Difference between revisions of "Armor"
m (→Basics) |
m |
||
(45 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
− | |||
− | |||
− | |||
− | |||
==Basics== | ==Basics== | ||
− | Armor is one of three vital stats that every character and most creatures utilize for damage mitigation in [[Combat]], represented by a yellow bar. Armor provides 1 point of damage mitigation for every 25 points of armor remaining | + | Armor is one of three vital stats that every character and most creatures utilize for damage mitigation in [[Combat]], represented by a yellow bar. Armor provides 1 point of damage mitigation for every 25 points of armor remaining. |
− | During combat armor is depleted as the player or creature takes damage, resulting in the gradual loss of mitigation | + | During combat armor is depleted as the player or creature takes damage, resulting in the gradual loss of mitigation. Some abilities and attacks specifically target and deplete armor, particularly '''acid''' type damage as used by [[Slime|Slimes]] and [[Acid Spider|Acid Spiders]]. Some creatures, such as [[Snail (mob)|Snails]], have '''thick armor''' which makes them even more resilient. In contrast, there are also abilities that bypass armor completely to damage health directly. |
+ | |||
+ | [[Items]] that are primarily responsible for a characters armor stat include: head, chest, legs, gloves and boots. Other items may be randomly generated to grant small amounts of armor. Cows, wolves and spiders have unique armor items. | ||
+ | |||
+ | ==Damage Mitigation== | ||
+ | Armor can be generated or crafted with modifiers that mitigate specific in-direct damage types, for example cold, nature or heat damage. | ||
==Types of Armor== | ==Types of Armor== | ||
− | There are currently four classes of armor: ''' | + | There are currently four classes of [[:Category:Items/Armor|armor]]: '''[[:Category:Items/ClothArmor|cloth]]''', '''[[:Category:Items/LeatherArmor|leather]] ''', '''[[:Category:Items/MetalArmor|metal]]''' and '''[[:Category:Items/OrganicArmor|organic]]'''. The following list are generalities, especially for the combat refresh boost, and as with everything during beta subject to change. |
− | |||
− | |||
{| style="text-align:center; width: 100%;" | {| style="text-align:center; width: 100%;" | ||
Line 20: | Line 19: | ||
|'''Leather''' | |'''Leather''' | ||
|'''Metal''' | |'''Metal''' | ||
− | |''' | + | |'''Organic''' |
− | |- style="text-align:left;" | + | |- style="text-align:left; vertical-align: text-top;" |
| | | | ||
− | *Boost combat refresh for | + | *Lowest armor values |
− | *Ability to add pockets (inventory | + | *Boost combat refresh for Health (largest boost) and Power (largest boost) |
− | *120 enchantment points | + | *Ability to add pockets (2 inventory spaces each) |
+ | *120 enchantment points if crafted, 100 if looted | ||
*Craft-able by [[Tailoring|Tailors]] | *Craft-able by [[Tailoring|Tailors]] | ||
*Can be max enchanted | *Can be max enchanted | ||
− | |||
| | | | ||
− | *Boost combat refresh for Health and | + | *Medium armor values |
− | * | + | *Boost combat refresh for Health (large boost), Armor (large boost), and Power (small boost) |
+ | *Ability to add pockets (1 inv space each) | ||
+ | *120 enchantment points if crafted, 100 if looted | ||
*Craft-able by [[Leatherworking|Leatherworkers]] | *Craft-able by [[Leatherworking|Leatherworkers]] | ||
*Can be max enchanted | *Can be max enchanted | ||
| | | | ||
*Highest armor values | *Highest armor values | ||
− | *Boost combat refresh for Armor only | + | *Boost combat refresh for Armor only (largest boost) |
− | * | + | *Craft-able by [[Armorsmithing|Armorsmiths]], and for cows and wolves by [[Toolcrafting|Toolcrafters]] and [[Blacksmithing|Blacksmiths]] |
*All other metal armor must found in in loot | *All other metal armor must found in in loot | ||
+ | *120 enchantment point if crafted, 100 if looted | ||
| | | | ||
+ | *Boost combat refresh for Health (small boost), Armor (small boost), and Power (small boost) | ||
*Can't be dyed | *Can't be dyed | ||
− | *Includes snail armor ( | + | *Includes snail armor (craft-able and max enchant) and wintertide ensign gear |
+ | *Craft-able by [[Toolcrafting|Toolcrafters]] (Note that Spring Fairy armor, however, is considered Cloth, not Organic.) | ||
|} | |} | ||
+ | |||
+ | ==Crafting Armor== | ||
+ | When crafting armor either from [[Tailoring]], [[Leatherworking]], [[Blacksmithing]], or [[Toolcrafting]] the final armor piece is of a random rarity from {{ItemRarity|Uncommon}} to {{ItemRarity|Legendary}}. | ||
+ | |||
+ | ==Armor-Material Set Bonuses== | ||
+ | There are five main armor slots: head, chest, legs, feet, and hands. If at least three of these are made of the same material (cloth, leather, metal, or organic), your Basic Attack has a special bonus: | ||
+ | |||
+ | :*<b>3+ Cloths:</b> If your Power is below 20% of max, your Basic Attack restores Power equal to 20% of your Max Power. (Max once per minute.) | ||
+ | :*<b>3+ Leather:</b> If your Health is below 33% of max, your Basic Attack restores Health equal to 33% of your Max Health, plus your Combat Refresh Healing amount. (Max once per minute.) | ||
