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Armor
These are the base properties inherent to all pieces of armor. These values will always be the same, unless the armor piece is of exceptional quality*.
| BASIC ARMOR
SETS |
| |
Leather
|
Studded Leather
|
Ringmail
|
Chain
|
Plate
|
Bone
|
Dragon
|
| Physical Resist |
2
|
2
|
3
|
4
|
5
|
3
|
3
|
| Fire Resist |
4
|
4
|
3
|
4
|
3
|
3
|
3
|
| Cold Resist |
3
|
3
|
1
|
4
|
2
|
4
|
3
|
| Poison Resist |
3
|
3
|
5
|
1
|
3
|
2
|
3
|
| Energy
Resist |
3
|
4
|
3
|
2
|
2
|
4
|
3
|
| Total Resist Per Piece |
15
|
16
|
15
|
15
|
15
|
16
|
15
|
| Pieces in Suit |
6
|
5
|
4
|
3
|
6
|
5
|
5
|
| SAMURAI EMPIRE ARMOR
SETS |
|
(Requires Samurai Empire expansion) |
Leather
|
Ninja
|
Studded Leather
|
Platemail
|
| Physical Resist |
2
|
2
|
2
|
5
|
| Fire Resist |
4
|
4
|
4
|
3
|
| Cold Resist |
3
|
3
|
3
|
2
|
| Poison Resist |
3
|
3
|
3
|
3
|
| Energy
Resist |
3
|
4
|
3
|
2
|
| Total Resist Per Piece |
15
|
15
|
15
|
15
|
| Pieces in Suit |
5
|
4
|
4
|
4
|
| Special Properties |
none
|
none
|
none
|
Mage Armor
|
| ELVEN ARMOR
SETS |
|
(Requires Mondain's Legacy expansion, elves only) |
Leaf
|
Hide
|
Woodland
|
Darkwood
|
| Physical Resist |
2
|
3
|
5
|
8
|
| Fire Resist |
3
|
3
|
3
|
5
|
| Cold Resist |
2
|
4
|
2
|
5
|
| Poison Resist |
4
|
3
|
3
|
7
|
| Energy
Resist |
4
|
2
|
2
|
5
|
| Total Resist Per Piece |
15
|
15
|
15
|
15
|
| Pieces in Suit |
6
|
5
|
5
|
6
|
| Special Properties |
none
|
none
|
none
|
HPI 2, DCI 5, set bonus
|
| Misc. Helmets |
Physical
|
Fire
|
Cold
|
Poison
|
Energy
|
| Helmet |
2
|
4
|
4
|
3
|
2
|
| Closed Helm |
3
|
3
|
3
|
3
|
3
|
| Bascinet |
7
|
2
|
2
|
2
|
2
|
| Norse Helm |
4
|
1
|
4
|
4
|
2
|
| Orc Helm |
3
|
1
|
3
|
3
|
5
|
| |
| Masks And Hats |
Physical
|
Fire
|
Cold
|
Poison
|
Energy
|
| Hat |
0
|
5
|
9
|
5
|
5
|
| Bear Mask |
5
|
3
|
8
|
4
|
4
|
| Deer Mask |
2
|
6
|
8
|
1
|
7
|
| Orc Mask |
1
|
1
|
7
|
7
|
8
|
| Tribal Mask (horned) |
6
|
9
|
0
|
4
|
5
|
| Tribal Mask (red) |
3
|
0
|
6
|
10
|
5
|
| Skullcap |
0
|
3
|
5
|
8
|
8
|
| Bandana |
0
|
3
|
5
|
8
|
8
|
* An exceptionally made piece of Armor will gain a 6% bonus that is distributed randomly among the base properties of that item. For example, an exceptionally made plate tunic could have 2% applied to Physical, 2% to Fire, and 1% to each Cold and Poison. Or, and this would be extremely rare, all 6% could be added to Physical, making it quite a valuable piece of armor.
* Exceptionally crafted Weapons get a 20% Damage Increase bonus.
Updated February 18, 2008
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