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Armor
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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 also has a chance to possess a Magic Seal. Refer to Magic Sealed Equipment for more information.
Originally, 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. As of the Verge of Recollection Update, Armor Textures have removed from the Global Client.
Contents
Armor Slot Information/Bonuses
There are five different slot equipments: Head/Shoulder, Top, Bottom, Belt, and Shoes.
Head/Shoulder
Top
Bottom
Belt
Shoes
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Class Armor Masteries
Though you can use any piece of armor you like, each character class has an armor type (or 3 in the case of the Exorcist) most suited to them upon Class Advancement. The Dark Knight and Creator have armor masteries upon character creation.
Note: There are no penalties to wearing armor outside of your mastery.
General Armor Masteries
These are the general armor masteries that were available to base character classes. Characters aside from the Dark Knight and Creator no longer have armor masteries prior to Class Advancement.
Cloth Armor Mastery
Leather Armor Mastery
Light Armor Mastery
Heavy Armor Mastery
Plate Armor Mastery
Advanced Armor Masteries
Characters will gain an armor mastery upon Class Advancement. Each class's armor mastery may have different benefits than another class's mastery of the same armor type. (Example: Avenger Heavy Armor Mastery increases Intelligence while
Exorcist Heavy Armor Mastery does not.)
Condition
How well a particular item is made. This applies to Gear items only. From weakest to strongest:
- Inferior
- Weak
- Ordinary
- Exceptional
- Superior
Note: Grade quality affects certain stat ranges for these equipment. A better quality will have higher stats. Extra attributes such as Elemental Resistances, Status Tolerances, Stat increases like STR, VIT, HP and MP are all affected by the grade quality of the item in question. Stats may vary within the same quality range. Two items with superior quality may have differing stats but will both be generally stronger than a lower quality. 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% |
Playable Classes | |||||||||
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Weapons | ||||||||
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Armor, Accessories, Special Equipment, and Chronicle | ||||
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