Difference between revisions of "Armor"
(correct refresh rates) |
(→Types of Armor: updated combat refresh info for latest patch) |
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*Lowest armor values | *Lowest armor values | ||
− | *Boost combat refresh for Health | + | *Boost combat refresh for Health (largest boost) and Power (largest boost) |
*Ability to add pockets (2 inventory spaces each) | *Ability to add pockets (2 inventory spaces each) | ||
*120 enchantment points if crafted, 100 if looted | *120 enchantment points if crafted, 100 if looted | ||
Line 30: | Line 30: | ||
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*Medium armor values | *Medium armor values | ||
− | *Boost combat refresh for Health and Power | + | *Boost combat refresh for Health (large boost), Armor (large boost), and Power (small boost) |
*Ability to add pockets (1 inv space each) | *Ability to add pockets (1 inv space each) | ||
*120 enchantment points if crafted, 100 if looted | *120 enchantment points if crafted, 100 if looted | ||
Line 37: | Line 37: | ||
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*Highest armor values | *Highest armor values | ||
− | *Boost combat refresh for Armor only | + | *Boost combat refresh for Armor only (largest boost) |
*Only craft-able for cows and wolves by [[Toolcrafting|Toolcrafters]] and [[Blacksmithing|Blacksmiths]] | *Only craft-able 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 | *120 enchantment point if crafted, 100 if looted | ||
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+ | *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 and fairy armor (craft-able and max enchant) | *Includes snail armor and fairy armor (craft-able and max enchant) |
Revision as of 16:52, 14 October 2019
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 |
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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.