Unarmored**
* **Cloth**
* **Leather**
* **Plate**

## Attack types (offense)

Your weapon determines your attack type:

* **Slashing**
* **Piercing**
* **Bludgeoning**
* **Aura**

## Matchups matter

Each attack type performs differently against each armor type - some combinations are strong, others are weak, just like a rock-paper-scissors system. Hitting a foe with the attack type their armor is weak to lands much harder than brute-forcing an unfavorable matchup.

The full table (damage dealt by each attack type against each armor type):

| Armor \ Attack | Slashing | Piercing | Bludgeoning | Aura |
| -------------- | -------- | -------- | ----------- | ---- |
| **Unarmored**  | 110%     | 110%     | 110%        | 70%  |
| **Cloth**      | 130%     | 60%      | 100%        | 110% |
| **Leather**    | 100%     | 130%     | 60%         | 110% |
| **Plate**      | 60%      | 100%     | 130%        | 110% |

Reading it: the three physical types form a triangle - **Slashing** shreds Cloth but glances off Plate, **Piercing** punches through Leather but is stopped by Cloth, **Bludgeoning** crushes Plate but is absorbed by Leather. **Aura** is the consistent option: 110% against every armor - except **Unarmored** targets, which disperse it down to 70% while taking 110% from every physical type.

There are no attribute "levels" - the table above is the whole system, for every unit in the game.

This is the backbone of combat in Aincrad Legacy. A smart Adventurer carries options and adapts to what they are fighting, rather than relying on a single weapon for everything.

## Elemental advantage: the CRT trait

The **CRT** trait tilts every matchup in your favor. For **every 5 points of CRT**, the matchup percentage shifts **1% to your advantage** - both on offense and on defense:

* **Attacking:** if your attack type would deal 70% against the target's armor, 50 CRT turns that into 80%. If it would deal 110%, you deal 120% instead.
* **Defending:** if an incoming attack type would deal 130% against your armor, your 50 CRT reduces it to 120%.

The shift applies to every matchup, good or bad - CRT softens your weaknesses and sharpens your strengths at the same time. It is a player-only edge: monsters have no CRT and never shift the table against you.

The shift can never push a matchup **past the 100% line**. A weak matchup can at best be brought up to even (100%), never turned into an advantage, and a strong incoming attack can at worst be brought down to even, never below. Neutral (100%) matchups are unaffected by CRT.

## Checking a target

Because armor and attack types replace the old element labels, the **monster info window** is your friend. Use the in-game monster info (for example, by Sensing a monster) to see a target's armor type before committing to a fight, and plan your weapon choice around it.


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