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Armor

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Revision as of 00:21, 29 March 2015 by Altair (talk | contribs) (Updated data to current patch, except for table)
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Template:Outdated Armor includes the Head/Shoulder, Top, Bottom, Belt, and Shoes slots. These items tend to give Physical defenses, but can also give armor slot, and skill level bonuses. Upgrading armor will give Physical Damage Bonus Reduction. Please refer to Enhancing for success rates and failure penalties. Armor has also has a chance to possess a Magic Seal. Refer to Magic Seal Items for more information.

There are five types of armor: Cloth Armor, Leather Armor, Light Armor, Heavy Armor, and Plate Armor. Although all classes can wear all armor, they will gain bonuses depending on their armor masteries. See Armor Masteries for more information.

Armor Slot Information/Bonuses

There are five different slot equipments: Head/Shoulder, Top, Bottom, Belt, and Shoes.
Armor equipment slots of the Item Inventory.

Head/Shoulder

  • Has the third-most Physical Defense, Weight, Durability and NPC Buy/Sell Gold value.

Top

  • Has the most Physical Defense, Weight, Durability, and NPC Buy/Sell Gold value.

Bottom

  • Has the second-most Physical Defense, Weight, Durability, and NPC Buy/Sell Gold value.

Belt

  • Has the least Physical Defense, Weight, Durability, and NPC Buy/Sell Gold value.
  • Grants Movement Speed +4%.

Shoes

  • Grants the second-least Physical Defense and Weight and the least Durability and NPC Buy/Sell Gold value.
  • Grants Inventory Weight Limit +3kg.

Class Armor Masteries

Though you can use any piece of armor you like, each character class has an armor type most suited to them.

Note: There are no penalties to wearing armor outside of your mastery.

Subclass Armor Masteries

Advanced classes will gain a new armor mastery. Masteries prefixed with another word may have different benefits than the original mastery. Example: "X Heavy Armor Mastery" may be different than "Y Heavy Armor Mastery" and just "Heavy Armor Mastery"

Slayers:

F. Slayers:

Fighters/M. Fighters:

Mages:

M. Mages:

Gunners/F. Gunners:

Priests:

Thieves:

Dark Knight:

Creator:

Knights:

Condition

How well a particular item is made. This applies to Gear items only.

  • Inferior
  • Weak
  • Ordinary
  • Exceptional
  • Superior

Note: Grade quality affects certain stat ranges for these equipment. A weapons grade quality is dependent on its Attack values, Armor is affected by it's Physical defense values, and Accessories are dependent on it's Magic defense values. Extra attributes such as Elemental Resistances, Status Tolerances, Stat increases like STR, VIT, HP and MP are all not affected by the grade quality of the item in question and the stats are always randomly generated. For example, a Weak item can have more STR than an Exceptional item. Grade quality affects the Physical Defense of Armors and the Magic Defense of Accessories.

Armor Upgrades

Upgrade Common Uncommon Rare/Set 1st Chronicle Unique Epic / 2nd Chronicle
+1 +0.04% +0.07% +0.10% +0.11% +0.13% +0.15%
+2 +0.08% +0.14% +0.20% +0.22% +0.26% +0.30%
+3 +0.12% +0.21% +0.30% +0.33% +0.39% +0.45%
+4 +0.20% +0.35% +0.50% +0.55% +0.63% +0.75%
+5 +0.28% +0.49% +0.70% +0.77% +0.91% +1.05%
+6 +0.36% +0.63% +0.90% +0.99% +1.17% +1.35%
+7 +0.48% +0.84% +1.20% +1.32% +1.56% +1.80%
+8 +0.56% +0.98% +1.40% +1.54% +1.82% +2.10%
+9 +0.64% +1.12% +1.60% +1.76% +2.08% +2.40%
+10 +0.80% +1.40% +2.00% +2.20% +2.60% +3.00%
+11 +1.60% +2.80% +4.00% +--% +5.20% +6.00%
+12 +2.40% +4.20% +6.00% +--% +7.80% +9.00%
+13 +3.20% +5.60% +8.00% +--% +10.40% +12.00%
+14 +5.20% +9.10% +13.00% +14.30% +16.90% +19.50%
+15 +7.20% +12.6% +18.00% +--% +23.40% +27.00%
+16 +9.20% +16.10% +23.00% +--% +29.90% +34.50%
+17 +12.80% +22.40% +32.00% +--% +41.60% +48.00%
+18 +16.40% +28.70% +41.00% +--% +53.30% +61.50%
+19 +20.00% +35.00% +50.00% +--% +62.50% +75.00%


Armor, Accessories, Special Equipment, and Chronicle

Armor

Accessories

Special Equipment

Chronicle

Talismans

Insignias

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