Armour properties

armour properties should be described in the itemdesc.cfg entry
for each armour piece. additionally, they can be overriden by
creating a CProp of the same name of any property on any 
instance of an armour piece. some properties may have a seperate
value for critical hits, as listed below with a "Critical"
prefix. in the case of a critical hit, the order of search is
  CriticalCProp > CriticalConfig > CProp > Config

Saturate
SaturateMax
StaminaMultiplier
Weakness
CriticalSaturate
CriticalSaturateMax
CriticalStaminaMultiplier
CriticalWeakness

finally armours must specify each location covered using the
multiply defined property "Cover" once for each location, eg.

  Cover head
  Cover temple
  Cover skull
  
would work for a helmet that did not cover the eyes but covered
the head in a general purpose hit, as well as specific temple
and skull hits. note that sub locations must all be specified
as hits directly to sub locations do not check for armour
covering parent locations.