+ | :*<b>3+ Metal:</b> You mitigate 1 point of direct damage for every 50 points of Max Armor. | ||
+ | :*<b>3+ Organic:</b> Your Combat Refresh happens every 12 seconds (instead of every 15.) | ||
+ | |||
+ | Once you have enough pieces for the bonus, the bonus shows up on the ability description for your Basic Attack like normal, but nothing in the game tells you that wearing 3 pieces of same-material gear will give you that bonus. This reflects the fact that this system is extremely experimental and may be removed or dramatically altered (experimental version introduced [[Game_updates/2019-09-20|20 Sept, 2019]]). | ||
+ | |||
+ | ==Additional Modifiers== | ||
+ | Armor may modify specific skill sets. For example metal gloves may decrease archery damage by a set percentage. | ||
==Replenishing Armor== | ==Replenishing Armor== | ||
− | + | Armor will regenerate when outside of combat at a fairly fast rate (every 4 seconds). In combat however options are more limited. | |
− | + | ||
− | + | [[Combat Refresh]] is the most basic way of regenerating armor in combat and can be activated every 15 seconds using a basic attack capable of triggering [[Combat Refresh]]. This refresh can be enhanced by a characters equipment and skills. | |
+ | |||
+ | [[Armor Patching]], much like [[First Aid]] for health, provides a direct replenishment of armor using a {{Item|Simple Armor Patch Kit}} or better. This ability also requires power and is on a 30 second cool down. | ||
+ | ; | ||
+ | {{Item|Armor Potion}} will instantly replenish armor during combat upon use. There are several levels of armor potion, however currently these potions cannot be crafted and must be bought or found. | ||
[[Category:Mechanics]][[Category:Gameplay]] | [[Category:Mechanics]][[Category:Gameplay]] |
Latest revision as of 00:27, 22 January 2023
Basics
Armor is one of three vital stats that every character and most creatures utilize for damage mitigation in Combat, represented by a yellow bar. Armor provides 1 point of damage mitigation for every 25 points of armor remaining.
During combat armor is depleted as the player or creature takes damage, resulting in the gradual loss of mitigation. Some abilities and attacks specifically target and deplete armor, particularly acid type damage as used by Slimes and Acid Spiders. Some creatures, such as Snails, have thick armor which makes them even more resilient. In contrast, there are also abilities that bypass armor completely to damage health directly.
Items that are primarily responsible for a characters armor stat include: head, chest, legs, gloves and boots. Other items may be randomly generated to grant small amounts of armor. Cows, wolves and spiders have unique armor items.
Damage Mitigation
Armor can be generated or crafted with modifiers that mitigate specific in-direct damage types, for example cold, nature or heat damage.
Types of Armor
There are currently four classes of armor: cloth, leather , metal and organic. The following list are generalities, especially for the combat refresh boost, and as with everything during beta subject to change.
Armor Comparison | |||
Cloth | Leather | Metal | Organic |
|
|
|
|
Crafting Armor
When crafting armor either from Tailoring, Leatherworking, Blacksmithing, or Toolcrafting the final armor piece is of a random rarity from Uncommon to Legendary.
Armor-Material Set Bonuses
There are five main armor slots: head, chest, legs, feet, and hands. If at least three of these are made of the same material (cloth, leather, metal, or organic), your Basic Attack has a special bonus:
- 3+ Cloths: If your Power is below 20% of max, your Basic Attack restores Power equal to 20% of your Max Power. (Max once per minute.)
- 3+ Leather: If your Health is below 33% of max, your Basic Attack restores Health equal to 33% of your Max Health, plus your Combat Refresh Healing amount. (Max once per minute.)
- 3+ Metal: You mitigate 1 point of direct damage for every 50 points of Max Armor.
- 3+ Organic: Your Combat Refresh happens every 12 seconds (instead of every 15.)
Once you have enough pieces for the bonus, the bonus shows up on the ability description for your Basic Attack like normal, but nothing in the game tells you that wearing 3 pieces of same-material gear will give you that bonus. This reflects the fact that this system is extremely experimental and may be removed or dramatically altered (experimental version introduced 20 Sept, 2019).
Additional Modifiers
Armor may modify specific skill sets. For example metal gloves may decrease archery damage by a set percentage.
Replenishing Armor
Armor will regenerate when outside of combat at a fairly fast rate (every 4 seconds). In combat however options are more limited.
Combat Refresh is the most basic way of regenerating armor in combat and can be activated every 15 seconds using a basic attack capable of triggering Combat Refresh. This refresh can be enhanced by a characters equipment and skills.
Armor Patching, much like First Aid for health, provides a direct replenishment of armor using a or better. This ability also requires power and is on a 30 second cool down.