Wikia

Reckoning Wiki

Armor

Talk1
3,692pages on
this wiki
Image

An example of Armor being worn

Armor is the equipment you wear to reduce the amount of damage you take.

DescriptionEdit

Armor is available for five different parts of the body: head, chest, hands, legs, and feet. Some armor such as mage robes can take up more than one "body slot." There are also shields available to help further reduce damage by blocking or parrying an enemy's attack. Lastly, there are also rings and necklaces that can be equipped, but for more information on those items please visit the Accessories page.

Armor is measured by a number to determine the amount of damage reduced; the higher the number, the more damage is reduced. While other things can factor into this as well, this is damage reduction in its most basic form.

There are even different armor types for Might, Finesse, and Sorcery builds, although much like weapons, any character can equip any piece of armor as long as they have the prerequisite skill points to do so. This will vary from piece to piece, but generally the better the armor, the more skill points you will need in the corresponding ability tree to use it.

Armor BonusesEdit

All armor may have one of a number of general bonuses, which are indicated by an adjective that replaces the quality and material of the armor piece.

  • Bonus Effects
    • Extra Health
      • Warrior's: +10 Health
      • Soldier's: +20 Health
      • Cavalier's: +45 Health
      • King's: +80 Health
    • Extra Added Health
      • Crusader's: +10% Health
      • Vindicator's: +12% Health
      • Paladin's: +14% Health
      • Templar's: +17% Health
      • Hero's: +20% Health
    • Extra Mana
      • Student's: +5 Mana
      • Scholar's: +30 Mana
      • Master's: +60 Mana
    • Extra Added Mana
      • Augur's: +14% Mana
      • Mage's: +17% Mana
  • Extra Armor
    • Sturdy: +5 Armor
    • Rigid: +8 Armor
    • Hardened: +11 Armor
    • Shielded: +15 Armor
    • Indestructible: +19 Armor
    • Enduring: +29 Armor
    • Impregnable: +35 Armor
  • Extra Resistances
    • Extra % Armor
      • Superior: +10% Armor
      • Sentinel: +15% Armor
      • Major: +20% Armor
      • Crowning: +25% Armor
      • Flawless: +30% Armor
    • Bleeding
      • Armor of Mending: +5% Bleeding Resistance
      • Armor of Conservation: +8% Bleeding Resistance
      • Armor of Clotting: +16% Bleeding Resistance
      • Armor of Coagulation: +20% Bleeding Resistance
    • Block Efficacy
      • Reinforced: +10% Block Efficacy
      • Rugged: +15% Block Efficacy
      • Toughened: +25% Block Efficacy
    • Block Efficacy at Multiple Ranges
      • Durable: +5% Melee Block Efficacy, +5% Ranged Block Efficacy, +5% Magic Block Efficacy
      • Impenetrable: +25% Melee Block Efficacy, +25% Ranged Block Efficacy, +25% Magic Block Efficacy
      • Unassailable: +30% Melee Block Efficacy, +30% Ranged Block Efficacy, +30% Magic Block Efficacy
    • Damage
      • Timeless: +16% Damage Resistance
      • Boundless: +20% Damage Resistance
      • Deathless: +25% Damage Resistance
    • Elemental
      • Armor of Protection: +5% Elemental Resistance
      • Armor of Refuge: +8% Elemental Resistance
      • Armor of Shelter: +11% Elemental Resistance
      • Armor of Sanctuary: +20% Elemental Resistance
      • Armor of Haven: +25% Elemental Resistance
    • Physical
      • Armor of Shifting: +5% Physical Resistance
      • Armor of Phasing: +7% Physical Resistance
      • Armor of Displacing: +12% Physical Resistance
      • Armor of Tempering: +15% Physical Resistance
    • Fire
      • Armor of Fire Shield: +5% Fire Resistance
      • Armor of Fire Hindrance: +12% Fire Resistance
      • Armor of Fire Attenuation: +16% Fire Resistance
      • Armor of Fire Warding: +20% Fire Resistance
    • Ice
      • Armor of Ice Shield: +5% Ice Resistance
      • Armor of Ice Hindrance: +12% Ice Resistance
      • Armor of Ice Attenuation: +16% Ice Resistance
      • Armor of Ice Warding: +20% Ice Resistance
    • Lightning
      • Armor of Lightning Shield: +5% Lightning Resistance
      • Armor of Lightning Aversion: +8% Lightning Resistance
      • Armor of Lightning Hindrance: +12% Lightning Resistance
      • Armor of Lightning Warding: +20% Lightning Resistance
    • Poison
      • Armor of the Antivenin: +5% Poison Resistance
      • Armor of the Remedy: +10% Poison Resistance
      • Armor of the Elixir: +25% Poison Resistance
    • Poison and Bleeding
      • Armor of the Hale: +5% Bleeding Resistance, +5% Poison Resistance
      • Armor of the Hardy: +10% Bleeding Resistance, +10% Poison Resistance
      • Armor of the Indomitable: +20% Bleeding Resistance, +20% Poison Resistance
  • Extra Damage
    • Physical
      • Rousing: 7 Physical Damage
      • Rallying: 16 Physical Damage
  • Extra % Damage
    • Critical Hit Damage
      • Cruel: +18% Critical Hit Damage
    • Critical Hit Damage with Magic
      • Armor of the Wave: +7% Critical Hit Damage with magic
      • Armor of the Tsunami: +15% Critical Hit Damage with Magic
    • Critical Hit Damage with Physical
      • Armor of Justice: +5% Critical Hit Damage with Physical
      • Armor of Intensity: +12% Critical Hit Damage with Physical
    • Lightning
      • Armor of the Squall: +5% Lightning Damage
    • Bleeding
      • Armor of Skinning: +5% Bleeding Damage
      • Armor of Flaying: +7% Bleeding Damage
      • Armor of Flensing: +10% Bleeding Damage
      • Armor of Maiming: +15% Bleeding Damage
    • Fire
      • Armor of the Blaze: +10% Fire Damage
    • Ice
      • Armor of Flurry: +5% Ice Damage
    • Magic
      • Armor of the Soothsayer: +5% Damage with Magic
      • Armor of the Mystic: +15% Damage with Magic
    • Piercing
      • Armor of Gouging: +10% Piercing Damage
    • Poison
      • Armor of the Copperhead: +7% Poison Damage
    • Against Types
      • Champion's: +6% Damage vs. Niskaru
  • Extra % Damage Chance
    • Critical Hit
      • Barbed: +5% Chance to Critical Hit
      • Spiked: +6% Chance to Critical Hit
    • Critical Hit with Magic
      • Armor of Prophecy: +4% Chance to Critical Hit with Magic
    • Critical Hit with Physical
      • Armor of Balance: +5% Chance to Critical Hit with Physical
      • Armor of Efficiency: +6% Chance to Critical Hit with Physical
    • Fire
      • Armor of Flammability: 5% Chance to Burn enemies when Attacked
      • Armor of Combustion: 10% Chance to Burn enemies when Attacked
    • Ice
      • Armor of Cold: 5% Chance to Freeze enemies when Attacked
      • Armor of Freezing: 10% Chance to Freeze enemies when Attacked
      • Armor of Winter: 15% Chance to Freeze enemies when Attacked
    • Lightning
      • Armor of Storm's Bite: 10% Chance to Shock enemies when Attacked
      • Armor of Storm's Rage: 15% Chance to Shock enemies when Attacked
    • Poison
      • Armor of Rancidness: 10% Chance to Poison enemies when Attacked
      • Armor of Putrefaction: 15% Chance to Poison enemies when Attacked
    • Stun
      • Armor of Distress: 20% Chance to Stun enemies when Attacked
  • Resource Regen
    • Extra Health Regen
      • Soothing: +0.1 Health Regen per Sec
      • Sustaining: +0.5 Health Regen per Sec
      • Revitalizing: +1 Health Regen per Sec
      • Renewing: +1.5 Health Regen per Sec
    • Extra Mana Regen
      • Empowering: +0.2 Mana Regen per Sec
      • Infusing: +1.5 Mana Regen per Sec
      • Rejuvanating':' +2 Mana Regen per Sec
    • Extra Health and Mana Regen
      • Innervating: +2 Health Regen per Sec, +2 Mana Regen per Sec
    • Extra Mana Regen by Percentage
      • Shining: +10% Mana Regen per Sec
      • Resplendent: +25% Mana Regen per Sec
  • Stun Duration
    • Dazing: 10% Stun Duration
  • Combination Bonuses
    • Armor of the Duelist: +10% Damage and + 4% Chance to Critical Hit
    • Armor of the Warlord: +30% Damage, +8% Chance to Critical Hit
    • Shrouded: +1 to Finesse Abilities, +20% Critical Hit Damage
    • Armor of the Poisonlord: +1 to Finesse Abilities, +20% Poison Damage
    • Cunning: 1 Mana Regen per Sec, +30 Mana
    • Adept: 1.5 Mana Regen per Sec, +45 Mana
    • Wise: +2 Mana Regen per Sec, +60 Mana
    • Zealous: +2 Health Regen per Sec, +60 health
    • Armor of the Hammerlord: +12% Physical Damage, +1 to Might Abilities, +12% Stun Duration
    • Hearty: +20 Health, +20 Mana

Component qualityEdit

Component Level Tier 1: Tier 2: Tier 3: Tier 4: Tier 5:
Hides Leather Boiled Leather Studded Leather Trollhide Dreadscale
Cloth Cotton Linen Silk Hexweave Spiritweave

Metals

Iron Steel Azurite Sylvanite Prismere
Wood Birch Elm Oak Ash Ebony
Precious Metals Copper Bronze Silver Gold Platinum

HeadEdit

These are pieces of equipment that occupy a character's head slot. Helmets are favored by Might characters, Hoods are favored by Finesse characters, and Cowls are favored by Sorcery characters.

ChestEdit

These are the most important pieces of equipment, as chest pieces cover all your vital bits. Consequently, they provide the largest armor bonus. Cuirasses are favored by Might characters, Light Armors are favored by Finesse characters, and Robes are favored by Sorcery characters.

HandsEdit

Protect your hands from crushing hammers, sneaky daggers, and... papercuts. Gauntlets are favored by Might characters, Gloves are favored by Finesse characters, and Handwraps are favored by Sorcery characters.

LegsEdit

Keeps you running even if you take an arrow to the knee. Chausses are favored by Might characters, Leggings are favored by Finesse characters, and Robes are favored by Sorcery characters.

FeetEdit

Need to walk on small rocks? Stub your toe? No problem with these armors for your feet. Greaves are favored by Might characters, Boots are favored by Finesse characters, and Shoes and Slippers are favored by Sorcery characters.

ShieldsEdit

Block swords, arrows, and spells with these protective handheld plates. Kite Shields are favored by Might characters, Bucklers are favored by Finesse characters, and Talismen are favored by Sorcery characters. 

See alsoEdit

Loading Screen Tips: Armor

Around Wikia's network

Random Wiki